Xect vs. Mynn: let's GO!
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- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
I looked over the diffs, and as far as I could tell, 0.6.3 was the same as my 0.6.Tobi wrote: So, according to someone, the SVN version of the mod is at 0.6.3, but the FoeOfTheBee version is at 0.6.1![]()
Tim, maybe you know more? You imported xectvsmynn into SVN after all.
For reference, a diff between the version in SVN and the version uploaded by FoeOfTheBee is here.
Also, I think it's a good idea if you start developing it on SVN - since xectvsmynn is not feature complete it would be more interesting to see how things work out then with e.g. nanoblobs. Plus it's just convenient if you will work on it with multiple people and developing it in public may attract more contributors.
0.6 had several boneheaded problems with the fbi's and tdf's.
Ok, so basically, somebody should start fixing the TDFs/FBIs, and I should probably start the not-so-fun process of figuring out exactly what we wanna do about textures, animations, etc.
Any scripters out there want to help, as I find stuff that's really badly borked? I get the feeling that I'm going to find a lot've stuff that's either really lousy, or just plain wrong...
Any scripters out there want to help, as I find stuff that's really badly borked? I get the feeling that I'm going to find a lot've stuff that's either really lousy, or just plain wrong...
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- Posts: 501
- Joined: 18 May 2006, 21:19
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
I've been messing with the weapon tdf's this morning. I've made the artillery act similar to XTA artillery, and I gave the heavy laser a new-fangled prettified beamlaser.Argh wrote:Ok, so basically, somebody should start fixing the TDFs/FBIs, and I should probably start the not-so-fun process of figuring out exactly what we wanna do about textures, animations, etc.

Code: Select all
[heavy_laser]
{
rendertype=1;
lineofsight=1;
turret=1;
burnblow=1;
weaponvelocity=1000;
reloadtime=1;
range=920;
areaofeffect=8;
energypershot=150;
size=8;
firestarter=90;
accuracy=75;
//LOOK AND FEEL
beamlaser=1;
rgbcolor=1 0.8 0.2;
corethickness=0.5;
laserflaresize=10;
targetMoveError=0.2;
beamtime=0.15;
Intensity=0.9;
Thickness=1.5;
soundstart=mlaser;
soundhit=mthud;
tolerance=8000;
explosiongenerator=custom:heavy_laser_flash;
[DAMAGE]
{
default=210;
}
}
Code: Select all
[heavy_laser_flash]
{
usedefaultexplosions=0;
[groundflash]
{
flashSize = 11;
flashAlpha = 1.1;
circleGrowth = 1;
circleAlpha = 1;
ttl = 3;
color = 1,.8,0.2;
}
}
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
Done - I think I should add to the wiki as I learn about this weapon tdf stuff. it doesn't seem especially documented yet.Argh wrote:CoolAlso, you should set the following tags: AvoidFriendly, CollideFriendly, and ExplosionSpeed. For beamlasers, we should probably set the first two to zero and one, respectively, and the second one to 128, which is instantaneous for the small area-effects concerned.
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- Posts: 501
- Joined: 18 May 2006, 21:19
now wait... the xect_pred, "Predator Precision Bomber" is a bomber, and not a gunship, right? because i want to make sure that "Precision bomber" isn't a fancy way of saying gunship 
if so, i'll remove the missile and find out how to give it some sort of bomb, despite my nubness
otherwise I'll rename it to predator gunship

if so, i'll remove the missile and find out how to give it some sort of bomb, despite my nubness

otherwise I'll rename it to predator gunship
The loading boilerplate in the svn version has a white bar on the left hand,
The cursors in the svn version have holes in stretches that should be flood filled.
I want to fix those. which source version should I edit, and where should I send it after fixing?
A concrete answer please, not "it still needs love".
The cursors in the svn version have holes in stretches that should be flood filled.
I want to fix those. which source version should I edit, and where should I send it after fixing?
A concrete answer please, not "it still needs love".
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
The SVN version is the version I am working with.pheldens wrote:The loading boilerplate in the svn version has a white bar on the left hand,
The cursors in the svn version have holes in stretches that should be flood filled.
I want to fix those. which source version should I edit, and where should I send it after fixing?
A concrete answer please, not "it still needs love".
I can do SVN commits, I beleive Argh can too. I just fixed the white bar, and added the loadscreen that you sent me.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
ok revised, may in the future do some redesign or adjustment of the ugly ones.
http://www.hw90.meldersnet.nl/spring/cursors.zip
http://www.hw90.meldersnet.nl/spring/cursors.zip
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
Comitted. Those transparent spots were actually there on purpose, which I see now was an error in judgement on my part.pheldens wrote:ok revised, may in the future do some redesign or adjustment of the ugly ones.
I think the revive icon is the worst. The others could be prettier, but I like their simplicity, and ta players can understand them.
It would be nice for players to be able to define their own icons. You can do this now of course, but only if you know how and where to edit the archive.
Last edited by FoeOfTheBee on 15 Sep 2006, 04:25, edited 1 time in total.