To modders: testing request

To modders: testing request

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

To modders: testing request

Post by imbaczek »

I'll keep it short - this just got committed: http://spring.clan-sy.com/fisheye/chang ... g/?cs=4264

The dev team would like content creators to test what it breaks (if it breaks something, which is likely if only due to its size). Blame KDR if your mod is broken :wink:

automated builds in all flavours:
http://www.osrts.info/~buildbot/spring/executable/
http://www.osrts.info/~buildbot/spring/installer/
the build (svn+4264) will appear there in 15 mins or so.

bug reports can go to mantis or here: http://spring.clan-sy.com/mantis/view.php?id=553
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Post by Noruas »

yay XTA V 9.2 moar work
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

It reactivates several "derelict" (i.e. exist in OTA but not Spring) tags so if you have e.g. nonsensical flighttime values in your weapon defs you get nonsensical behaviour. Especially vlaunch missiles accept many tags that you may still have in your tdfs because they did nothing (weaponacceleration, startvelocity, flighttime, turnrate). If in doubt just remove the tags to restore the old behaviour.

The only change that will change things for everyone is the AimFromWeapon behaviour. You should make sure it refers to the pivot of the gun turret, not an arbitrary part to get the best looking results. I don't think it will add any gamebreaking effects to any mod though unless the AimFromWeapon piece is in a REALLY weird position.

BTW, it means Kernel Panic no longer needs a firearc for the byte, it won't lock up anymore.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I don't understand the need for ShotX. We already have QueryWeaponX called right before spawning the projectile and FireWeaponX called right after, what does ShotX add that we couldn't do before?

Otherwise nice long waited additions.
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

AFAIK Query is called only once. ShotX is called upon every projectile spawn, which you can have more than 1 now (via projectiles= tag).
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Zwzsg: Sounds like it is called between each projectile, not just each reloadtime like QueryWeapon. In other words, you can have a burst weapon emit from multiple points in one burst without moving the emission piece manually or scripting the burst. I don't really understand why it needs to be seperate either (if you want old behavior, just have gun_1 or whatever you name your barrel switch var iterate up to (number of projectiles per burst * number of barrels to iterate through) instead of just (number of barrels to iterate through), but whatever).

[edit] Damn.
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KDR_11k
Game Developer
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Post by KDR_11k »

zwzsg wrote:I don't understand the need for ShotX. We already have QueryWeaponX called right before spawning the projectile and FireWeaponX called right after, what does ShotX add that we couldn't do before?

Otherwise nice long waited additions.
QueryWeaponX is also called when the engine wants to check if the weapon has a line of fire (and several other places in the code), cycling through your firepoints with it will cause a few points to be skipped, FireWeaponX is only called once per burst (it's called before Query and Shot, BTW). ShotX is called once per projectile and only for those.

Since you can now emit multiple projectiles in one frame you would have to cycle by using QueryWeapon (as that's the only function that gets run between the projectile spawns) but since that's also called on other occassions you'll get skipped launch points and have to make sure you're actually firing if you emit any effects (so you don't get the unit constantly "firing blanks"). That only causes unnecessarily complex code if you try to compensate.

With ShotX I don't have to time any firepoint switches or muzzle effects, I just throw them in ShotX and know they'll happen exactly in time for my burst shots.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

I had forgotten QueryWeaponX is called when the engine wants to check if the weapon has a line of fire and several other places in the code. :?
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

You've got ShotX now 8) Rejoice!
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rattle
Damned Developer
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Post by rattle »

So ShotX gets called for each shot of the burst... cool. The whole FireWeaponX/EndBurstX combo made it over complicated...
imbaczek
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Post by imbaczek »

More or less. For every projectile spawned, to be exact.
tombom
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Post by tombom »

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