3/04 | 4/04 | <-Open Closed-> Last Free Code | 5/04 | 6/04 | Most Recent


02 June '04
- I have a modded gravity system working perfectly now. The player's 'down' changing works fine, and they finally fall in a straight line. I haven't had success at getting them to stick to walls properly yet, however.
- Added an effect which emanates around the player when they are defying gravity.
- Changed the antigrav function a little, now it is possible to redirect the direction of falling in midair. It's actually a quite interesting and challenging method of flying, since you need to accelerate for quite a while to slow yourself down. This means you won't be flying around all the time, cos you'll probably kill yourself by falling damage. Only for emergencies!

03 June '04
- I made and finished a little HUD, which will finally let you know how much health you have. That's pretty much all the info you'll be needing in Grabin so i dont expect that will change.
- Tweaked some weapon's damages for balance stuff.

19 June '04
- Added some more cool to the movement system, explanation is up on the main page. Here's the code snippet for 'proper' (my style) wall jumping.

   //wall-jumping is like wall dodging, but smaller and less 'up'.
if ( Physics == PHYS_Falling && (grabinController(Controller) != None) )
{
        
HitActor None;
        
HitNormal vect(0,0,0);  //reset these to stop it being held
        
TraceEnd Normal(Velocity); //make sure its normal else range is way too big
        
TraceStart Location;
        
TraceEnd TraceStart TraceEnd*64.0;  //this tolerance is tricky. Configurable?
        
HitActor Trace(HitLocationHitNormalTraceEndTraceStarttrue);
        
log(" hit " HitActor);
        if ( (
HitActor == None) || (!HitActor.bWorldGeometry && (Mover(HitActor) == None)) )
             return 
false;
        if ( 
HitNormal == grabinController(Controller).myOldFloor )
             return 
false//stop player pushing off their current base (DEPENDS ON grabinController)
        
Velocity += JumpZ HitNormal 1.5//1.5x since we must counteract current velocity
    //if ( (Base != None) && !Base.bWorldGeometry ) add mover speed? could be dumb..
        //Velocity += Base.Velocity;
    
SetPhysics(PHYS_Falling);
    if ( !
bUpdating )  //play dodge sound
        
PlayOwnedSound(GetSound(EST_Dodge), SLOT_PainGruntVolume,,80);
    return 
true;


22 June '04
- Played a bit with gravity again, got it back to how it was in my old testing. The player's 'down' vector doesnt replicate yet, which is a bit of a pain in the ass. I am hoping to use ModifyVelocity() to keep the pawn stuck to walls, since DataAngel tells me it is called very last in a tick.

23 June '04
- Made a menu which pops up ingame to let the player set up some gameplay options. I haven't succeeded in getting it to automatically show when a game starts yet. Also probably i will add an 'only show this once' type option so the player only has to do it the first time they play.
- Found out about a CenterMouse() function in GUI stuff... Hopefully there is an equivalent for windowsMouseX/Y so that i can make gesture mode start off with the cursor in the center of the screen. More on that later, maybe.
- Fixed up the interaction so that it recognises the actual bindings of Fire and AltFire instead of simply left and right mouse buttons.
- Added gametype specific hints to the loading screens and also came up with some better terminology for the mod. Maybe a better name.

4 July '04
- OMGLOL i finally got the mouse cursor to center! It's a little bit dodgy in that it flickers to the new location over a tick, but that doesn't really matter and it's much easier to play now.
3/04 | 4/04 | <-Open Closed-> Last Free Code | 5/04 | 6/04 | Most Recent