Version 41 readiness review

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PostPosted: Mon Oct 08, 2007 4:10 am 
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gcamp wrote:
Sounds good.

How are we looking for this release then? :)

I think we should be pretty close.
I've not gotten any actual crashs or overruns on it in a long while.
Beyond a few cosmetics, i think all the features work as expected.

Just a few minor things I can think of,
-aimed-over/funkys having 2x momentum than normal.
-web-admin stats-page unformatted.
-server logs / java-chat optionally show [Combat] channel

And I noticed that the gl extentions are very important for the water. With
it turned off, the water looks rather like an ugly quilt... :P
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PostPosted: Mon Oct 08, 2007 1:48 pm 
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Thrax wrote:
And I noticed that the gl extentions are very important for the water. With it turned off, the water looks rather like an ugly quilt... :P


-aimed-over/funkys having 2x momentum than normal.
-web-admin stats-page unformatted.
-server logs / java-chat optionally show [Combat] channel
-fog not working as original
-need to revisit fuel usage

True, true. But then what do you expect when you tell it not to use the graphics library :). Just turning shaders off may be a nicer compromise. It will be "interesting" to see how many people can run with the water on fully, I am thinking there is a chance we will need to do a patch to make the water nice for non-shader people.


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PostPosted: Mon Oct 08, 2007 10:18 pm 
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Playing a bit more with the WeaponGroupSelect, and noticed one
oddity that may need correcting.

Weapons do switch thier origin to them as designed, but that aspect
seems to be very strict.

The shot continues to start at the group-item's core-point, no matter
what amount of redirect/translate I use to start the projectile infront
or above them.

For lasers this is not a hinderance, but any projectile destroys the
object from the inside. If it's a stream of shots, the later one's do
fire onward once the model is gone.
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PostPosted: Tue Oct 09, 2007 1:25 pm 
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Thrax wrote:
Playing a bit more with the WeaponGroupSelect, and noticed one oddity that may need correcting.


I am guessing this is just an issue for static objects (not objects that move). It's probably because these objects don't have a velocity so moving the shot by a factor of their velocity won't move them at all.

If you are using some sort of aiming weapon, can't you do the translation after the aiming process. e.g. put weapontranslation after (or in) weaponaimedover


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PostPosted: Tue Oct 09, 2007 4:20 pm 
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gcamp wrote:
Thrax wrote:
Playing a bit more with the WeaponGroupSelect, and noticed one oddity that may need correcting.


I am guessing this is just an issue for static objects (not objects that
move). It's probably because these objects don't have a velocity so
moving the shot by a factor of their velocity won't move them at all.

If you are using some sort of aiming weapon, can't you do the translation
after the aiming process. e.g. put weapontranslation after (or in)
weaponaimedover
Yah, tried that too.
Declared absolute velocitys of 2.5x, moved it 25 paces above the head,
then auto-aimed, then moved it 15 paces forward.. it still explodes under
thier feet.

I even have weapons composed purely of translated explosions, with zero
projectiles or lasers. All they do when fired by the turrets, is explode the
object. The shot-wave sits at the start point, burning like a blue bonfire..

no, it's clear that the weapongroupselect is stopping all the translate function for that weapon.
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PostPosted: Tue Oct 09, 2007 4:21 pm 
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Hmm, fair enough. Can you post one of your examples so I can debug it.


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PostPosted: Tue Oct 09, 2007 4:55 pm 
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gcamp wrote:
Hmm, fair enough. Can you post one of your examples so I can debug it.
k. 2 types.
ion for simple off-set projectile,
plasma for pure-translate.
both are set to specifically point just off from north.

just make some big solid penguins for them to shoot from, and relable
to fit. If you get them working, it'll be worth the giggle..


Attachments:
File comment: Accessories file snippit.
accessories.snip.rar [1.04 KiB]
Downloaded 50 times
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PostPosted: Wed Oct 10, 2007 12:54 am 
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Dunno, looks a little strange that accessory code. The
Code:
<accessoryaction type='WeaponRedirect'>

parts will clobber any of the positioning made by the group select. Or am I missing something.



I tried this, and it seems to work.
1) The WeaponGroupSelect moves the shot position to the target
2) The AimedOver aims the shot
3) The Translate moves the aimed shot out of the target
4) Fire some projectiles

Here's the code:-

Code:
   <accessory>
      <name>Plasma-shot</name>
      <armslevel>2</armslevel>
      <maximumnumber>0</maximumnumber>
      <nomuzzleflash/>
         <accessoryaction type='WeaponAimedOver'>
            <nowarheads>12</nowarheads>
            <percentagemiss>12</percentagemiss>
            <maxaimdistance>RANGE(40,55)</maxaimdistance>
            <inaccuracy>12</inaccuracy>
            <aimedweapon type='WeaponTranslate'>
               <translatedist>15.0</translatedist>
               <nextaction type='WeaponDelay'>
                  <delay>RANGE(0.4,8)</delay>
                  <delayedweapon type='WeaponVelocity'>
                     <velocitychange>RANGE(0.8,1.05)</velocitychange>
                     <aimedweapon type='WeaponProjectile'>
                        <shieldhurtfactor>0.85</shieldhurtfactor>
                        <projectilemodel type='MilkShape'>bomb/bomb.txt</projectilemodel>
                        <collisionaction type='WeaponRandomChoice'>
                           <weaponchoice1>
                              <weight>6</weight>
                              <weapon type='WeaponExplosion'>
                                 <hurtamount>0.85</hurtamount>
                                 <multicolor></multicolor>
                                 <minlife>1.2</minlife>
                                 <maxlife>2</maxlife>
                                 <deform>down</deform>
                                 <size>4</size>
                                 <explosionsound>explosions/small.wav</explosionsound>
                                 <explosiontexture>exp02</explosiontexture>
                              </weapon>
                           </weaponchoice1>
                           <weaponchoice2>
                              <weight>6</weight>
                              <weapon type='WeaponExplosion'>
                                 <hurtamount>0.85</hurtamount>
                                 <multicolor></multicolor>
                                 <minlife>1.2</minlife>
                                 <maxlife>2</maxlife>
                                 <deform>down</deform>
                                 <size>7</size>
                                 <explosionsound>explosions/medium.wav</explosionsound>
                                 <explosiontexture>exp02</explosiontexture>
                              </weapon>
                           </weaponchoice2>
                           <weaponchoice3>
                              <weight>6</weight>
                              <weapon type='WeaponExplosion'>
                                 <hurtamount>0.85</hurtamount>
                                 <multicolor></multicolor>
                                 <minlife>1.2</minlife>
                                 <maxlife>2</maxlife>
                                 <deform>down</deform>
                                 <size>9</size>
                                 <explosionsound>explosions/large.wav</explosionsound>
                                 <explosiontexture>exp02</explosiontexture>
                              </weapon>
                           </weaponchoice3>
                           <weaponchoice4>
                              <weight>6</weight>
                              <weapon type='WeaponExplosion'>
                                 <hurtamount>0.85</hurtamount>
                                 <multicolor></multicolor>
                                 <minlife>1.2</minlife>
                                 <maxlife>2</maxlife>
                                 <deform>down</deform>
                                 <size>12</size>
                                 <explosionsound>explosions/large.wav</explosionsound>
                                 <explosiontexture>exp02</explosiontexture>
                              </weapon>
                           </weaponchoice4>
                        </collisionaction>
                     </aimedweapon>
                  </delayedweapon>
               </nextaction>
            </aimedweapon>
      </accessoryaction>
   </accessory>


   <accessory>
      <name>Plasma-group</name>
      <!--<maximumnumber>0</maximumnumber>-->
      <accessoryaction type='WeaponGroupSelect'>
         <groupname>bob</groupname>
         <nextaction type="WeaponReference">
            <weapon>Plasma-shot</weapon>
         </nextaction>
      </accessoryaction>
   </accessory>


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PostPosted: Wed Oct 10, 2007 3:56 am 
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yes, that form is just another of the simple projectile version. I have
other weapons that do auto-aim; both lasers and projectile streams.

did you make the placements a solid target type with a few hitpoints,
or did you leave them as illusions.

This is the form of target firing the weapon.
It's inside my map borders, so the wall/projectile factor doesn't apply.
Code:
        <placement>
            <position>
                <position>
                    <A>468</A>
                    <B>251</B>
                    <C>0.0</C>
                </position>
            </position>
            <object>
                <name>hothgun3-1</name>
                <groupname>hothgun</groupname>
<model>data/accessories/hothgun3/hothgun3.txt</model>
<modelburnt>data/accessories/hothgun3/hothgun3.txt</modelburnt>
                <modelscale>0.1</modelscale>
                <modelrotation>265</modelrotation>
                <shield>none</shield>
                <parachute>none</parachute>
                <life>150</life>
                <removeaction>Tank Explosion</removeaction>
                <burnaction>Burn1</burnaction>
                <boundingsphere>false</boundingsphere>
            </object>
        </placement>

The model is placed at 0 elevation, so it may also be a factor.. but
the same results happen for the large flying objects too.
When I set the weapon to fire from it, the projectile version explodes
the model; and the plasma-bolt version refuses to move, staying in
one place on the snow.. which is totally against it's design.

I'll recompile with todays updates and try again. but i'll have to revert
the exe's after, till Death-Stryker packs some betas.
Would it help to host the whole dang thing? it's smaller than the older one now.
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PostPosted: Wed Oct 10, 2007 6:01 am 
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Gav - I don't get a ton of time, but can I get 24 hours or so notice before release so I can do a rash test? ;)
(Kinda feeling guilty about not being around more for this....)

P
To be honest, I don't fully understand that page, but it sounds like it provides the answers you need. - Deathstryker

She doesn't stimulate me mentally or physically... I need at least one of those - Anonymous

Who wrote this crap? - G. Camp


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PostPosted: Wed Oct 10, 2007 8:24 am 
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gcamp wrote:
jdog wrote:
Yup, turning off Gl Shaders and the fog is back to its old self. :?:


Yeah, looks like I've messed up the fog in the shader version. I'll have a go at fixing it soon, but I don't really want to mess too much before the release if you think that is ok.


Sure, it can wait till next point release. I just have to remember to turn GL Shaders off to work on fog till it is fixed.
Beware the VOID

When in doubt on why your mod broke...
it's all Bobirov's fault.


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PostPosted: Wed Oct 10, 2007 1:22 pm 
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Thrax wrote:
yes, that form is just another of the simple projectile version. I have
other weapons that do auto-aim; both lasers and projectile streams.

did you make the placements a solid target type with a few hitpoints,
or did you leave them as illusions.


The targets I used are solid with a few hitpoints.
see data\landscapes\placetest.xml

Not sure why you are killing the target, sounds like you are just not translating enough.


Last edited by gcamp on Wed Oct 10, 2007 1:24 pm, edited 1 time in total.

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PostPosted: Wed Oct 10, 2007 1:24 pm 
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cbx550f wrote:
Gav - I don't get a ton of time, but can I get 24 hours or so notice before release so I can do a rash test? ;)
(Kinda feeling guilty about not being around more for this....)


Well this is your 24hr warning :). I will be doing the last testing tonight and probably releasing over the course of tomorrow.
No worries about the time, it's not a job.


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PostPosted: Wed Oct 10, 2007 4:58 pm 
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gcamp wrote:
The targets I used are solid with a few hitpoints.
see data\landscapes\placetest.xml

Not sure why you are killing the target, sounds like you are just not translating enough.


yes, very curious indeed.. you'd thing that 25 points up is far enough
for a 10 point high model.
I won't give up though. If you say it's working for you, then i'll just try
other angles.

edit: very interesting indeed...
apparently, it completely ignores all the translates and redirects..
-Unless!- there is a aimedover/under first..
I made one with 6 twists and redirects.. and it didn't go anywhere.. just exploded the Model.
I inserted an aimedunder at the start of it, and it was zipping everywhere..

So.. with work-around.. can make them all work.
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PostPosted: Thu Oct 11, 2007 3:26 pm 
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Hitting a crash during testing at the moment (seems windows only). So I need to get that fixed before release.


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