View Full Version : [mod] MadMan's Mess
Gniarf
03-27-2009, 07:15 PM
Duuh, I'm finally releasing my mod, well, a beta version actually (v0.1...,no v0.2...no v0.3,err...v0.4!). I didn't test it completly but AFAIK it is playable, so leechers may enjoy.
However I'm actually releasing it hoping that someone will help me code all that stuff. (<-Well I almost gave up on that now) Anyway as long as you can tell the difference between a for and a while loop, you qualify.
MadMan's Mess Mod Content:
Changes:
*v0.4
-Added a new menu in the option screen with MadMan's Mess specific options: ennemy quantity, ennemy speed factor, unlimited ammo, and invisibility
-fixed a bug that caused weapons to flicker when you get close to an obstacle
-fixed a bug that prevented you from getting most left handed weapons
-adjusted weapon bobbing
-fixed ammo display when zooming with a sniper rifle
*v0.3
-HUD shows ammo for both guns when dual wielding.
-spawnpoints spawn 2x more people (save for bosses and some special mobs)
-fixed a bug causing weapons no longer moving up due to the recoil
-fixed a bug where the player couldn't move after doing an execution
-fixed a bug where hiting with the shovel was nearly impossible
-fixed a bug where rifles weren't displayed correctly when reloading or sprinting
-Shovels now use shovel ammo (max 5) instead of bayonets.
*v0.2
-projectiles really leaving from the gun barrel instead of the player's mouth/face
-ztorm's FOV fix:99% (to test)
-Weapons pulled backward when you approach walls/ennemies
-Effects attached to weapons (like flames on the flame hand) really attached to the weapon and not conveniently floating where they're supposed to be.
-rewrote a good chunk of the camera code
*v0.1
-Unlimited ammo for all weapons
-Dual wielding any single handed weapon except the shadow hand
-reduced loading time by removing caching(implemented the quick&dirty way, waiting for confirmation/infirmation that it really does something)
planned features:
-Barbed wire hand take&shred mode instead of take&throw:50% (adrenaline cost not set, should depend on target health)
-removing duplicated code in the weapon luas
-rewriting PROPERLY the luas. Done so far: 6 cuts (NEED HELP)
-spawn quantity, godmode and unlimited ammo settings in the game options.
ideas: (later, and if it is possible)
-keeping your weapons when you switch level
crazy ideas: (maybe later, in a long time)
-new crosshair mode: no more aiming cones but a moving/"floating" cross pointing exactly where you will shoot. Maybe 1 cross per weapon when dual wielding.
-lan/online coop mode (<-dream)
notes:
This mod is (so far) designed for solo play. It's very likely that it doesn't work in multiplayer. Reports of how it behaves in MP would/could be appreciated.
Installation: unzip in your NecroVisioN folder.
Removal: run "Remove MadMan's Mess.bat" in your NecroVisioN folder. Take care:
1-it will remove everything in the LSCRIPTS directory, incase you'd have put stuff there.
2-I don't remember if you have a levels directory when you install the game. Anyway I had to modify some level files and it will remove those files too, however it won't restore the originals, IF there were any.
ztorm
03-28-2009, 04:42 PM
There's a couple annoying things I have to figure out before the TripleHead FOV fix is ready :/
-some CWeapon files don't seem to be used in solo mode, do these weapons exist in MP ? (demonstrike, flaregun...)
-"pushing back" hands/legs/weapons using the z pos works but some models (rigfles, MG) seem to squash, accordion-style against an invisible wall (i.e cannons look shorter than they should)
-once they've been moved, Shadowhand's flame/ice glow + flamethrower tip FX don't stick to the models anymore. For example the flame does not appear around the Hand but somewhere between Simon and the crosshair... Positions of these effects seem to be linked to the crosshair or sth, so moving the emitters only adds to the mess...
But I don't mean to hijack your post. Big kudos for the release :mrgreen:
Csimbi
03-30-2009, 07:25 PM
ideas: (later, and if it is possible)
-spawnpoints spawning more people and faster (more serious sam like gameplay)
This would make my day ;-)
Actually, I loved SSam, so I would love any improvements that would make NecroVision more "serious" ;-)
Gniarf
03-30-2009, 07:59 PM
I put it in the "later if possible" section because I thought there might be issues with boss spawnpoints (spawning 3x the final boss....not good) but apparently I have plenty of choice to avoid that, like:
-editting the level itself: open .CSpawnPoint files, add mobs.
-putting a(n adjustable?) factor in CSpawnPoint.lua ,using the o.IsBoss variable not to have serious boss troubles...and pray that the devs set up correctly the isboss variable...
But atm I'm barely over with fixing the camera code (I'm not sure having game.lua turning/placing the cam is the most architecturaly correct, but it's better than the heap of spegettis the devs wrote (BTW lol@ ax = math.mod(math.pi*2 + math.mod(ax,math.pi*2),math.pi*2) ).
While I'm at it, I have a question: When you aim down (or up) you can't go lower(or higher) than a certain angle.
The question is: Do I keep that or not? 'Coz I don't see why I couldn't aim at my feet...
Csimbi
03-30-2009, 09:51 PM
The question is: Do I keep that or not? 'Coz I don't see why I couldn't aim at my feet...
Thinking SSam, why not? I could totally picture jumping/flying over a sea of zombies and give my blessing to them from above.
Gniarf
03-31-2009, 06:36 PM
Jumping: ok if that's from a cliff
Flying: err...we have a cheat to fly?
Hovering: I know vampsmg has quite some push. I know 2 of those should have twice the push, BUT aiming at the ground and firing 2 vampsmg is NOT going to make you hover above zombies.
Ofc if someone were to patch CWeapon:CamUpWhenShoot so that it used ENTITY.PO_AccumulateRotation(entity,hitpointX,hitp ointY,hitpointZ,SpeedOrForceX,SpeedOrForceY,SpeedO rForceZ) and implement a damage-to-force-conversion (no forgetting "recoiless" rockets) then PERHAPS such such side-effects COULD happen.
Csimbi
03-31-2009, 07:24 PM
I did not mean the rocket-jump. I mean from a cliff, an elevated position, or from the ground (extra high jumps are enabled in Armour of God at least ;-) ).
I that a hint for a modder or a dev?
Gniarf
03-31-2009, 08:46 PM
for a modder. Devs chose to tilt the camera upward of an angle defined hand, which is ok/common in most fps.
Gniarf
04-11-2009, 06:44 PM
MadMan's Mess v0.2 out! First post updated.
1-ztorm (or any other tripleheader), could you tell me how the weapons look like in 3head mode (effects, shrink, etc...)?
2-For some thechnical reasons, I really want to split the dual heavy MG into two one-handed weapons (so you could wield a HMG and a shovel for example). Any objections?
3-In my attempt to make a fov fix I had to remove the GunPass, which first forced meto write a weapon pullback code (took me a lot of time) and second screwed the weapon positions so they seemed farther from the screen. I roughtly fixed the positions, but I'd appreciate if someone could fine(r)-tune them.
4-I'm still looking for fellow modders willing to help me. Anyone there?
Gniarf
04-26-2009, 03:39 PM
MadMan's Mess v0.3 out! First post updated.
I didn't touch the dual HMG for now,I'm still thinking about it...
As for the spawn factor, it's 2 for now as a proof of concept, but I'll make it adjustable (1,2,3,4,5,10,100 settings?)
The triplehead fix hasn't been tested for now. Can someone with 3 screens tell me if it work??
v0.3 known bugs:
-weapons sometimes "flickering" when you get close to an obstacle <-fixed in v4
-during some charge animation, we can see that part of the player arm is missing.
-some cloned ennemies (see spawnpoint tweak) that have special scripts (probably cutscene-related) have a dumb behavior.
-I couldn't get rid of the outragious weapon bob. <-fixed in v4 or improved at least
-total ammo can still be seen when zooming (but is that a bug or a feature?)
Csimbi
04-26-2009, 04:36 PM
Gniarf,
is 0.3 still beta or stable enough for normal gameplay?
Thanks.
Gniarf
04-26-2009, 04:48 PM
Both beta and...probably stable enough for SP play. At least I went through the 1st level without trouble.
Hi
I'll try 0.3 and tell you if I get some error messages ;)
Gniarf
05-04-2009, 04:23 PM
So Kr3v, how is it going?
KingDaniel
05-06-2009, 06:54 AM
Hello Gniarf,
Thanks for the MOD. It's cool. :)
I have not fully played the game with this MOD, but it's great. Hope you will include more features in the mod ?
I will post any feedback and errors (IF encountered) whilst using this MOD. And by the way it would be nice to see an Enemy MOD which can tweak some features of the enemies like Movement, AI etc. I'm finding the enemies too much aggressive/fast and tough to beat on some levels. So I'm trying to edit the scripts/.LUA files from my side also and I hope you too can make a mod which can tweak the enemy behavior a bit ?
Anyhow, let's see.
Cheers,
Daniel.
Gniarf
05-16-2009, 07:14 PM
Well I've implemented a Slowmo (with normal speed to 10x slower option) and now I'm tackling with Invisibility. Thing is: when you're invisible zombies keep roaming arround aimlessly, they don't stand still.
What do you prefer: have them free roaming or completly standing still like statues?
EDIT:I forgot to say I implemented a slider to set the number of ennemies.
Grave digger "challenge" in 10x ennemies mode: 44s,115 frags
KingDaniel
05-16-2009, 08:40 PM
Hi,
THANKS for the update. Much Appreciated. :)
Nah ! I think Slomotion enemies option would be enough if that's implemented in your MOD. Well honestly it's up to you to decide. I DON'T want to press you further for implementing the invisibility option, but if that can be done easily then fine. Else don't stress too much on that.
You may leave the Zombies roaming around, as that would be better than statues ! And I THANK YOU again for doing all this, just for me ! It means a lot and thanks for all the PM ! :grin:
And I hope OTHERS here don't think strange about this Enemy MOD and about me, as all of these options might sound funny to others ? But I personally like these CHEAT options in ALL PC titles let alone NecroVisioN e.g. Slomo, NoTarget, NoAI, Invisibility etc. ( Please I'm not a NOOB ). These options are just for FUN and I like using them after beating the FULL game. It's all about personal taste and liking.
Anyhow, I look forward for the MOD. Keep up the TALENT and the hard work.
Best Wishes,
Daniel.
Gniarf
05-16-2009, 10:56 PM
There you have it, MadMan's Mess v0.4 out! First post updated as usual.
For next release (if any), I plan to:
-fiddle a bit with rifles, 'coz I don't find the very handy in combat: I keep thrusting my bayonnet but it doesn't seem to always hit - dunno why, will look into it.
-allow taking back thrown shovels
-and fix the bugs you'll find in v0.4, save for the one that exhibits missing parts of the player's arm when doing some charge animations. I don't think I can do much for this one.
KingDaniel
05-16-2009, 11:35 PM
Cool ! Downloading it now.
Thanks.
Dominic White
05-23-2009, 03:37 PM
As a possible better way of balancing the difficulty, is there any way of adding a slider (like you did with spawns/speed) for damage multipliers?
It would make sense to have, say, enemies doing 0.3x damage and you doing 3x if you've got 3x enemy spawns on, so you can kill them at roughly regular speed without running out of ammo, but they'd also not be shredding the player.
Of course, you'd need to figure out some way to stop this from applying to boss spawns.
Gniarf
05-23-2009, 04:03 PM
As a possible better way of balancing the difficulty, is there any way of adding a slider (like you did with spawns/speed) for damage multipliers?
Sure, no problem
It would make sense to have, say, enemies doing 0.3x damage and you doing 3x if you've got 3x enemy spawns on, so you can kill them at roughly regular speed without running out of ammo,
If you're worrying about ammo (either use the unlimited ammo option or) that's an ennemy health factor you'd want.
but they'd also not be shredding the player.
I'm kinda starting to think ermm...4 sliders: speed, number, %health, %damage...+1 text indicator "average difficulty" = speed*number*%health*%damage/(10 000)
Of course, you'd need to figure out some way to stop this from applying to boss spawns.
*suddently notices*OMG I slowed bosses aswell...hmmm...shall I keep it that way?
Speed affects bosses
number: no
health & dmg: I guess they shouldn't
[When I have time to]/[if I] implement ennemy health & dmg sliders I'll make them range from 1% to 200% inccase some people would want to thoughen things a bit... demoncrusher, 10x ennemies, 200%hp, 200%dmg, any volunteers? :twisted:
Hi, I've tested your mod (v0.4) as promised and I have some problems.
- Even in lowest graphics, the framerate is unplayable. Of course I've got a good computer and vanilla Necrovision runs great. It's probably the fov, but I'm not sure.
- Weapons are constantly flickering and disappearing, it's strange. And near an obstacle, they are distortioned.
- You've said that we have unlimited ammo for all weapons, but do we have all weapons ? I've not, so I wonder if it' normal or not.
Otherwise, I like the option menu which allow to configure the mod. With a bunny jumping switcher and a fov adjuster it will be perfect :mrgreen:
Gniarf
05-27-2009, 01:01 AM
Hi, I've tested your mod (v0.4) as promisedTHANK YOU !
- Even in lowest graphics, the framerate is unplayable. Of course I've got a good computer and vanilla Necrovision runs great. It's probably the fov, but I'm not sure.Huh?...Gosh that where it sucks to have an ubercomp...I'll see what I can do.
EDIT: in CWeapon.lua line 1552 you have:
local w0,h0,d0 = ENTITY.GetDimensions(self._Entity) --already takes self.Size in account
d0=math.max(math.max(w0,h0),d0)/2
if you replace the whole thing by "local d0=2", does it change anything performance-wise?
- Weapons are constantly flickering and disappearing, it's strange. And near an obstacle, they are distortioned.WTF?:confused:
Juste pour être sur, flicker=clignoter.
And could you post a screenshot of a distorted weapon?
ATM I've no clue of what could cause that.
Note:It's normal that weapons are pulled back when you're close to an obstacle, and when you have your eyes just above the barrel, you may notice that actually, it's quite long.
- You've said that we have unlimited ammo for all weapons, but do we have all weapons ?No no, you have to pickup weapons (or use nvnweapons)
Otherwise, I like the option menu which allow to configure the mod. With a bunny jumping switcher and a fov adjuster it will be perfect :mrgreen:
bunny jump: not a problem, except that I have other priorities:1-that FPS issue and 2-reworking the aiming system*
FOV: actually, I dont see what setting it should affect. Is it just Cfg.FOV? And what kind of option should it be; I mean is it a slider in the 90-180 range, a text on which you click whith different values (like for resolution) , or a box where you type a number (or something else)?
*aiming system
Currently we have the standard aiming cone system: when you shoot the crosshair grows, increasing the weapon spread, but you dont know where you shoot, so you mouse aiming skills do not affect much whether you hit or miss.
My idea is to have cursors (one per weapon) showing exactly where your bullet will hit (save for shotguns ofc). And those cursors wouldn't stay at the middle of the screen, but move here and there on the screen due to the recoil. And as you could see precisely where you will shoot, you could adjust the aim, making successful hitting more mouse-dependant.
The problem is:2weapons->2crosshairs moving separately vs 1 mouse
Yes, flicker = clignoter ;)
I'll make some screenshots for the weapon bug.
For the FOV yes, a slider could be a good choice.
edit: Screenshot §§ :mrgreen:
http://tof.canardpc.com/preview/789c1885-133a-48ef-b194-9aec6cb80ef6 (http://tof.canardpc.com/show/789c1885-133a-48ef-b194-9aec6cb80ef6.html) http://tof.canardpc.com/preview/14d11e52-819e-49c2-8fb4-2c884181efcd (http://tof.canardpc.com/show/14d11e52-819e-49c2-8fb4-2c884181efcd.html) http://tof.canardpc.com/preview/07fe799d-e719-4f94-b96a-1d20e5164a5c.png (http://tof.canardpc.com/show/07fe799d-e719-4f94-b96a-1d20e5164a5c.html) http://tof.canardpc.com/preview/bba726dd-ad87-4071-83e0-e2f37008cdb4.png (http://tof.canardpc.com/show/bba726dd-ad87-4071-83e0-e2f37008cdb4.html)
http://tof.canardpc.com/preview/d7b8455a-405f-4c3b-a75a-c6afb8b66d0a.png (http://tof.canardpc.com/show/d7b8455a-405f-4c3b-a75a-c6afb8b66d0a.html) http://tof.canardpc.com/preview/49c9785d-2ae8-4e2d-9dac-e83bcb326e17.png (http://tof.canardpc.com/show/49c9785d-2ae8-4e2d-9dac-e83bcb326e17.html) http://tof.canardpc.com/preview/d74d0788-7930-49bd-9045-70e358301cd1.png (http://tof.canardpc.com/show/d74d0788-7930-49bd-9045-70e358301cd1.html)
http://tof.canardpc.com/preview/d0ee12cb-e5af-437f-8df7-ce6175739efd.png (http://tof.canardpc.com/show/d0ee12cb-e5af-437f-8df7-ce6175739efd.html) http://tof.canardpc.com/preview/67bf1c44-099c-4430-a5fb-d8b0f76c2b19.png (http://tof.canardpc.com/show/67bf1c44-099c-4430-a5fb-d8b0f76c2b19.html) http://tof.canardpc.com/preview/aa44559f-e630-4685-aeea-cd1b397a8ad3.png (http://tof.canardpc.com/show/aa44559f-e630-4685-aeea-cd1b397a8ad3.html) http://tof.canardpc.com/preview/c998f6b2-c987-4963-9e38-4e63e1db84b3.png (http://tof.canardpc.com/show/c998f6b2-c987-4963-9e38-4e63e1db84b3.html)
http://tof.canardpc.com/preview/4874a4a7-fb5e-4ed7-bd61-e3153d2bd27c.png (http://tof.canardpc.com/show/4874a4a7-fb5e-4ed7-bd61-e3153d2bd27c.html) http://tof.canardpc.com/preview/cb12ed2c-125d-4344-bbc6-23edd96412b4.png (http://tof.canardpc.com/show/cb12ed2c-125d-4344-bbc6-23edd96412b4.html) http://tof.canardpc.com/preview/12c0e850-0899-403b-ad56-efd6f0633a2c.png (http://tof.canardpc.com/show/12c0e850-0899-403b-ad56-efd6f0633a2c.html)
Gniarf
05-27-2009, 08:15 PM
Yes, flicker = clignoter ;)Then I've got a problem. (like I hadn't enough yet)
For the FOV yes, a slider could be a good choice.Okies. I guess the minimum should be 90, but what about the max? (sorry, 1024*768 lover here)
Comment on screenies (from left to right):
row1:n°1 + row2 + row3 n°1&2 + row4 n°2&3: those are normal, just your weapon being pulled back as you come too close to an obstacle (try aiming with a rifle at 20cm from a wall)
row1 n°2&4: perhaps you're so close from the obstacle that the weapon is behind the cam (if so, it's normal). I've got to go to those locations to check.
row1 n°3: clearly a bug. You just pulled out your gun and aimed at the sky, right? Did you take the screenie between 2 flickers or is it permanently invisible?
row3 n°3:np afaik
row3 n°4 + row4 n°1: Is that supposed to be a colt?..... Oh I see you were zooming with a colt while being at 15cm from the barrel. Well, press yourself (in real life) against a wall, and try to draw a weapon at full arm extent. AS you cant put your arm through the wall, you're going to have some...difficulties, but how am I supposed to render that ingame? Deny zooming when close to a wall?
For the fov slider, maybe 90 to 130 ? After 130 we have an alien fov, it's not really unplayable, even with a 72/9 TV :mrgreen:
row3 n°3:np afaik
Yes I know, it was to compare.
I've got to go to those locations to check.
It's the beginning of the game.
Did you take the screenie between 2 flickers
I had no flickers while taking these shots.
Personaly, I don't like the distorsion system. I used to play games with a large fov (quake 3, enemy teritory quake wars, unreal tournament 3) and when I launched your mod I was surprised, I thought it was a bug. Necrovision engine seems to don't like weapon pullback.
Gniarf
05-28-2009, 04:13 AM
I had no flickers while taking these shots.Because flickers appear randomly? Is it related to FPS (BTW there is a console command "showfps 1")
And while we are at it, did you try the modification of CWeapon.lua line 1552 I mentionned earlier?
when I launched your mod I was surprised, I thought it was a bug.
0-$#&@ I gonna kill you for saying that, really, do you know how painfull it was to make it working!?
1-I think it's more realistic. I mean you can't aim a rifle while being pressed against a wall, can you? (except if you're turning your back to the the wall, I know, I know)
2-If I remove weapon pullback, you'll have all the glitches&bugs listed in ztorm's FOV fix thread (like effects being misplaced and passing through walls while the weapon does not, flames not leaving from the flamer barrel, weapons being squeezed when using a large FOV, etc...).
3-If you've got a better solution than wpn pullback I (will kill you) am all eyes.
Necrovision engine seems to don't like weapon pullback.The engine doesn't have its word to say. I tell it to pull back, it'll pull back, may it like it or not - period!
Because flickers appear randomly? Is it related to FPS (BTW there is a console command "showfps 1")
Personaly I use fraps.
And while we are at it, did you try the modification of CWeapon.lua line 1552 I mentionned earlier?
Not yet, I only played UT3 today while waiting for ArmA 2 :(
0-$#&@ I gonna kill you for saying that, really, do you know how painfull it was to make it working!?
Sorry if I hurt you. I know that you worked a lot, but I personaly prefer to be honest (while staying respectful for your work), I don't want to lie, and because you worked a long time it's for me a better reason to be honest. If you prefer, I can say it's great, but it won't help you.
1-I think it's more realistic. I mean you can't aim a rifle while being pressed against a wall, can you? (except if you're turning your back to the the wall, I know, I know)
2-If I remove weapon pullback, you'll have all the glitches&bugs listed in ztorm's FOV fix thread (like effects being misplaced and passing through walls while the weapon does not, flames not leaving from the flamer barrel, weapons being squeezed when using a large FOV, etc...).
3-If you've got a better solution than wpn pullback I (will kill you) am all eyes.
The engine doesn't have its word to say. I tell it to pull back, it'll pull back, may it like it or not - period!
It's MY preference, not a general one, don't be hurt by my comment, it was not an attack. I've not a better solution, and to be honest, I don't search realism in Necrovision, ArmA 2 is out (in germany, but i'm not german :()
Gniarf
05-29-2009, 02:13 AM
Sorry if I hurt you. I know that you worked a lot, but I personaly prefer to be honest (while staying respectful for your work), I don't want to lie, and because you worked a long time it's for me a better reason to be honest. If you prefer, I can say it's great, but it won't help you.I was kidding ! Nothing serious! And BTW, I prefer straight & harsh way over the slow & ambiguous.
It's MY preference, not a general one,Yet you represent 50% of my betatesters,so...
don't be hurt by my commentI'm not.
it was not an attack.I know ('kay next time I'll put smileys...)
ArmA 2 is out (in germany, but i'm not german :()Another no blood no violence, goody two-shoes edition?
I was kidding ! Nothing serious! And BTW, I prefer straight & harsh way over the slow & ambiguous.
Yet you represent 50% of my betatesters,so...
I'm not.
I know ('kay next time I'll put smileys...)
Another no blood no violence, goody two-shoes edition?
I know it was not serious, I use the same answers :mrgreen:
But I prefer answer to it, we are on the web and irony (ironie ?) is often invisible.
And no ! ArmA is not censored in Germany :grin: But it's in german, and I've some difficulties to understand german :mrgreen: And the game will be out in 20 days so...By the way, ArmA is not a really violent game if we talk about visuals, it's not soldier of fortune or manhunt.
edit : And yes, smileys are usefull while talking with foreign people. Irony is different with languages.
KingDaniel
06-12-2009, 08:53 AM
Hi there,
Sorry for the late reply. Was Kinda busy in some work and didn't get much time to play NecroVision.
Well I think Kr3v has already given a lot of feedback on your MOD.
Gniarf, check your PM. Thanks.
Gniarf
06-24-2009, 11:31 PM
I'be got a problem with effects attached to the weapons. To understand what I'm talking about:
1-Take a (machine)gun and fire. -> Oh a muzzleflash !
2-get next to a wall/ennemy and fire -> Oh no more muzzleflash !
3-Step back a little -> still no flash.
4-Step back a little more -> Oh, my muzzleflash is back!
(and if you're smart/lucky you can even see the it halway into the wall)
I suggested one solution, pulling back the weapon when you're close to a wall, so that the effect never get into the wall....but apparently people don't like that.
How come that we never see weapons going through walls? That's because they are "GunPassed" - always visible if you want. So I thought about gunpassing effects aswell...turns out that they simply disappear. (did I code it wrong?).
WTF?? But in painkiller (overdose) weapons are gunpassed AND muzzleflashs are rendered correctly! That's because in PKOD muzzleflashs are "sprites" whereas they are particles in necrovision.
Then why not using sprites? Because it would mean converting all weapon effects into tga or dds. I don't know how to do that, but just for muzzleflashs we could actually take any flame, doesn't matter if they're like the originals or not. But I don't know if we can do the same for other fx, such as the flame on the flame hand (and maybe the blue thing on the ice hand). Not to mention that tga/dds are NOT animated (and muzzleflashs in PKOD are not animated).
I also thought about reducing the size of weapons(+moving them closer to the camera to preserve the aspect), but it's not really a solution, it just gives you more time before the effects disappear into the wall.
One viable solution would be to microsize weapons and increase the player collision box so that weapon+fx are kept within.Perhaps we could run into trouble if the player grows too fat and cannot go through certain doors...perhaps, but the main problem is that I don't know how to increase that box size.
Help!
Csimbi
06-25-2009, 01:58 AM
Before I fully read your message, I was thinking about this response:
Isn't it possible to change the size of the player to make sure that it can't get closer to a wall/enemy than the "sweet spot" for the muzzle flash?
But, then I saw that you already thought of that (collission box).
I wonder if the devs would be able to tell you where to look for the size of the collission box.
Gniarf
06-27-2009, 06:56 AM
After reading your post I decided to spend more time trying to increase the size of the solision box. Results&various findings:
1-The devs could most likely tell me where the size of the collision box is defined: in engine.dll
2-Although the player is an entity, using ENTITY.SetScale(....) cannot increase the size of the player model+collision box (why??)
3-Editting CreatePlayer() in engine.dll I managed to twice the size of the "entity"; it twices the size of the model, but not the size of the collision box.
4-Fiddling a bit more with engine.dll I managed to twice the size of the collision "box". Yet it's more a collision plate than a collision box (it's not 0 tickness either) so when I twice its size, it's like walking on stilts 2m above the ground and gaining only 10cm to hide the weapons. I still have to find where the the dimentions of the box are defined.
5-you actually have 2 collisions boxes: one when standing, and one when crounching.
6-weight for physics = 10 000*(size*0.2)^3. The player weights 80 (kg?)
7-Bounding boxes/BBoxes are NOT collision boxes, they are boxes used to wrap actors in the game editor (which I don't have)
8-I found 3 strange functions in engine.dll: IsBlackEdition(), IsBooHInstalled(), and IsPKInstalled()... :rolleyes:
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