|
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(HitLocation, HitNormal, TraceEnd, TraceStart, true);
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_Pain, GruntVolume,,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
|
|