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Messages - Amade

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46
Off Topic / Re: what shoes do you wear
« on: February 26, 2016, 12:05:27 AM »
holy stuff it's amade i haven't seen you in years
it's the ninja shoes

47
Modification Help / Re: How do i rotate a godamn angle vector (not fixed)
« on: February 25, 2016, 10:15:48 PM »
Rotating counterclockwise about the +z axis (i.e. left/right):
Code: [Select]
%x = getWord(%muzzleVector, 0);
%y = getWord(%muzzleVector, 1);
%z = getWord(%muzzleVector, 2);
%a = %x*mCos(%angle)-%y*mSin(%angle);
%b = %x*mSin(%angle)+%y*mCos(%angle);
%c = %z;
%vec = %a SPC %b SPC %c;
This only works if your player's up vector is the +z axis (so it won't necessarily work correctly if they're in a vehicle). You can adapt the below code if it's important that it works in a vehicle.

Rotating around the player's right vector (i.e. up/down) is a bit more fun (your definition of fun may vary) and looks like this:

Where the player's muzzle vector is (x,y,z) and the player's right vector is (u,v,w). The angle of rotation, of course, is θ. Since the player's right vector will always be a unit vector, u2+v2+w2 is always 1, simplifying things a bit. It would be possible to simplify it a bit further if you assume that the player's up vector is always the +z axis, which would make the right vector always lie in the xy plane. This assumption, however, would make the operation not necessarily work if the player is in a vehicle.

This monstrosity should do it:
Code: [Select]
%rightVector = vectorCross(%forwardVector, %upVector);
%x = getWord(%muzzleVector, 0);
%y = getWord(%muzzleVector, 1);
%z = getWord(%muzzleVector, 2);
%u = getWord(%rightVector, 0);
%v = getWord(%rightVector, 1);
%w = getWord(%rightVector, 2);
%a = %u*(%u*%x+%v*%y+%w*%z)*(1-mCos(%angle))+%x*mCos(%angle)+(%v*%z-%w*%y)*mSin(%angle);
%b = %u*(%u*%x+%v*%y+%w*%z)*(1-mCos(%angle))+%y*mCos(%angle)+(%w*%x-%u*%z)*mSin(%angle);
%c = %u*(%u*%x+%v*%y+%w*%z)*(1-mCos(%angle))+%z*mCos(%angle)+(%u*%y-%v*%x)*mSin(%angle);
%vec = %a SPC %b SPC %c;
(Source for second part)

EDIT: To generalize this, replace %muzzleVector with the vector you want to be rotated and %rightVector with the vector you want to rotate your other vector around. The vector you're rotating around needs to be normalized (i.e. length 1) or weird things are probably going to happen.

Note that mCos and mSin both require the supplied angle to be given in radians.

48
Off Topic / Re: what shoes do you wear
« on: February 25, 2016, 09:30:14 PM »

49
Modification Help / Re: How to get the properties of a brick?
« on: February 14, 2016, 03:56:46 PM »
damn amade where tf have you been
colleg

50
General Discussion / Re: Boss Battles - Strangely addictive
« on: February 14, 2016, 03:53:16 PM »
whatever you do just remove medusa

51
onBlownUp -> self -> respawn

52
Modification Help / Re: How to get the properties of a brick?
« on: February 14, 2016, 01:17:31 AM »
Edit: Amade, i see some spelling errors. Probably should fix them
Oh dear.

53
Modification Help / Re: How to get the name of a brick?
« on: February 13, 2016, 11:41:57 PM »
okay i could have sworn i did that and it didn't give me an answer. this was the first thing i tried too oops.

i was trying to get it to preserve properties of bricks when removing one and placing another. i also need to know how to get the item/emitter/light data as well.
You're going to want a few other things, too... To save you a bit of trouble, here's an excerpt from the Swiss Army Gun's move tool:
Code: [Select]
%brick = new FxDtsBrick()
{
position          = %col.position;
oriPosition       = %col.position;
rotation          = %col.rotation;
oriRotation       = %col.rotation;
dataBlock         = %col.dataBlock;
oriDataBlock      = %col.dataBlock;
angleId           = %col.angleId;
oriAngleId        = %col.angleId;
colorId           = %col.colorId;
oriColorId        = %col.colorId;
printId           = %col.printId;
oriPrintId        = %col.printId;
emitterDiection   = %col.emitterDirection;
oriIsRaycasting   = %col.isRaycasting();
oriIsColliding    = %col.isColliding();
oriIsRendering    = %col.isRendering();
itemDirection     = %col.itemDirection;
itemPosition      = %col.itemPosition;
itemResawnTime    = %col.itemRespawnTime;
colorFxId         = %col.colorFxID;
shapeFxId         = %col.shapeFxID;
vehicleDatablock  = %col.vehicleDatablock;
client            = %client;
delAfterPlant     = true;
transferProperties= true;
};
%obj.tempBrick = %brick;
if(isObject(%col.emitter))
{
%brick.emitterData = %col.emitter.emitter;
}
if(isObject(%col.light))
{
%brick.lightData = %col.light.getDatablock();
}
if(isObject(%col.item))
{
%brick.itemData = %col.item.getDatablock();
}
if(isObject(%col.audioEmitter))
{
%brick.musicData = %col.audioEmitter.profile;
}
//Events
%brick.numEvents = %col.numEvents;
for(%i = 0; %i < %col.numEvents; %i++)
{
%brick.eventDelay[%i] = %col.eventDelay[%i];
%brick.eventEnabled[%i] = %col.eventEnabled[%i];
%brick.eventInput[%i] = %col.eventInput[%i];
%brick.eventInputIdx[%i] = %col.eventInputIdx[%i];
%brick.eventOutput[%i] = %col.eventOutput[%i];
%brick.eventOutputAppendClient[%i] = %col.eventOutputAppendClient[%i];
%brick.eventOutputIdx[%i] = %col.eventOutputIdx[%i];
for(%j = 1; %col.getOutputParameter(%i, %j) !$= ""; %j++)
{
%brick.setOutputParameter(%i, %j, %col.getOutputParameter(%i, %j));
}
%brick.eventTarget[%i] = %col.eventTarget[%i];
%brick.eventTargetIdx[%i] = %col.eventTargetIdx[%i];
}
To my knowledge this covers every property bricks have in the default game.

54
Modification Help / Re: How to get the name of a brick?
« on: February 13, 2016, 11:15:13 PM »
Code: [Select]
%name = %brick.getName();
%name = getSubStr(%name, 1, strLen(%name)-1);

It seems like that's not what you're looking for, though. What are you trying to do?

55
Modification Help / Re: Reverie Fort Wars
« on: September 28, 2015, 12:51:57 AM »
I've gone ahead and taken the server down for now. I'm sure it's long overdue. Once I finish this monstrosity of an update I'll put it back up with a fresh world and a full wipe of all data.

Here's the full list of completed changes so far:
  • The default tribes are now Sarti and Mediir.
  • The Sarti tribe's color has been reverted to yellow to make it more easily distinguishable from Eristia.
  • Arrows have been replaced with quivers. Quivers are equipable and occupy the back slot. Bows will fire arrows from the currently equipped quiver. Quivers do not ever run out of arrows.
  • Added leather (crafted with 3 flesh), leather gloves, leather boots, cloth cape, and cloth robes. These items only affect the player's appearance.
  • Items that you pick up will now no longer automatically equip if you already have something equipped in the slot the item would occupy.
  • The Faerie bow is now slightly slower, but fires a second arrow that will arc toward where the target will be when it arrives. This arrow does half damage.
  • Armor now has more noticeable effects. All armors have had the protection they grant increased, with greater increases for higher quality armor. The movement speed modifiers applied by armors have been made more noticeable as well, but are generally more generous.
  • Nithlite and sinnite armor now reduce the rate at which mana is consumed.
  • Crystal items (currently using non-unique models)
    • For now, players will obtain crystal over time while they are in the server. In the future, crystal will be earned by earning religious favor.
    • All crystal items in your possession will be lost upon death.
    • The crystal quiver currently does yet fire explosive arrows.
  • Footstep and jump/landing sounds, based on the material you're walking on
  • Menu improvements
  • Cloth bandage, pishelva, and hoborchakin added
    • The pishelva is the "drink me" potion from Alice in Wonderland, and the hoborchakin is the "eat me" cake.
    • The crimson, vorpal, and fleshweaver's potions appear in the menu and are craftable but not yet scripted.
  • The photometallisynthesis lens now has a custom model (thanks to Mr Noßody).
  • The sanguimetallisynthesis wand now has a model (thanks to Mr Noßody) and is scripted.
  • Human NPCs with stone, calcite, and sanguite equipment now spawn.

I want to complete the pyromancy wand, ossimetallisynthesis staff, and scripting of treasure chests before I put the server back up. That shouldn't take long.

56
Suggestions & Requests / Re: Models for Reverie Fort Wars
« on: September 26, 2015, 11:35:24 AM »
Well it kinda does. An item under colorshift to my knowledge will have the entire icon colored over too.
So the icon would have to be white where you want the color to show up. Even say, the grey on the handles will have a slight color tone.

The icons you have now would work decently with colorshift.

If you want, I could re texture the corresponding models with the proper colors if you want. Unless you don't mind overwriting the textures I left on it.
I forgot about dropped items so you're right. It's better if they're named properly.

Oh, could you send the skull from the ossimetallisynthesis totem as its own model? I wanted it to fire a skull projectile but forgot to include that in the request list.

57
Suggestions & Requests / Re: Models for Reverie Fort Wars
« on: September 25, 2015, 06:56:51 PM »
Oh. Are the textures already decided?
Would it be a problem if I sent them over as they are?
Yeah, they are. Here are the exact colors of the metals (adding this to the OP also):
80 75 63 255 (Surtra)
222 204 143 255 (Calcite)
249 176 249 255 (Nithlite)
142 7 7 255 (Sanguite)
138 129 111 255 (Sinnite)
235 140 255 200 (Crystal)

It's not a huge problem if they're set up to use colorshifting, as the only difference is that it makes the inventory icons look a bit worse. This isn't actually true, nevermind about colorshifting vs not colorshifting, it doesn't make any difference

58
Suggestions & Requests / Re: Models for Reverie Fort Wars
« on: September 25, 2015, 03:25:50 PM »
The icons for the picks looks like they're set up to use colorshift to save texture file space.
Should I set the models up the same way?

(The orange on the pyromancy wand)
(The bone color on the bone staff)
(The red on the blood wand)

Basically take those current textures and replace them with "blank" to be specified through colorshift.
I'd rather not because it causes the icons to look bad. If I can ever get ahold of tigls I need to ask him to change the textures away from blank.

59
Suggestions & Requests / Re: Models for Reverie Fort Wars
« on: September 25, 2015, 11:14:01 AM »
Those are great! The lens is held in both hands, right? That's perfect. I'll get them added in as soon as you can send them over. I'll be working on the server over the weekend and so will be able to get those put in in short order.

60
Suggestions & Requests / Re: Models for Reverie Fort Wars
« on: September 24, 2015, 08:55:25 AM »
Now that I have some real internet I can begin work on these models.
I will post progress when I have enough to show.
<3<3<3

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