by MartinHowe » Tue Apr 01, 2008 5:47 pm
Gez wrote:I think you need to use SlumpEd to turn your status bar graphics into PNG. Then the screenshots won't be that painful to see.

Thanks for the tip! I'm looking for a scripted way of doing it, but as a manual hack on the compiled WAD file, SLumpEd works fine.
Nash wrote:Martin, does this little modification of yours allows modders to hack an in-game class change feature by giving the duration time a stupidly large amount (or constantly morphing the player via an ACS loop or something)... ?
At the moment, you can't be morphed twice. I do plan some extra parameters or flags to suppress the sound and/or flash and I suppose there could be an "allow further change" flag too. I'm also thinking of allowing PlayerClass as "" to mean "unmorph if already morphed". The change-morph would likely have to be an internal unmorph then morph again - P_MorphPlayer probably isn't robust enough to modify it for direct morph class change and it would probably take a lot of work.
The morph subsystem uses a Duration of -1 internally to mean "until explicitly unmorphed", but this is only used internally by the PowerMorph class; I guess exposing it in DECORATE could work. Then again, this ought to be available for powerups too.
As for ACS, just giving the powerup should do it; if you want a proper ACS MorphPlayer() function, best ask one of the guys who knows ACS internals well. It'll be a while before this whole thing is good enough for me to ask for it to be added, though because I have a shitload of Real Life right now and because I really want the "what the player can use/pickup" thing defined in a clean way - that's why I didn't just stop at getting faces to work; the original motivation for faces was morphing, then I realised that the morph subsystem was in chaos and needed cleaning up. There is, I hope, a better chance of this mod being accepted into the engine if it gives some real benefit as well as just eyecandy support.
[quote="Gez"]I think you need to use SlumpEd to turn your status bar graphics into PNG. Then the screenshots won't be that painful to see. :P[/quote]
Thanks for the tip! I'm looking for a scripted way of doing it, but as a manual hack on the compiled WAD file, SLumpEd works fine.
[quote="Nash"]Martin, does this little modification of yours allows modders to hack an in-game class change feature by giving the duration time a stupidly large amount (or constantly morphing the player via an ACS loop or something)... ?[/quote]
At the moment, you can't be morphed twice. I do plan some extra parameters or flags to suppress the sound and/or flash and I suppose there could be an "allow further change" flag too. I'm also thinking of allowing PlayerClass as "" to mean "unmorph if already morphed". The change-morph would likely have to be an internal unmorph then morph again - P_MorphPlayer probably isn't robust enough to modify it for direct morph class change and it would probably take a lot of work.
The morph subsystem uses a Duration of -1 internally to mean "until explicitly unmorphed", but this is only used internally by the PowerMorph class; I guess exposing it in DECORATE could work. Then again, this ought to be available for powerups too.
As for ACS, just giving the powerup should do it; if you want a proper ACS MorphPlayer() function, best ask one of the guys who knows ACS internals well. It'll be a while before this whole thing is good enough for me to ask for it to be added, though because I have a shitload of Real Life right now and because I really want the "what the player can use/pickup" thing defined in a clean way - that's why I didn't just stop at getting faces to work; the original motivation for faces was morphing, then I realised that the morph subsystem was in chaos and needed cleaning up. There is, I hope, a better chance of this mod being accepted into the engine if it gives some real benefit as well as just eyecandy support.