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Gniarf 03-13-2009 08:58 PM

Not sure about what you mean by "they always look like in 4:3".
1-To "push the weapon forward" you can either try
1.1-opening every .CWeapon file and patching by hand o.Pos (very lame, but easy)
1.2-looking at function CWeapon:ClientTick2(delta) (in CWeapon.lua) and adjust the term(s) in z in ENTITY.SetPosAndRotRelativeTo (ok if 1.3 fails)
1.3-Look at the various self.Pos:Interpolate(self.PosZoom.... I suspect the core of the problem might be here.
2-I you want to stretch (actually schrink) the model in one direction (ie: make it less wide), well, honestly, go flak yourself 455 holes in hell, 'coz if I could stretch in only one direction, that would have spared me a whole lot of trouble in the symetry thread...I think.

ztorm 03-14-2009 02:48 PM

Thank you ! I don't know if I'll be able to fix that and include it in the FOV fix, but I'll definitely give it a try. (Except 1.3 : I certainly don't want to distort the models, so relax)

Widescreen gameplay should ideally look exactly like a 4:3 screen - only with extra "world" to be seen on the sides. The horizontal view should expand AND weapons shouldn't get "closer" in wider aspect ratios. Alas, that's what happens here and although it's hardly noticeable in 16:10 and 16:9, it's clearly a problem in TripleHead. And I care a LOT about TripleHead.

ztorm 03-18-2009 05:16 PM

First post updated : the FOV fix is available :cool:

I took the "very lame" way for fixing the weapons' positions in TripleHead, it seems to work ok (adding -3 to the third o.Pos value of each weapon). Flames on the fixed ShadowHand look like crap and I still need to edit/test some of the weapons, but I'm glad it can be fixed so easily. I'll release a separate FOV fix for TripleHead resolutions later.

Gniarf 03-28-2009 07:25 PM

Quote:

Originally Posted by ztorm (Post 71189)
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...)

Did a quick investigation on the demonstrike:
1-demonstrike is referenced in CActor:Electrize(), demonstrike.lua and Idemon.citem
1.1-CActor:Electrize() is referenced through a commented line and demonstrike.lua via
if Game.GMode == GModes.SingleGame then
if obj and obj._died and obj.Electrize then
obj:Electrize()
end
end
-->demonstrike is SP only
1.2-Idemon.citem is in the "Pickableitems" directory and contains "o.Model = "skull" "
-->WTF?! A pickable skull-demon shooting electric bolts??

Quote:

Originally Posted by ztorm (Post 71189)
-"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)

OMGWTFBBQ: you just found how to make a 1d stretch !
Somehow I think it has something to do with weapons never going through walls (see below) and "tpp 1" (third person perspective) console command showing only a big box.

Quote:

Originally Posted by ztorm (Post 71189)
-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...

For the flamer light look for self._fxFire= BindFX(self._Entity, "flamerfireitem",0.1 , "ROOT", -0.48 , 0.72 , -0.5 )
where:
-"flamerfireitem" is the name of the effect
-0.1 is the scale
-"ROOT" is the hardpoint to which the effect is bound
--0.48 , 0.72 , -0.5 is the offset from the hp
The big problem is that the offset is not in gun coordinates, so you have to tweak it when you change o.Pos
[sights] If only the n***s at farm51 had put hardpoints at the right place, both we and they wouldn't have to use various time-consuming hacks to put FX at the right place.
list of hardpoints ("joints") in the vampgun/flamer/vampshotgun:
Code:

flamer_spawara
flamer1
gun
gun_root
j_cam_look
j_cam_pos
j_cam_up
joint1
joint10
joint2
joint3
joint4
joint5
joint6
joint7
joint8
joint9
k_index_root1
k_index4
k_index5
k_index6
k_kurek
k_middle_root1
k_middle4
k_middle5
k_middle6
k_point_root1
k_point4
k_point5
k_point6
k_ring_end1
k_ring_root1
k_ring3
k_ring4
k_root_hand3
k_root_hand4
k_root1
k_thumb_end1
k_thumb_root1
k_thumb3
k_thumb4
bonename magazine
rail
rocket_launcher1
ROOT
switch1
zamek1
zamek2
zamek3
zamek666

I banged my head badly on those when trying to setup the flamer fx for the left handed flamer. Most of those hp were flying about 2 meter in front of the gun, so when I put a flame there I can see it go through the walls. Ofc the gun itself never goes through wall, just its flame, great...

I'm going to investigate whether they wouldn't have messed up in the rotation/translation order.
** EDIT **
It's probably not translation/rotation but effect being in player OR camera coordinates insead of gun coordinates. Try putting:[WRONG THUS REMOVED] in utils.lua at line 905 instead of "PARTICLE.SetParentOffset(pfx,ox,oy,oz,joint,cox,c oy,coz,ax,ay,az)". I cannot confirm it works 'coz I got so angry at how they handle weapon/camera/player that I broke everything! :twisted:...now I can't turn the camera at all...
** END OF EDIT **




Quote:

Originally Posted by ztorm (Post 71189)
But I don't mean to hijack your post. Big kudos for the release :mrgreen:

happy that way? (my only regret is that people won't notice the other thread anymore)

Csimbi 03-29-2009 10:10 AM

Quote:

Originally Posted by Gniarf (Post 71195)
happy that way? (my only regret is that people won't notice the other thread anymore)

What other thread? ;-)

Gniarf 03-30-2009 11:15 PM

For those who tried the BindFx fix I posted in post 24, it doesn't work - sorry (actually it mixes relative and absolute coordinates=bad).

@Csimbi: nervermind

ztorm 03-31-2009 04:55 PM

Gniarf, thanks a lot again. I'm much more concerned about the Shadowhand FX than the flamethrower's tip, so if I can't get those to look better, I might just release the TripleHead fix as it is : correct FOV, ok weapons positions, 'flying' emitters.

Gniarf 03-31-2009 05:15 PM

Quote:

Originally Posted by ztorm (Post 71434)
Gniarf, thanks a lot again.

That's not justified: I did nothing.
Quote:

Originally Posted by ztorm (Post 71434)
I'm much more concerned about the Shadowhand FX than the flamethrower's tip, so if I can't get those to look better, I might just release the TripleHead fix as it is : correct FOV, ok weapons positions, 'flying' emitters.

Well no one will complain if you release it even with a few bugs (whiners: fix it YOURSELF). Just continue to investiate the mater...or not.

Anyway I hate dirty code, so during my NecroVisioN code cleaning pilgrinage I'm bound to fix those flying emitters (it's probably going to take a while so don't rely on me).

ztorm 04-02-2009 12:33 PM

First post updated : TripleHead fix released :cool:

Gniarf 04-02-2009 06:03 PM

1 Attachment(s)
Thanks for the release (lol, unfortunately I only have one head).

As for the flying emitters:
good news:I think I understood the problem
bad news: dunno how to solve it (whine@devs?)

short explanation:Weapons are in another plane of existence.

longer explanation:Weapons are in another plane of existence - see attached picture. Where is it said that weapons are elsewhere? In CWeapon.lua, line 247:"self._Entity = ENTITY.Create(ETypes.Model,self.Model,"",self.Scal e*0.1, true, gunSort)". That ",gunsort" tells that weapons are to be drawn...dunno...over everything else? In a special gun reserved space?
The thing is, flames are in "normal" space, so to keep emitters at the right place we should move them to the weapon space/astal dimention...but we can't: devs had to use a special hack hardcoded in the engine.dll (it's written in CWeapon.lua), but they didn't implement this hack for particles (afaik).

personally I'd like to put weapons back in the "standard plane", but I dunno what to do when the player comes close to a wall.

here is a screen of weapons when you remove the gunsort parameter:
(notice how they go through the ground)


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