EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4760 Posted 04 July 2014 - 02:16 PM
Also remember setprojectile refers to a picnum, and setthisprojectile to a sprite ID.
This post has been edited by Fox: 04 July 2014 - 02:17 PM
#4761 Posted 04 July 2014 - 02:21 PM
This post has been edited by James: 04 July 2014 - 02:21 PM
#4762 Posted 04 July 2014 - 06:42 PM
James, on 04 July 2014 - 02:21 PM, said:
I didn't know about that feature. How are you checking to see if the member is being set? It's weird that you could use the command to set it without getting an error if it's not actually doing anything. Also, how do you plan to use the information to apply the damage (i.e. what events, what point in the projectile's lifecycle, etc)?
#4763 Posted 04 July 2014 - 08:17 PM
James, on 04 July 2014 - 10:56 AM, said:
It looks plugged in properly. Odd. Helix wrote this to test: http://svn.eduke32.c.../weaponvars.con
#4764 Posted 04 July 2014 - 11:36 PM
#4765 Posted 05 July 2014 - 12:46 AM
The fact that the gamestructure code passes inspection suggests something more insidious is at work.
#4766 Posted 05 July 2014 - 05:54 AM
defineprojectile 958 PROJ_WORKSLIKE 32770 defineprojectile 958 PROJ_SPAWNS RPG_EXPLODE defineprojectile 958 PROJ_VEL 999 defineprojectile 958 PROJ_EXTRA 0 defineprojectile 958 PROJ_XREPEAT 32 defineprojectile 958 PROJ_YREPEAT 32 defineprojectile 958 PROJ_CSTAT 128 defineprojectile 958 PROJ_USERDATA 32 gamevar PROJ_LOG 0 0 gamevar TEMP 0 2 onevent EVENT_TURNAROUND setvar RETURN 1 setprojectile[958].userdata 64 eshoot 958 setvarvar PROJ_LOG RETURN setprojectile[958].userdata 32 endevent onevent EVENT_GAME getthisprojectile[PROJ_LOG].userdata TEMP addlogvar TEMP endevent
This post has been edited by James: 05 July 2014 - 05:54 AM
#4767 Posted 07 July 2014 - 07:28 AM
I don't know what that means. I use the -server command and I know multiplayer is still being a WIP but I was wondering if someone else got this crash. I haven't tried older snapshots.
I'll attach the full log and a screen.
Attached File(s)
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eduke32.log (1.34K)
Number of downloads: 382
#4768 Posted 12 July 2014 - 03:52 PM
(I don't have any specific use for it now, but I tought of it as something usefull)
This post has been edited by Fox: 12 July 2014 - 03:53 PM
#4769 Posted 12 July 2014 - 04:56 PM
#4770 Posted 12 July 2014 - 06:14 PM
This post has been edited by Fox: 12 July 2014 - 06:14 PM
#4771 Posted 12 July 2014 - 08:34 PM
Still, though, in the spirit of Duke modding there is already a way to do that. Just save the current volume and level to vars, save the map state, let the cheat do its thing and kick the game back to the original level (and load the map state) if they happened to choose something you didn't want them to warp to. I certainly don't think there needs to be specialized coding in EDuke32 for that one sadistic guy who wants to punish people who know about "DNSCOTTY" but not the "changelevel" console command.
#4772 Posted 13 July 2014 - 08:24 AM
#4773 Posted 16 July 2014 - 10:01 AM
#4774 Posted 16 July 2014 - 10:17 AM
I would recommend you to check for the sound ID in EVENT_SOUND:
onevent EVENT_SOUND
switch RETURN
case PRED_ROAM
case PRED_ROAM2
case PRED_RECOG
case PRED_PAIN
case PRED_DYING
ifactorsound THISACTOR PRED_ROAM
setvar RETURN -1
ifactorsound THISACTOR PRED_ROAM2
setvar RETURN -1
ifactorsound THISACTOR PRED_RECOG
setvar RETURN -1
ifactorsound THISACTOR PRED_PAIN
setvar RETURN -1
ifactorsound THISACTOR PRED_DYING
setvar RETURN -1
break
endswitch
endevent
#4775 Posted 16 July 2014 - 10:32 AM
This post has been edited by James: 16 July 2014 - 10:33 AM
#4776 Posted 18 July 2014 - 09:41 AM
#4777 Posted 18 July 2014 - 01:36 PM
James, on 16 July 2014 - 10:01 AM, said:
Why not just create an array in CON and store your flags there? Then you can use EVENT_SOUND and just use RETURN as the index into the array.
#4778 Posted 18 July 2014 - 01:52 PM
TerminX, on 18 July 2014 - 01:36 PM, said:
That's a pretty good idea actually, I'll do that. thanks!
#4779 Posted 18 July 2014 - 05:02 PM
#4780 Posted 19 July 2014 - 12:02 AM
#4781 Posted 19 July 2014 - 11:34 AM
TerminX, on 18 July 2014 - 01:36 PM, said:
I was considering posting that too, but it does not have much of an advantage over Fox's event. You still need to create a state that initializes the array, or you could use readarrayfromfile if you're feeling hexy and don't mind breaking 32 and 64-bit interoperability until that issue is fixed.
#4782 Posted 19 July 2014 - 12:53 PM
Quote
I use readarrayfromfile quite alot, although nothing terrible exotic - is there a problem with it or something? (I run a 32bit OS so I've never tried the 64-bit one)
#4783 Posted 19 July 2014 - 01:01 PM
#4784 Posted 19 July 2014 - 01:40 PM
#4785 Posted 19 July 2014 - 01:45 PM
#4786 Posted 19 July 2014 - 09:04 PM
#4788 Posted 19 July 2014 - 10:01 PM
Trooper Dan, on 19 July 2014 - 09:04 PM, said:
Ugh, if it was a bug, then it is a problem with the mod, which was unfortunate to be using that version. But I believe you could fix it by disabling the main menu tile with dynamicremap and drawing it manually with EVENT_GETMENUTILE.
Still on topic, could you make it possible to vertically offset the main menu (i.e. default value = 55 or so I think)? That would help a lot with the 64 and PSX mods.
This post has been edited by Fox: 19 July 2014 - 10:02 PM
#4789 Posted 19 July 2014 - 10:23 PM
Fox, on 19 July 2014 - 10:01 PM, said:
He used #2503 ("ATOMIC") because it's already drawn by the game, so why not? My menu rewrite consolidated all sprites and non-selectable text (such as Duke in the player setup) into one function that runs after the menu draws. My fix will be moving the calls to this function so that they take place before the menu text is drawn.
EDIT: My code appears to already be correct: extra stuff is drawn before menu text. Odd.
Fox, on 19 July 2014 - 10:01 PM, said:
I'm not going to add a sloppy hack like that. You smokin'? Wait for complete menu redefinition.
This post has been edited by Hendricks266: 19 July 2014 - 10:42 PM

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