Acid
Stalker
Eye Stigmata
Posts: 168
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Post by Acid on Apr 13, 2005 16:59:33 GMT -5
Lets throw a pitchfork in there too
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Post by Slinky on Apr 13, 2005 22:32:38 GMT -5
Hey, speaking of hard to code, DaJ, did you get my email concerning the function request for the upcoming GoodKarma? It was very difficult, and I was wondering fi you could do it or not.
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Post by DaJMasta on Apr 14, 2005 14:11:13 GMT -5
got the email, trying to figure out how to make the function it is rather hard, partially cause i CANT make native code (no .dll compiling for me) only partly cause i want to b able to use GK on any machine running UT2004, but i am looking into it. Maybe a simmilar function could do the trick? Is that a function of the bot though? I cant find it in actor....
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Post by Slinky on Apr 14, 2005 14:37:22 GMT -5
FindPathToward is a native function on Controller, I believe, as well as FindPathTo.
I wasn't really intending it to be written natively, I was more intending it to use a combination of looking at karma and calling the standard native function to determine the way that karma and pathfinding interact.
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Post by DaJMasta on Apr 14, 2005 20:04:59 GMT -5
hehe, well i can probably rig up something for the karma actor to do something simmilar, since i cant really distribute the controller class along with the mod i'll look into doing most of it in the NetKActor, but i can see if i can devise something for you guys to use in a controller, just need a more general solution for the beta 4.5
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Post by Slinky on Apr 14, 2005 23:33:37 GMT -5
Well, is there some central GK object we can easily retrieve and refer to? if so, you could put it on there, and we could pass the controller in question along with all the other arguments.
I really just need all the functionality I described- being able to grab the first actor we'd run into that meets the filters along with the location directly before we hit them, being able to filter out (or not) actors below a certain mass, actors we jump over or whatever, and consider impassible actors above a certain mass.
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Post by Slinky on Apr 14, 2005 23:42:03 GMT -5
A couple snags have been hit that are preventing the cool updates I wanted for today. One of them was that I discovered a bug where because of the way the weapon-image-spawning worked, it would be rotated differently depending on where you were facing. This was fixed today,b ut it was a HUGE PAIN! The other is more recent, and I really don't want to move on until I find a solution for it. Text drawn with a lot of the fonts (namely, the small-type fonts, but also some others) don't render properly (or at all) when they're semi-transparent, like the overlay I'm putting over the weapon image. This is only a problem for people at 640X480 resolutions (the text is 10pts or larger at higher resolutions), but I want the game to work for EVERYONE, so I'm trying to find a solution. Please bear with me.
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Post by Slinky on Apr 15, 2005 18:32:06 GMT -5
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Acid
Stalker
Eye Stigmata
Posts: 168
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Post by Acid on Apr 15, 2005 21:11:44 GMT -5
Heh, good job man, keep up the good work
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Post by Slinky on Apr 17, 2005 13:27:51 GMT -5
Updated again! I'd say that the prototyping is pretty much finished, aside from little things, like an effect to show which weapon in the items menu is selected, and buttons to actually do the stuff with.
Either way, though, I'm going to start adding functionality to that items menu, which basically means that I probably won't be making highly-visible updates for awhile, as I get it fixed up. Sorry, but all play and no work...
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Post by DaJMasta on Apr 17, 2005 13:38:54 GMT -5
Looks great ;D
maybe an icon for each gun is all it really needs
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Post by Slinky on Apr 19, 2005 1:29:43 GMT -5
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Post by Alex on Apr 19, 2005 8:11:28 GMT -5
That's AWESOME man! looking saweet
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Acid
Stalker
Eye Stigmata
Posts: 168
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Post by Acid on Apr 19, 2005 9:53:44 GMT -5
You're on FIRE !!! Keep going
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Post by DaJMasta on Apr 19, 2005 13:59:10 GMT -5
yea i would say thats exactly what i was hoping for ;D maybe consider centering the description text in the window though.....thats seriously all i can think of
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