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HeXeticOffline
Post subject:   PostPosted: Jul 01, 2006 - 06:52 PM
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I added _impulse44 for launching flares, it'll call script "ic_launch_flare". I'll add it to the GUI controls setup when we actually have flares launching.
 
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HeXeticOffline
Post subject:   PostPosted: Jul 02, 2006 - 03:09 AM
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I've decoupled rotation from the collision model.

In layman's terms, that means no more sticking to walls. And no more "you can't rotate because you're too close to the wall".

It feels a lot better, I have to say. More more smooth. I'm going to build a new internal release tonight with my codefixes and GUI enhancements from the last couple of days in it.
 
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vertigo-oneOffline
Post subject:   PostPosted: Jul 02, 2006 - 04:13 AM
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ahh, that'll be nice.. although doesnt that bring up problems with flying into .. for example, one of those small halways in ic_mine, and getting you're ass stuck and not being able to rotate on out?

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HeXeticOffline
Post subject:   PostPosted: Jul 02, 2006 - 04:18 AM
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No, you can rotate freely regardless of how close you are to a wall, so there's no more "I can't turn!".

But actually those small hallways are a bit of an issue because I increased the clip box to 400x400x400 so it's a little tricky to slot the pyro into those twin tubular conduits about the lava (but once you're in, you can shoot through no problem).
 
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HeXeticOffline
Post subject:   PostPosted: Jul 02, 2006 - 09:36 AM
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I'm wondering if the pickups' bounding boxes need to be resized now that the ship's bounding box has been resized. While I'd still like to see larger pickups, the bounding boxes on them relative to the sizes of their models may not need to change. It should be a lot easier to pick up shit with the 400uł bounding box.
 
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HeXeticOffline
Post subject:   PostPosted: Jul 03, 2006 - 10:07 AM
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Scrape code is ready, and I've tested (with Print statements) that it seems to do a pretty decent job of detecting scrapes and such. Refer to the commit log for the new cvars:

http://www.chmodoplusr.com/IntoCerberon/index.php?name=PNphpBB2&file=viewtopic&p=2367#2367

I'll make a new codebuild after I do the crash/bang code tomorrow so that ice and Narfig can create the soundshaders and player scripts for the code to hook into.
 
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HeXeticOffline
Post subject:   PostPosted: Jul 05, 2006 - 05:18 AM
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Headlights on/off are in, I'll toss a new art/code build just to Narfig tonight so he can play with the headlight sounds until they sound good enough for ZE MOD FUHRER TO ACCEPTENMITDERWEINERSCHNITZEL!
 
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HeXeticOffline
Post subject:   PostPosted: Jul 07, 2006 - 06:55 AM
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Long-suffering iceheart can now take solace in the fact that the weapons-firing-from-just-above-the-gun-port problem was indeed a code problem -- and now it's fixed. I can personally attest that lasers look much nicer firing from inside the gun barrels instead of above them; missiles, you don't notice so much (they move too fast).
 
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HeXeticOffline
Post subject:   PostPosted: Jul 07, 2006 - 07:07 AM
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In order to get the player's shadows working 100% properly, I had to change the bounding box to 500x500x500, and that's too big for the player to fit through many of the tighter squeezes on ic_mine, including:

- The small port from the lava room to the "mini lava room"
- The twin tubes in the roof of the lava room
- The big two-piece door
- The dark, tight, rock tunnels above the map

Those areas need to be enlarged for IC 003, presumably by either Spectre or iceheart. I added a big red warning item to the list for this one, as it's rather important. Of course, whoever does it may want to wait for the next internal release which will have the updated box sizes for info_player_start etc. in the editor.
 
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HeXeticOffline
Post subject:   PostPosted: Jul 10, 2006 - 08:13 AM
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I am pleased to announce that Narfig is now playing with "thunk", "bang", and yes, maybe even "thwap" wall collision sounds. I will work out damage later this week, it'll probably be something like 1 point for a 'small' collision, 5 for a 'medium' collision, and 10 for a 'large' collision (large is only possible when trichording or getting smacked with a rocket or something).
 
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SpectreOffline
Post subject:   PostPosted: Jul 11, 2006 - 01:02 PM
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PICKUPS: energy, shield, autocannon are waiting in the "lwo" folder to be mapped etc.. Autocannon ammo is on the way, so you can turn them yellow. About the pickup/weapons enlarging, i think it's a duty of iceheart.
The autocannon now is as large as the miniugn, and the pickup will not be smaller than 1/2 of it

p.s. why don't we alter the code that make the pickups spin? to use our favourite spin speed and eventually pitch them up by 20° like the descent pickups... (I already know that the rotation for the pickups defined into the maps will be ignored once in mp)

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HeXeticOffline
Post subject:   PostPosted: Jul 11, 2006 - 05:22 PM
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I can deal with rotatoion, but I thought stuff rotated in doom 3 MP already, so I'm confused as to whether or not it would require coding.

As for enlarging the pickups, it seems unnecessary to me with the enlarged bounding box. I've had no trouble picking stuff up. Having stuff rotate and/or giving them brighter or more distinctive skins ought to do.
 
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SpectreOffline
Post subject:   PostPosted: Jul 11, 2006 - 11:17 PM
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in my post, 'rotation' means models positioned in a different way, while spinning means animated rotations. Actually, in MP (only in MP) pickups do spin but stay parallel to the ground, are not rotated like in descent

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HeXeticOffline
Post subject:   PostPosted: Jul 11, 2006 - 11:20 PM
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Oh, you mean angling the powerup at like 15 degrees. I'll look into it.
 
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iceheartOffline
Post subject:   PostPosted: Jul 13, 2006 - 10:15 PM
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In SP mode, the player model significantly lags behind the bounding box when turning, moving in a straight line doesn't cause the problem. In 002 this occurs when sticking to a wall only, with the latest IR it happens everywhere.

It doesn't happen in MP so it's not really a problem right now, except that this might be what's causing our headlight lag in MP.

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Narfig_AgarOffline
Post subject:   PostPosted: Aug 04, 2006 - 03:05 AM
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So what's left for .003? I think the big thing right now is the maps need to be "fixed" and pickups added.
 
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HeXeticOffline
Post subject:   PostPosted: Aug 04, 2006 - 04:30 PM
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The most important thing on my side is the headlights/turning. It's a long weekend here so I should have time to tackle it and we can have a playtest next weekend to test it.
 
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Narfig_AgarOffline
Post subject:   PostPosted: Aug 04, 2006 - 07:41 PM
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OK, can someone take ownership of fixing the maps? It's 2 things, enlarge the tight spaces and add pickups.

I guess this is just Narfig poking folks to get back to work Smile
Verk! Huuumanz Verk!!
 
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HeXeticOffline
Post subject:   PostPosted: Aug 29, 2006 - 06:43 AM
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Finally fixed the goddamn headlight/turning thing, so I'll make a new IR for a test this weekend for sure, see if we can't do some other stuff before then. *cough*ICEHEART*cough*.
 
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HeXeticOffline
Post subject:   PostPosted: Sep 01, 2006 - 05:42 AM
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Push flares to 004.
 
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iceheartOffline
Post subject:   PostPosted: Sep 01, 2006 - 06:01 AM
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"Enlarge pickups - SKIP - seems fine now with the bounding box fixed"

I thought we were doing this to make them easier to see? The shield orb and energy box are a good deal bigger than the other pickups now.

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HeXeticOffline
Post subject:   PostPosted: Sep 01, 2006 - 06:12 AM
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True... well, enlarge the guns and the ammo pickups a bit if you can, then.
 
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Narfig_AgarOffline
Post subject:   PostPosted: Sep 01, 2006 - 04:04 PM
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I thought we were just going to give them a glowy skin to make them stand out? I almost think the shield orb is too big right now.
 
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HeXeticOffline
Post subject:   PostPosted: Sep 03, 2006 - 05:42 AM
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I'd like us to fix any IC-generated warnings on startup before we release, especially:
Code:
WARNING: file particles/laser.prt, line 55: Type without definition at end of file
Code:
WARNING: Couldn't load model: 'models/weapons/autocannon/weapon_autocannon.lwo'
Code:
WARNING: file def/items.def, line 23: Unknown entityDef 'item_default' inherited by 'shield_orb'
Code:
WARNING: idFileSystem::OSPathToRelativePath failed on models/pyrogx_body
WARNING: idFileSystem::OSPathToRelativePath failed on models/pyrogx_bits
WARNING: idFileSystem::OSPathToRelativePath failed on models/pyrogx_wings
I'm guessing the last set is because we don't have the debris parts yet... where are they being referenced from, then? They only show up when starting ic_tumbler, so I'm guessing Jaspos was just preparing for some Pyro debris... in which case we can ignore them for now, though it would be nice to get the debris models ready even if the code/scripts for death animations aren't ready.
 
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JasposOffline
Post subject:   PostPosted: Sep 04, 2006 - 01:04 AM
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The pyro stuff is from some reference to pyro bits in 4 of my model ase files. I imported the pyro mesh into max for scale when I was building some stuff. I'll fix it today and upload the fixed ase files.
 
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