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Post by Slinky on Apr 29, 2005 12:25:12 GMT -5
We were doing some stuff to automatically move a NetKActor by setting its location and rotation, but as soon as a force was applied to it, uit jumped back to its original position. What else do we have to do to move NetKActors around?
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Post by DaJMasta on Apr 30, 2005 22:00:00 GMT -5
you can always apply a force directly, but for now it is quite hard to move them by themselves. I'm not exactly sure whats this is caused by, but im sure its something karma related.
Does it happen online only or both on and offline?
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Post by Slinky on May 1, 2005 1:07:40 GMT -5
Essentially, we had cans and tried to shoot them off of a pedestal. We had things that saved the original rotation and location of the cans and would move the cans back onto the pedestal (they were completely still at this point). The next time we shot the cans, they would jump back to their location before they were forcibly moved.
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Post by Slinky on May 3, 2005 16:41:43 GMT -5
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Post by DaJMasta on May 10, 2005 21:21:05 GMT -5
as much as this issue may need to be resloved, when they respawn, it should all work in the next version Now for the link.... i dont think they would need to be replicated, i have an idea i'll drop in.
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Post by DaJMasta on Jun 14, 2005 11:15:38 GMT -5
For those who care (probably more of the KF team) The release of GK beta 4.5 is up and coming. I have a compiling version currently, and am attending a LAN party later tonight so I can test it online.
I will probably have a solid version to you guys within the work week. I will probably release the full thing with all the extra meshes/levels/documentation sometime afterwards.
;D
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Post by Alex on Jun 14, 2005 11:22:51 GMT -5
GREAT news!
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Post by DaJMasta on Jun 14, 2005 11:49:54 GMT -5
A short list of intended features:
Destruction Effects Respawning Fragments Object Health The punting system Damage constraints (only some weapons can hurt one object) Numerous bug fixes to reduce log spam and increase performance.
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Post by Alex on Jun 14, 2005 20:13:44 GMT -5
Be great if u had impact sounds too. That would just bring things to a whole new level if it was based on the material of the object! Plastic, Metal...Wow Can you do this?
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Post by DaJMasta on Jun 15, 2005 14:14:12 GMT -5
Ill make sure it works, though the system was set up to work with the original KActor.... I'll check, that is one of the things that should have worked beforehand
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Post by DaJMasta on Jun 15, 2005 23:24:05 GMT -5
Alright sorry, I was sick yesterday in the middle of the lan (over fast but had to leave)....
And i have a concert in the weeee hours of the morning. So ill do final testing and ship u guys a copy mid-afternoon tomorrow.
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Post by DaJMasta on Jul 11, 2005 12:07:16 GMT -5
So how's the new version treating you/you treating it?
I'm probably going to have another update within the week, but input is encouraged!
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Post by ddraig on Jul 11, 2005 23:40:07 GMT -5
Hi, You might want to email alex directly. We've been super busy trying to air out remaing issues for the first release. I noticed a lot of improvements, though I do get the spinning now and then (very rarely) and get stuck once in a great while, though not sure if its your code, or the implementation of it :-)
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Post by Alex on Jul 12, 2005 5:08:24 GMT -5
I like it man (in response to Daj) but yeah, we're still getting the frustrating "spin when you stand on karma objects" bug...
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Post by DaJMasta on Jul 12, 2005 9:54:37 GMT -5
My guess is its the way i'm applying the force when kicking an object from above, does it happen only on some objects or on all? Either way, I'll set up a little map and see what I can fix
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