Author Topic: Single Player Mod [CANCELED]  (Read 23759 times)

Crava_Loft

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Single Player Mod [CANCELED]
« on: August 13, 2010, 03:16:47 pm »
Project is canceled. Sorry.

downloads: [removed]
documentation: [removed]
I will release parts of the code after reviewing. I will do it when I have time.

« Last Edit: August 23, 2010, 12:34:59 am by Crava_Loft »

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Re: Single Player Mod
« Reply #1 on: August 13, 2010, 07:39:47 pm »
gj calming down +1  :angel:
success is the ability to go from failure to failure without losing your enthusiasm

+PICS+

Crava_Loft

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Re: Single Player Mod
« Reply #2 on: August 13, 2010, 09:45:51 pm »
[deleted]
« Last Edit: August 20, 2010, 06:34:00 pm by Crava_Loft »

Crava_Loft

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Re: Single Player Mod
« Reply #3 on: August 14, 2010, 06:57:53 pm »
[deleted]
« Last Edit: August 20, 2010, 06:34:31 pm by Crava_Loft »

Crava_Loft

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Re: Single Player Mod
« Reply #4 on: August 15, 2010, 02:39:10 pm »
[deleted]
« Last Edit: August 20, 2010, 06:34:11 pm by Crava_Loft »

Crava_Loft

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Re: Single Player Mod
« Reply #5 on: August 16, 2010, 01:31:41 am »
[deleted]
« Last Edit: August 20, 2010, 06:34:20 pm by Crava_Loft »

Crava_Loft

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Re: Single Player Mod -Alphad!
« Reply #6 on: August 16, 2010, 04:34:45 pm »
[deleted]
« Last Edit: August 20, 2010, 06:34:42 pm by Crava_Loft »

F50

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Re: Single Player Mod
« Reply #7 on: August 16, 2010, 11:44:25 pm »
I'm pretty sure the sample mission layout is broken. Humans win everytime. Instantly.

EDIT: Hrm. It seems to be because it loads default_buildables.lua *after* loading the layout. Since that tremded console apparently doesn't allow me to run commands, and I don't have a tremded executable in that directory, I'm running "+map karith testfu" right off of the command line, which is probably why you didn't catch it.

EDIT2: Couldn't you make a diff from the most similar svn revision, instead of 2034? Most of the code in the patch is stuff completely unrelated to this, making the .patch useless.
« Last Edit: August 16, 2010, 11:54:17 pm by F50 »
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


Crava_Loft

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Re: Single Player Mod
« Reply #8 on: August 17, 2010, 09:58:59 am »
[deleted]
« Last Edit: August 20, 2010, 06:34:52 pm by Crava_Loft »

Asvarox

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Re: Single Player Mod
« Reply #9 on: August 17, 2010, 03:40:37 pm »
is that lua in tremulous? omg hax :o

Is it possible to "port" tremulous.h to lua? I'd love to be able to play around with those numbers without having to recompile everytime :D
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

ape

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Re: Single Player Mod
« Reply #10 on: August 17, 2010, 04:19:23 pm »
You cannot "port" tremulous.h ("port" doesn't make any sense in this context)

However if you wanted to change values on the fly, you'd need to add the appropriate hooks with lua (if you need an example, look through vcxzet's project page).

afaik tremulous.h values are stored within game.dll/qvm/so (and tremded?)

gimhael

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Re: Single Player Mod
« Reply #11 on: August 17, 2010, 05:28:56 pm »
The constants in tremulous.h are only used to initialize variables in the game.qvm (see bg_misc.c), so you could change them on the fly if you have accessors to these variables.

Crava_Loft

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Re: Single Player Mod
« Reply #12 on: August 17, 2010, 08:48:59 pm »
[deleted]
« Last Edit: August 20, 2010, 06:35:03 pm by Crava_Loft »

Crava_Loft

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Re: Single Player Mod
« Reply #13 on: August 18, 2010, 01:32:55 am »
[deleted]
« Last Edit: August 20, 2010, 06:37:23 pm by Crava_Loft »

UniqPhoeniX

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Re: Single Player Mod
« Reply #14 on: August 18, 2010, 10:53:02 am »
How about not having the info about what is available at each stage in each entity, but using a list of what is available that is changed for each stage?

Having fully scriptable entities would be awesome, but it should be intuitive and easy to edit too. For example instead of having something obscure like 'out_link=true' for repeater, instead have all the requirements listed for each buildable, and just have rep require NOT being in power range. If possible avoid creating new commands/variables/whatever, and make it as generic as possible, like a way to check if there is a specific buildable (which could be RC or even armoury) with same team as the player trying to build. And perhaps have team for a buildable taken from the player who built it, not set in the script :P

IMO modelindex should point to the .md3. Grouping related info together would also help, like mins & maxs -> bbox {-50, -50, -50} {50, 50, 50}, and having that and modelindex right after name & info.
Possibly have different states for entities, especially buildables, like when placed, it spawns with 10 hp and starts regenerating, has different shader etc; after a delay changes state to finished, has regen set to 0, plays spawn animation, becomes usable. If hp goes to 0, changes state to dying and after x sec blows up and is removed from the game.
Having some way to copy/import variables/state from another script would help group together common stuff.
« Last Edit: August 18, 2010, 10:55:42 am by UniqPhoeniX »

Crava_Loft

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Re: Single Player Mod
« Reply #15 on: August 18, 2010, 03:35:29 pm »
[deleted]
« Last Edit: August 20, 2010, 06:35:13 pm by Crava_Loft »

UniqPhoeniX

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Re: Single Player Mod
« Reply #16 on: August 18, 2010, 05:33:18 pm »
model = "models/buildables/hive/hive.md3"
I can use bbox = {{-50, -50, -50},{50, 50, 50}}
Those 2 would be nice
Quote
I also thought about building animations when buildables are loaded from a layout script.
Is it possible to set when/which animations are played in the buildable/entity script? (This should still use the animation.cfg file for the exact frame numbers etc)
Quote
you can use game.import(filename) to load files if you look at testfu.dat it uses a few imports
I suppose this can be used next to other variables in a script, to import some generic/common ones?
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I didn't understand you suggestion about stages.
is it something like
buildables_at_stages{S1={"egg","telenode"}, S2={"egg","telenode","acid_tube", "mgturret"}, S3={...}, ....}
? sounds more convenient :)
Something like that, but with less " if possible :P Ideally stage changes would trigger a script which gives the reinforcements/evolved msg and changes the buildables/classes/equipment variables.
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you need team field in buildables to determine which buildable belongs to which team (but it is also checked by buildWeapon so team can be removed from the scripting part, but it needs to exist in C part)
Umm... I meant that the team variable would be set when the building is built, to whatever team the player who built it is in.
Quote
and about out_link=true, this flag makes the buildable valid only outside of powered zones. I don't know what you mean??
I meant that it is not at all obvious what it does, and it would be better to have a more general way to check if the building is in/out of range of something else. Also all the requirements (nearby powersource (and it having enough bps) or lack of it, existence of RC, whatever else) should be grouped together.
« Last Edit: August 18, 2010, 05:37:24 pm by UniqPhoeniX »

Crava_Loft

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Re: Single Player Mod
« Reply #17 on: August 18, 2010, 10:23:19 pm »
[deleted]
« Last Edit: August 20, 2010, 06:35:27 pm by Crava_Loft »

DraZiLoX

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Re: Single Player Mod
« Reply #18 on: August 19, 2010, 06:44:44 am »
I think I will ragequit again :/
Noes!

Crava_Loft

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Re: Single Player Mod
« Reply #19 on: August 19, 2010, 12:10:10 pm »
[deleted]
« Last Edit: August 20, 2010, 06:35:45 pm by Crava_Loft »

UniqPhoeniX

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Re: Single Player Mod
« Reply #20 on: August 19, 2010, 01:11:31 pm »
You've already implemented a lot of useful stuff, don't just quit :(

Crava_Loft

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Re: Single Player Mod
« Reply #21 on: August 19, 2010, 09:19:39 pm »
[deleted]
« Last Edit: August 20, 2010, 06:35:56 pm by Crava_Loft »

Crava_Loft

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Re: Single Player Mod
« Reply #22 on: August 20, 2010, 01:47:16 pm »
[deleted]
^-- what it says
« Last Edit: August 20, 2010, 06:36:45 pm by Crava_Loft »

rotacak

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Re: Single Player Mod
« Reply #23 on: August 20, 2010, 07:23:17 pm »
Omfg, why I reading this [deleted] spam-noob.  >:(

your face

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Re: Single Player Mod
« Reply #24 on: August 20, 2010, 08:41:53 pm »
Omfg, why I reading this [deleted] spam-noob.  >:(
this.

how about an admin make it so f0rqu3 can't delete his own posts.
spam spam spam, waste waste waste!

Crava_Loft

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Re: Single Player Mod
« Reply #25 on: August 20, 2010, 09:20:16 pm »
hint: I don't delete them

jez

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Re: Single Player Mod
« Reply #26 on: August 20, 2010, 09:47:35 pm »
hint: I don't delete them

orly?

Quote
« Last Edit: Today at 05:34:00 PM by Crava_Loft »

Crava_Loft

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Re: Single Player Mod
« Reply #27 on: August 20, 2010, 10:10:00 pm »
hint 2: it says edited.

Plague Bringer

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Re: Single Player Mod
« Reply #28 on: August 21, 2010, 04:04:38 am »
Omfg, why I reading this [deleted] spam-noob.  >:(
this.

how about an admin make it so f0rqu3 can't delete his own posts.
The removal of the delete feature is actually because of an issue between the original Lava_Croft (who is probably creepin' this right meow) and I. The removal of the edit feature is silly...
BUT...
Agree? I suppose. It seems kinda totalitarian to enact a ban on something like that for just one person. It'd be nice if Crava would actually leave after deleting his posts, though. Otherwise it's just trolling.
Yeah, agree.
U R A Q T

F50

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Re: Single Player Mod
« Reply #29 on: August 21, 2010, 06:03:34 am »
It'd be nice if Crava would actually leave after deleting his posts, though. Otherwise it's just trolling.
Indeed. Does having 90+% of your posts consisting of "[deleted]" constitute being a (well I guess he isn't a bot) spam-er?
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law