Those simple questions thread "Simple questions, simple answers"
#181 Posted 01 July 2014 - 05:20 AM
#182 Posted 01 July 2014 - 09:34 AM
I see that point lights work good, also on models, but not for spot lights: it seems they work only for a fraction after map loading
EDIT: This is noticeable in eduke32.log :
Initializing Polymer subsystem... PR : FBO #1 initialization failed. PR : FBO #2 initialization failed. PR : FBO #3 initialization failed. PR : FBO #4 initialization failed. PR : FBO #5 initialization failed.
This post has been edited by RichardStorm: 01 July 2014 - 09:36 AM
#183 Posted 01 July 2014 - 10:04 AM
This post has been edited by Chip: 01 July 2014 - 10:21 AM
#184 Posted 01 July 2014 - 11:17 AM
Chip, on 01 July 2014 - 10:04 AM, said:
For example:
onevent EVENT_ACTIVATECHEAT ifvare RETURN 1 // DNSTUFF setvar stuffcheat 1 else ifvare RETURN 21 // DNWEAPONS setvar weaponcheat 1 endevent
The wiki explains a lot of EDuke32 functionality with examples.
Chip, on 01 July 2014 - 10:04 AM, said:
You're not using a version of EDuke32 with this event in it. It was added in revision 4515. Just download the latest version of EDuke32 to get support for the event.
This post has been edited by Daedolon: 01 July 2014 - 11:22 AM
#185 Posted 01 July 2014 - 11:20 AM
onevent EVENT_ACTIVATECHEAT setvarvar MYVAR RETURN endevent
This post has been edited by RichardStorm: 01 July 2014 - 11:20 AM
#186 Posted 01 July 2014 - 11:29 AM
EDuke32 2.0.0devel r4476 (64-bit) Compiled May 18 2014 03:04:25 Using D:/Programs/Duke3D/Duke3D Modds/New Queen/ for game data Windows 7 (build 6.1.7600) Initializing SDL system interface (compiled against SDL version 2.0.3, found version 2.0.3) Using "windows" video driver Searching for game data... Using "DUKE3D.GRP" as main game data file. Compiling: GAME.CON (211679 bytes) Including: DEFS.CON (39726 bytes) Including: VARS.CON (1847 bytes) Including: USER.CON (50462 bytes) Including: EVENTS.CON (21579 bytes) EVENTS.CON: In event `EVENT_ACTIVATECHEAT': EVENTS.CON:779: error: parameter `EVENT_ACTIVATECHEAT' is undefined. Including: WEAPONS.CON (15298 bytes) Found 0 warning(s), 1 error(s).
The code I had was this:
state maxthebackpack setplayervar[THISACTOR].BACKPACKGOT 5 setplayer[THISACTOR].max_ammo_amount PISTOL_WEAPON 400 setplayer[THISACTOR].max_ammo_amount SHOTGUN_WEAPON 100 setplayer[THISACTOR].max_ammo_amount CHAINGUN_WEAPON 400 setplayer[THISACTOR].max_ammo_amount RPG_WEAPON 100 setplayer[THISACTOR].max_ammo_amount HANDBOMB_WEAPON 100 setplayer[THISACTOR].max_ammo_amount SHRINKER_WEAPON 100 setplayer[THISACTOR].max_ammo_amount GROW_WEAPON 100 setplayer[THISACTOR].max_ammo_amount DEVISTATOR_WEAPON 200 setplayer[THISACTOR].max_ammo_amount TRIPBOMB_WEAPON 20 setplayer[THISACTOR].max_ammo_amount FREEZE_WEAPON 200 ends onevent EVENT_ACTIVATECHEAT ifvare RETURN 1 // Stuff { setplayervar[THISACTOR].GOTPISTOL 1 setplayervar[THISACTOR].GOTLASERPISTOL 1 state maxthebackpack } else ifvare RETURN 21 // Weapons { setplayervar[THISACTOR].GOTPISTOL 1 setplayervar[THISACTOR].GOTLASERPISTOL 1 state maxthebackpack } else ifvare RETURN 22 state maxthebackpack // Inventory endevent
I've also just tried out your code in case I did something really silly that the event didn't like, but still wouldn't recognize the event. I'm going to try the absolute latest version of Eduke32 in case that does anything.
This post has been edited by Chip: 01 July 2014 - 11:34 AM
#187 Posted 01 July 2014 - 11:30 AM
Chip, on 01 July 2014 - 11:29 AM, said:
EDuke32 2.0.0devel r4476 (64-bit)
EVENT_ACTIVATECHEAT was added in r4515, it does not exist in r4476.
#188 Posted 01 July 2014 - 11:39 AM
This post has been edited by Chip: 01 July 2014 - 11:40 AM
#190 Posted 01 July 2014 - 01:43 PM
This post has been edited by Drek: 01 July 2014 - 01:44 PM
#191 Posted 01 July 2014 - 01:51 PM
#192 Posted 02 July 2014 - 05:23 AM
Mike Norvak, on 21 June 2014 - 08:15 AM, said:
BUMP!
Maybe a command?
#194 Posted 02 July 2014 - 11:00 AM
#195 Posted 02 July 2014 - 11:07 AM
#196 Posted 02 July 2014 - 11:13 AM
#197 Posted 02 July 2014 - 11:46 AM
#198 Posted 03 July 2014 - 01:57 PM
//edit: Cacti in question: http://imgur.com/T8DYQff
...and same cacti visible through floor: http://imgur.com/1f1a0X8
There's also this oddity (horizontal bars, amount of which depends on how high you are, no, not THAT kind of high, don't think about it junkie!): http://imgur.com/mOBbCL5
This post has been edited by Darkhog: 03 July 2014 - 02:06 PM
#199 Posted 12 July 2014 - 07:08 AM
This post has been edited by Chip: 12 July 2014 - 07:11 AM
#200 Posted 12 July 2014 - 07:34 AM
16:9 display
320 * xdim/ydim / 4/3 = 320 * 16/9 / 4/3 = 426 ⅔ units wide
-((426 ⅔ - 320) / 2) = -53 ⅓ is the left edge
320 + 53 ⅓ = 373 ⅓ is the right edge
You would absolutely want to use orientation flag 2048 for 16 bits of precision to approximate the decimal. (Multiply 320-based screen coordinates by 65536--or shiftvarl by 16 which is faster.)
-3495253 ⅓ is the left edge --> round down (left) to -3495254
24466773 ⅓ is the right edge --> round up (right) to 24466774
However.
Since this fractional stuff gets a tad messy, and since you would be either hardcoding one particular widescreen aspect ratio or writing lots of math, the optimal way is to take advantage of orientation flags 256 and 512. These treat the standard 0-320 coordinates as being pinned to the left edge and the right edge of the screen, respectively.
#201 Posted 12 July 2014 - 04:54 PM
#202 Posted 12 July 2014 - 05:27 PM
#203 Posted 12 July 2014 - 05:46 PM
Mblackwell, on 12 July 2014 - 05:27 PM, said:
Yup. He also needs to know how to manipulate angle and motion of the "camera" sprite, load values into it at map start, and start/end the sequence in-game via activation or some other method. Oh, and how to prevent unwanted things from happening while the cutscene is going on (like the player walking around, taking damage, etc.)
#204 Posted 12 July 2014 - 06:16 PM
The triggering I should be able to figure out. And I think I saw somewhere a command to freeze the player so they stay in place to watch the cutscene.
I 'm a little confused about this part... " assume that the gamevar camerasprite is global and is set to the sprite ID of a special sprite when the camera is being used, and otherwise has a value of -1 "
But this amount of detail is getting a little OT for the simple question thread. I'll continue this in another thread I already started for con help.
This post has been edited by Mark.: 12 July 2014 - 06:20 PM
#205 Posted 13 July 2014 - 12:25 AM
Hendricks266, on 12 July 2014 - 07:34 AM, said:
16:9 display
320 * xdim/ydim / 4/3 = 320 * 16/9 / 4/3 = 426 ⅔ units wide
-((426 ⅔ - 320) / 2) = -53 ⅓ is the left edge
320 + 53 ⅓ = 373 ⅓ is the right edge
You would absolutely want to use orientation flag 2048 for 16 bits of precision to approximate the decimal. (Multiply 320-based screen coordinates by 65536--or shiftvarl by 16 which is faster.)
-3495253 ⅓ is the left edge --> round down (left) to -3495254
24466773 ⅓ is the right edge --> round up (right) to 24466774
However.
Since this fractional stuff gets a tad messy, and since you would be either hardcoding one particular widescreen aspect ratio or writing lots of math, the optimal way is to take advantage of orientation flags 256 and 512. These treat the standard 0-320 coordinates as being pinned to the left edge and the right edge of the screen, respectively.
This is very informative! I may be playing around with this later on.
Thanks.
#206 Posted 18 July 2014 - 11:53 PM
#207 Posted 18 July 2014 - 11:55 PM
#209 Posted 19 July 2014 - 04:39 AM
This post has been edited by Mark.: 19 July 2014 - 04:42 AM
#210 Posted 19 July 2014 - 11:32 AM
getsector[<sector id>].floorz temp
In actor code, THISACTOR is a magic token for sectors that identifies the actor's current sector.
getsector[THISACTOR].floorz temp