ggadwa Wrote:(For the curious, what's going on is an object gets a damage event, the damage event launches a melee, which damages nearby objects, which spawn their own melee, which sends another damage event to the object already damaged
First off, there's some places where I could put catches to make sure this round-robin doesn't happen. Secondly, though, this could happen in other places and I need to be ready for it.)
Thanks Brian, I didn't catch that. Fixed now.

A few of things about liquid Brian:
•First, resizing the liquid plane stretches the texture instead of auto texturing it to properly tile evenly.
•Second, the Shift options don't work, I can set the H or V shift to whatever I want, but it doesn't affect anything.
•Third, I'd like an option to turn off waves, but still set a height shift. That way, I wouldn't have any waves, but the water could still go up and down, like in Marathon.
Alexander Smith Wrote:•Third, I'd like an option to turn off waves, but still set a height shift. That way, I wouldn't have any waves, but the water could still go up and down, like in Marathon.
Same, I know you can just make the tide size 0, but it's still drawing the faces and still slow as it would be if there were visible waves.
ccccc Wrote:Alexander Smith Wrote:•Third, I'd like an option to turn off waves, but still set a height shift. That way, I wouldn't have any waves, but the water could still go up and down, like in Marathon.
Same, I know you can just make the tide size 0, but it's still drawing the faces and still slow as it would be if there were visible waves.
You can also set the wave size to something like 100000, which speeds things up (larger waves are faster) and creates a decent approximation of the marathon water effect.
If the tide size is zero, you should
always set the wave size really high, since the extra faces from smaller waves doesn't even change the visual effect.
Alexander Smith Wrote:A few of things about liquid Brian:
•First, resizing the liquid plane stretches the texture instead of auto texturing it to properly tile evenly.
•Second, the Shift options don't work, I can set the H or V shift to whatever I want, but it doesn't affect anything.
•Third, I'd like an option to turn off waves, but still set a height shift. That way, I wouldn't have any waves, but the water could still go up and down, like in Marathon.
I'm going to give you a "no tide effect" which will make the water more marathonish and faster. I'll fix the liquid UV problems (along with the other ones) -- but I don't get the second request, can you explain it a bit more?
[>] Brian
ggadwa Wrote:Alexander Smith Wrote:A few of things about liquid Brian:
•First, resizing the liquid plane stretches the texture instead of auto texturing it to properly tile evenly.
•Second, the Shift options don't work, I can set the H or V shift to whatever I want, but it doesn't affect anything.
•Third, I'd like an option to turn off waves, but still set a height shift. That way, I wouldn't have any waves, but the water could still go up and down, like in Marathon.
I'm going to give you a "no tide effect" which will make the water more marathonish and faster. I'll fix the liquid UV problems (along with the other ones) -- but I don't get the second request, can you explain it a bit more?
[>] Brian
The Horizontal and Vertical shift are the options that make the texture move on the polygon. When you do that on the liquid, it doesn't work.
Alexander Smith Wrote:ggadwa Wrote:Alexander Smith Wrote:A few of things about liquid Brian:
•First, resizing the liquid plane stretches the texture instead of auto texturing it to properly tile evenly.
•Second, the Shift options don't work, I can set the H or V shift to whatever I want, but it doesn't affect anything.
•Third, I'd like an option to turn off waves, but still set a height shift. That way, I wouldn't have any waves, but the water could still go up and down, like in Marathon.
I'm going to give you a "no tide effect" which will make the water more marathonish and faster. I'll fix the liquid UV problems (along with the other ones) -- but I don't get the second request, can you explain it a bit more?
[>] Brian
The Horizontal and Vertical shift are the options that make the texture move on the polygon. When you do that on the liquid, it doesn't work.
Yeah, fixing this would be nice. Fixing Specular for liquids would be nice too.
Next version:
http://homepage.mac.com/ggadwa/Misc/MeshOnlyTest.zip
Big thing that is missing: Obscure routines are still bad -- they work well enough to get you going but not much past there. I'm still working on some new ideas there, but wanted to get out a version as it fixes various crash bugs and adds stuff Alex and others need.
Code:
Editor
* more fixes for auto-UV
* split menu item was broken
* auto texture now works on liquids
* mesh dialog "map change" spot type control was broken
* options to make liquids as flat surfaces
Animator
* doubled the max number of bones
* removed the tick marks as they are no map units anymore
* hand dragging on the X now goes in the correct direciton
Engine
* fixed a crashing bug when drawing sorted transparents
* fixed a bug where weap.model.on would get reset when switching weapons
* more fixes to decal lighting
* some small physics updates
* mesh messages/map change is working again
* fixed UV shifting bug with liquids
* support for flat surface liquids
Scripts
* checked for scripting where damage calls could cascade and re-enter themselves
* added DIM3_INPUT_MODE_THRUST
* added thrust object to obj
+ obj.thrust.speed = per tick speed add for axis when thrusting
+ obj.thrust.maxSpeed = maximum speed on a single axis
* removed these watch events
+ DIM3_EVENT_WATCH_OBJECT_ENTER_PORTAL
+ DIM3_EVENT_WATCH_OBJECT_EXIT_PORTAL
Documentation
* moved constants into actual scripting documentation
* improved scripting docs a little
After this, I'm moving on to engine. Physics work, obscuring, message data, networking, etc.
[>] Brian
In the docs, it doesn't explain thrust speed as well as you explained it here. It really doesn't make much sense the way you explained it in the docs.
Also, dim3 seems to have decided that it should take a pic of my screen without the engine running and mix that in with the shadows ingame. :P
image
[EDIT]Oh, and when there is a big mark on a slanted surface and you step back, the UVs warp or something. It should be recreatable from the project I gave you before, just walk down the stairs, hit the switch, and shoot the guy in that room than walk back and forth while looking at the mark.
[EDIT]Hey Brian, could you set weap.zoom.active
not to bw read-only so we can zoom out whenever the player fires?
Bug Reporting Time!
The latest version seems to have a rather annoying problem. On all of my maps, with the exception of Kastle, which doesn't get past the loading screen at all, The map loads...and after a while you spawn...to
this. Not only is the console filled with those errors, the HUD bitmaps are completely fucked up. Additionally, as soon as you spawn the computer becomes completely unresponsive- nothing lets me get control of the computer short of manually shutting it down (unplugging the cord & removing the battery) and rebooting.
[EDIT] One of my maps does spawn successfully. However any action, be it movement, firing a weapon, or even bringing up the console causes the engine to crash.