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General Coding Discussion
01-11-2008, 08:25 PM, (This post was last modified: 01-16-2008, 03:37 PM by Heoga.)
#21
Re: Coding
Progress Report:

Servomechs
Still working on the HUD for the servomech, but I corrected an error in the view.cpp which allowed me to use the mech itself as a viewentity rather as resorting to a seperate point camera.  This has the added bonus of automatically shifting the PVS locations with the mech and so things are rendered correctly.


Alarm System
I've programmed an alarm box which on use activates itself and all other alarm boxes in the level.  At the minute it uses the keypad model, but I hope to build a simple model (a box should be within my capabilities) and two skins to go with it.  The first will be an inactive texture, and the second will be an active texture which is animated.
Update: This is now completed for the simple alarm box.  I want to include the alarm light within the same entity however so this will be modified slightly in the future.

I'll publish the required binaries and a sample map demonstrating the use of both over the weekend.
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01-12-2008, 11:58 PM,
#22
Re: Coding
Heoga this is great news. I'm looking forward to see that code in use, this must be hell of the work...
"Time is a great teacher, but unfortunately it kills all its pupils." - Hector Berlioz
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01-16-2008, 11:10 PM, (This post was last modified: 01-16-2008, 11:12 PM by Heoga.)
#23
Re: Coding
The code so far for testing purposes:

Zipped Code

Some notes:

Extract the zip to your SourceMods folder and run the game from within Steam.

type "map demo" to begin a demonstration of the alarm box and servomech control code

You should start in the suit with a chemical battery, to upgrade battery type either "give item_fission_battery" or "give item_fusion_battery"

To start controlling the mech, walk up to the alarm light and use it, to stop mech control - jump.

Also included within this zip are all the models & textures from Jupix's repository, to use that map type "map jupix"

As for the model and texture of the alarm box, feel free to upgrade if you like.  Skin 0 is the inactive one, and Skin 1 is the active skin should you wish to replace this model.
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01-18-2008, 08:05 AM,
#24
Re: Coding
yay! On sunday I shuld be at home and I'll check it out!
"Time is a great teacher, but unfortunately it kills all its pupils." - Hector Berlioz
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02-14-2008, 12:35 PM,
#25
Re: Coding
Just an update.  I've done some additional work on the HUD for the servomechs and I now have most of the functionality implemented.  Some visual style changes could be done but that isn't a priority case at the moment.

I've also just bought a new computer so things will be a little slow in terms of updates until I have that up to speed.
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02-14-2008, 02:20 PM,
#26
Re: Coding
Congrats on a new computer mate! We'll be waiting for the progress.


P.S. dsmn, have to find that time finaly to update modeling section of required items. damn damn damn....
"Time is a great teacher, but unfortunately it kills all its pupils." - Hector Berlioz
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03-13-2008, 11:16 PM,
#27
Re: Coding
Well, it's been a month and the computer seems stable and fully working (64 vista is a bit troublesome, but generally worth it).  I'm about to hit the coding again in the next month, but before I make a proper start there is a question we need to be asking.

Orange Box?  Yes or no.

The Orange Box SDK is still in beta, but the new features in it could give us a bit of an advantage.  I'd happily switch over, but it would be a bit counter productive if it turned out that you lot don't have episode 2.

So, go or no go.  Let me know.
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03-14-2008, 11:51 AM,
#28
Re: Coding
Only the code would need to be ported from ep1 to ep2. If you're up to that, then you get no objections from me. Mappingwise the engine is backwards compatible.
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03-18-2008, 08:27 PM, (This post was last modified: 03-20-2008, 10:38 AM by Heoga.)
#29
Re: Coding
Righto, the port is done.  I'm setup and ready to roll in the OB codeline.

- This morning whilst playing a little no remorse, I realised that parts of the game are somewhat dependant on your ability to see around corners.  To that end I've started implementing a "lean" system to allow the player to do exactly that.  Seems to be coming along nicely.  If it doesn't work as planned, it'll be quite easy to edit out as well.
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03-23-2008, 05:49 PM,
#30
Re: Coding
Hate to make two posts back to back, but here goes anyway.

I've uploaded the latest build of the codeline to my server.  New features in this are:
  • Orange Box Functionality
  • Lean System (q for left, e for right)
  • Remote Mech control functionality (weapons not yet coded)
  • Alarm Boxes which can be deactivated (or activated) by the player
  • Alarm Lights which respond to the alarm status
  • Player becomes visible when viewing from an external source (currently a HL2 Prision Guard)
  • Some crude sample levels to demonstrate these capabilites

Download this full test build here.  When downloaded extract the files to the SourceMods folder.

Also uploaded is a second zip which contains the FGD for the mod and a textfile containing the neccesary entries for the GameConfig file.  Download these here.  Note: The GameConfig entry will need to be edited for your steam directory.

Testing

Load the Regret mod with -dev in the command line options to enable the console.  When the mod is loaded, type ` to open the console then enter "map demo_map" in the box.  This will load a simple map which demonstrates some of the functionality.  Specifically, there will be a button to your left which will activate the thermatron (breen model) in the room.  Press the use key (tab by default) to exit the mech.  There will also be an alarm box directly ahead of you which is turned off by default.  Using this will toggle the alarm on and off.
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