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Single Player Mod [CANCELED]

Started by Crava_Loft, August 13, 2010, 03:16:47 PM

Crava_Loft

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.


+ OPTIMUS +

success is the ability to go from failure to failure without losing your enthusiasm

+PICS+

Crava_Loft

#2
[deleted]

Crava_Loft

#3
[deleted]

Crava_Loft

#4
[deleted]

Crava_Loft

#5
[deleted]

Crava_Loft

#6
[deleted]

F50

#7
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.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


Crava_Loft

#8
[deleted]

Asvarox

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
Quote from: J3lackStar on July 14, 2011, 09:14:42 PM
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

ape

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

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

#12
[deleted]

Crava_Loft

#13
[deleted]

UniqPhoeniX

#14
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.

Crava_Loft

#15
[deleted]

UniqPhoeniX

#16
Quote from: Crava_Loft on August 18, 2010, 03:35:29 PM
model = "models/buildables/hive/hive.md3"
I can use bbox = {{-50, -50, -50},{50, 50, 50}}
Those 2 would be nice
QuoteI 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)
Quoteyou 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?
Quote
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.
Quoteyou 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.
Quoteand 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.

Crava_Loft

#17
[deleted]


Crava_Loft

#19
[deleted]

UniqPhoeniX

You've already implemented a lot of useful stuff, don't just quit :(

Crava_Loft

#21
[deleted]

Crava_Loft

#22
[deleted]
^-- what it says


your face

Quote from: rotacak on August 20, 2010, 07:23:17 PM
Omfg, why I reading this [deleted] spam-noob.  >:(
this.

how about an admin make it so f0rqu3 can't delete his own posts.
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Crava_Loft

hint: I don't delete them

jez

Quote from: Crava_Loft on August 20, 2010, 09:20:16 PM
hint: I don't delete them

orly?

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

Crava_Loft


Plague Bringer

Quote from: your face on August 20, 2010, 08:41:53 PM
Quote from: rotacak on August 20, 2010, 07:23:17 PM
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

Quote from: Plague Bringer on August 21, 2010, 04:04:38 AMIt'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