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Messages - bitterman

Pages: [1] 2 3 ... 23
1
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 30, 2018, 11:13:32 AM »
Yes, the vehicle auto-drives along path_corner at start if path_corner set as "target" for vehicle's entity.

Is there a way to bring back normal view in editor's window?

Not sure what is cause for this distortion.

2
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 26, 2018, 02:30:22 AM »
Btw funny fact about vehicles:

In D3 main part of vehicle's code located in AFEntity.cpp and it can get control via impulse_40 from Player.cpp.

Looks like AFEntity.cpp from D3BFG (and perhaps from RB too) has same stuff but impulse_40 was excluded from Player.cpp so vehicle's code can not get control either way.

In SE2 impulse_40 was reverted back, replaced with BUTTON_USE and stuff from AFEntity.cpp significantly extended (added new 4wd spawnclass, exhaust particle system etc).

P.S. Now I try to understand what is autodriving, waypoints and related stuff. In SE2 test map I see only vanilla 'path_corner'.


3
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 25, 2018, 09:34:16 AM »
Yep

4
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 24, 2018, 11:44:51 AM »
Done!

5
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 23, 2018, 09:56:47 PM »
I sent you the material, so it's all there.

Nope, you forgot :)
It was recreated by me from .md5mesh.
Sorry :)

I see this fragment in to Code, but not sure about syntax.

Somethings like
Code: [Select]
{

glow
map textures/glow.tga
}
?

6
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 23, 2018, 05:36:19 AM »
mt how to use 'glow' stage in buggy.mtr?
Is it implenented from RB? Is it really glow (even in the dark)?

THF, it can be used as analogue, I belive. And even reworked.

7
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 19, 2018, 11:00:57 AM »
Do you see Q4 code (about vehicle stuff)?
It may be useful.

P.S. just as example:

Code: [Select]
/*
================
rvVehicleAnimated::Save
================
*/
void rvVehicleAnimated::Save ( idSaveGame *savefile ) const {
savefile->WriteVec3( storedPosition );

savefile->WriteStaticObject ( physicsObj );

savefile->WriteAngles ( viewAngles );
savefile->WriteFloat ( turnRate );

// why are we writing out the viewAxis here???
savefile->WriteMat3 ( viewAxis );

// TEMP
animator.Save( savefile );
}

/*
================
rvVehicleAnimated::Restore
================
*/
void rvVehicleAnimated::Restore ( idRestoreGame *savefile ) {
savefile->ReadVec3( storedPosition );

physicsObj.SetSelf( this );
physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
savefile->ReadStaticObject ( physicsObj );
RestorePhysics ( &physicsObj );
physicsObj.EnableClip();

savefile->ReadAngles ( viewAngles );
savefile->ReadFloat ( turnRate );

savefile->ReadMat3 ( viewAxis );

// TEMP - restore animator, because it was cleared when loading the AF
animator.Restore( savefile );
animator.GetJoints( &renderEntity.numJoints, &renderEntity.joints );
animator.GetBounds( gameLocal.time, renderEntity.bounds );
// TEMP

additionalDelta.Zero();
}


You remind me about D3 SDK.

8
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 14, 2018, 05:17:17 AM »
Feeling like UT :)

9
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 13, 2018, 08:16:54 PM »
RMB crashing the engine for no reason

I get the same in D3 or BFG. Missing script and related stuff, I think.

10
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 12, 2018, 11:25:01 PM »
Can you show any vechicle.def and any water.mtr?

11
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 07, 2018, 10:10:38 AM »
All the problems were related to the missing assets.

Picture looks blurry IMO (look at "Wall").

12
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 07, 2018, 01:58:42 AM »
Snehk did a base asset pack a while ago.

404, but thanks anyway.


Player def from Phaeton: https://pastebin.com/MP0HWpKT

map format is the same, but you obviously need to built it with dmap from SE2. Also if you have stuff that isn't defined in materials/defs, you might have issues.

Yes, looks like this one, some problems with rendermodel. Need a blackbox and _white.

Is fs_game works?

? I have a flow bug with map butter error.

How can anyone understand that? :)

I mean a "floating bug with map buffer".

13
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 06, 2018, 02:54:21 AM »
  Issue is related to the player start.  I think I need to get the player.def/script updated correctly

They rename 'player_doommarine' to 'player_female' (I even found her name) ;)

But worts of all is:

Code: [Select]
hipJoint = animator.GetJointHandle( value);   
In comparison with D3BFG the SE2 gives a wrong 'modelDef' with numJoints = 0.

This gives an error. Perhaps missed some assets but not sure.

********* P.S. It was a bad idea to mess with code without proper assets. ************

motorsep, how looks player.def?

 Map's format is same as d3bfg? I have a flow bug with map butter error.


14
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 02, 2018, 12:37:53 PM »

Lol, that's not how it should look when properly built.

It's just a collage with few screens.

Next time I try to start it with some custom maps.

It's looks good but I still worry about non-flexible closed menus part.
In case of SE2 also random modified part (I mean AddTextSlider and more, Menu_Widget_Item.cpp up from 12 to 17 kB etc.)    :)

15
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 02, 2018, 07:44:30 AM »
SE2 have a lot of modifications in menus code. E.g. added control widget list (sliders, buttons etc.).

What are advantages?

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