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grayman

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Everything posted by grayman

  1. A moonwalking goat. Gotta love it!!!
  2. I can confirm that a monsterclip ceiling is required above open water to keep the fish from flying around in the air above.
  3. The updater link in the "Windows, full install" section of the OP is broken.
  4. I've used the old ones in several missions; will switch to new ones in the future. Thanks for doing this!!
  5. Thanks for your hard work and contributions!
  6. Can this please be merged to the 2.08 branch? Thx.
  7. Is there a cvar to control the console font? I prefer the old version, not the new one. Thx.
  8. Adding impulse/damage should be doable.
  9. Changes committed in rev 8606. I decided not to fiddle with the velocities. A firearrow will impart more velocity than a sword strike, for example. Breaking does not mean exploding.
  10. I have more testing to do. there’s no impulse per se, but the fire arrow’s linear and angular velocities are assigned to the flinders. There's also some random adjustment applied.
  11. When a firearrow hits an exploding crate, it imparts its linear and angular velocities to the flinders. For the case of the firearrow, this works ok: the flinders fly off, ending up scattered around on the floor. For the case of holding a torch next to the crate, however, the torch has no velocities, so the crate simply breaks (no explosion) and the flinders fall down to the floor. I suggest giving random velocities to the flinders rather than taking them from the object that triggered the explosion. This should fling flinders in all directions, regardless of what the activating object was. Things to check: how do other breakables (fractures, etc.) deal with their flinders. Breaking a window with an arrow might look better if the flinders don't fly away. Comments?
  12. Hmmm, ok. I know some flinders are script-spawned. I assumed these were also. Hints on what C++ you were reviewing? (Save me some time.) Edit: Fixed. Will clean up and commit tomorrow.
  13. I’ll look at the script. Is this Obs’work?
  14. Verified on both a large mission and a small one. Thanks!!!!
  15. The exploded crate flinders appear to be touching each other when spawned. Each flinder comes to a stop when this happens. If you launch another fire arrow, you can see that the concussion affects the flinders, sending them apart, after which they fall to the ground. I suggest the flinders not be spawned so close to one another.
  16. Not really; we could be giving a false negative to the mapper. The code leaves the problem solution in the hands of the mapper, who can observe what his AI is doing, and adjust accordingly. "My guy isn't facing the right way, let me go to the wiki to see how to correct this."
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