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douga

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Everything posted by douga

  1. Yup, thats a fair call, I am motivated but also want to make it a sensible and structured transition rather than head first dive into madness of code I am happy to take ownership of jumping code and any issues with it in the future and I would definitely would love to stick around for a long time. I'll check out those two bugs you mentioned, and see what the scope is. The thing is, I wouldn't want to assign myself exclusively to something that has high priority and needs to be released ASAP, not sure how this works, does one person works on one bug or can it be assigned to multiple people at once? I suppose the fact is that I still need to learn and don't want to get in a way of getting TDM into release stage. Just want to help whichever way is best for the team and project.
  2. thanks mate, i just registered but it looks like i only have dark radiant access. greebo can i have access pls
  3. No worries, I'll take it slow and make sure that there are no big changes in between releases. Small changes frequently sounds like a good approach. btw, if you want to work on something more important, please let me know. I don't mind working on anything, bugs, whatever. But I also do want to finish what I've started
  4. greebo, do you want me to e-mail you patch files, before doing a commit? I am planning to make some changes to address forward movement when jumping and console output by next monday.
  5. Ok, I will need to try and change that. Maybe as a major change, after a few people have given comments? Also, should I now create a new topic in Current Build?
  6. i dont think it effects the addVelocity in the end, but yes need to test this more. by the way I've committed the changes
  7. Thanks greebo, so far this is what i've done Changed: physics_player.cpp SysCvar.cpp SysCvar.h There is still a fair bit to do in terms of jumping code but for the exercise I could commit now and go from there?
  8. Also, when testing the gamex86.dll, is it enough to put new one in darkmod folder or do it need to put it into the darkmod.pk4 file? Before when I was testing I was putting it in pk4 file every time, not sure if this is actually needed. nevermind it looks like doom 3 engine extracts the gamex86.dll from the pk4 files and overwrites any other gamex86.dll in the current directory.
  9. I can import it no worries. Just did a Debug and Release build and it seems ok
  10. I've checked out the darkmod and darkmod_src into Doom 3 folder. First thing I've noticed is that the solution is older version than my visual studio. I have Visual Studio 2008 Version 9 and the solution is 8.
  11. Thanks, I've read the contributors thread and agree with the license. I've skipped the design ones since I don't have any burning game play ideas, but will revisit those later. I guess I am ready for whatever you need me to do next.
  12. ok, I am all good to go with svn access.
  13. Funny and informative http://www.wimp.com/gameschoice/
  14. Thanks greebo, I'll get that done.
  15. I've tested this on monorail map and when inside a moving entity such as idMover type, it reports 0 speed relative to the player, while moving.
  16. I've added this section of code to try and allow for that but not sure if I am on a right track objectBelow = this->GetGroundEntity(); if ( objectBelow && objectBelow->IsType(idMover::Type) ) { objSpeed = objectBelow->GetPhysics()->GetLinearVelocity(); if (objSpeed.Length() > 1.0 && objSpeed.Length() > current.velocity.Length() ) { current.velocity -= objSpeed; } }
  17. Thanks for the feedback. There is no forward motion if the player is stationary and jumps straight up because I check for player current speed and it needs to be that of walking or running. I haven't thought about the moving reference case, will have to check that.
  18. Thanks, that did the trick. Added another CVar for controlling that forward vector multiple. So now its a just a matter of playing with CVars until desired speed/distance is achieved. I think the warmup task is done
  19. Hi guys, I am not sure how to proceed with this. Been looking at the code for three days and still no got no idea how to change the jumping distance while keeping the height the same. I thought I could maybe change the direction of the jump, since stationary jump direction is always up, (assuming moving jump direction is up) by "leaning" the jump vector in the direction of moving by some value will make the distance longer while not increasing the actual jump height. help lol
  20. Yes, I've made const float PM_AIRACCELERATE = 1.0f; a CVar and replaced all instances of where it is used with new pm_accelerate so I could tweak it. It does allow jumping and then move in the air a bit. Hmm, not sure about the second one, I think I should be able to tweak the vector of jumping forward a little. Have to check that out.
  21. Here is the video of the current progress. http://www.mediafire.com/?tlomnglywnd Not sure if I am on the right track but here is what I did: 1. Created new CVars for controlling jumping: pm_airaccelerate, pm_runJumpSpeed, pm_walkJumpSpeed, pm_minVelJump 2. Made changes to Physics_Player.cpp, method idPhysics_Player::CheckJump() lines so that the jump speed is adjusted based on current speed (walking/running) Here is the code: /* ============= idPhysics_Player::CheckJump ============= */ bool idPhysics_Player::CheckJump( void ) { idVec3 addVelocity; if ( command.upmove < 10 ) { // not holding jump return false; } // must wait for jump to be released if ( current.movementFlags & PMF_JUMP_HELD ) { return false; } // don't jump if we can't stand up if ( current.movementFlags & PMF_DUCKED ) { return false; } groundPlane = false; // jumping away walking = false; current.movementFlags |= PMF_JUMP_HELD | PMF_JUMPED; /** If we have any forward velocity and its greateer than than a cap value then use our new jumpvelocity CVar * */ // are we walking? if ( current.velocity.Length() >= pm_minVelocityJump.GetFloat() && current.velocity.Length() >= pm_walkspeed.GetFloat() && current.velocity.Length() < pm_runspeed.GetFloat()) { addVelocity = pm_walkJumpVelocity.GetFloat() * maxJumpHeight * -gravityVector; gameLocal.Printf(" current.velocity.Length() %f ", current.velocity.Length()); gameLocal.Printf(" pm_walkJumpVelocity %f ", pm_walkJumpVelocity.GetFloat()); gameLocal.Printf(" pm_minVelocityJump %f ", pm_minVelocityJump.GetFloat()); } // running ? else if ( current.velocity.Length() >= pm_minVelocityJump.GetFloat() && current.velocity.Length() >= pm_runspeed.GetFloat()) { addVelocity = pm_runJumpVelocity.GetFloat() * maxJumpHeight * -gravityVector; gameLocal.Printf(" current.velocity.Length() %f ", current.velocity.Length()); gameLocal.Printf(" pm_runJumpVelocity %f ", pm_runJumpVelocity.GetFloat()); gameLocal.Printf(" pm_minVelocityJump %f ", pm_minVelocityJump.GetFloat()); } // stationary else { addVelocity = 2.0f * maxJumpHeight * -gravityVector; } addVelocity *= idMath::Sqrt( addVelocity.Normalize() ); current.velocity += addVelocity; return true; }
  22. I've been playing with some movement parameters and it seems to be working good, I'll try making a small video to show the results, if I can get it working I have to rememeber to do my uni assignments too lol
  23. That sounds fair enough to me. So does that mean that all changes are made by first asking everyone about the impact or can some one just make changes to the code regardless? Also, I've noticed tags like lead programmer, etc, does this indicate that you guys have a structured team with responsibility assignments etc, or its more of a informal thing? This is all non technical stuff, but I figured if if i was going to ever become a team member, I want to know what the best way to integrate, how you guys do things and what the NONOs and good practice, your expectations of me, what your guys looking for in a programmer/team member, etc.
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