[All done] New features (last update 8.8.2005)

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Postby Grubber » Sat Apr 09, 2005 5:35 am

@Anakin: I haven't included any fixes (where to get 'em?)

@Graf: This is a problem :?
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Postby Nmn » Sat Apr 09, 2005 6:23 am

ahem...
Spoiler:
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Postby Anakin S. » Sat Apr 09, 2005 11:38 am

Grubber wrote:@Anakin: I haven't included any fixes (where to get 'em?)

@Graf: This is a problem :?


The first post of the Christmas present thread has the directions. A_TakeInventory is right there in code tags, and while the weapons offset thing is a little more complicated, Graf tells you how to do it in that post.

Graf Zahl wrote:EDIT (1/13/2005):

I fixed the weapon offset bug that was mentioned in the thread several times. Everybody who wants to compile the source should note that the fix was in p_pspr.cpp so you have to apply the .diff to the original .96 source again!

EDIT (3/21/05): Ok, I'm just too lazy to upload everything again. There's a bug in A_TakeInventory which renders the function useless. Here's the fix:

Code: Select allExpand view
void A_TakeInventory(AActor * self)
{
   int index=CheckIndex(2);
   if (index<0) return;

   const char * item =(const char*)StateParameters[index];
   int amount=StateParameters[index+1];

   const TypeInfo * mi=TypeInfo::FindType(item);
   if (mi)
   {
      AInventory * inv = self->FindInventory(mi);

      if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
      {
         if (!amount || amount>=inv->Amount)
         {
            if (inv->IsKindOf(RUNTIME_CLASS(AAmmo))) inv->Amount=0;
            else inv->Destroy();
         }
         else inv->Amount-=amount;
      }
   }
}   
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Postby Kirby » Sat Apr 09, 2005 11:57 am

Nmn wrote:ahem...
Spoiler:


:rock: :rock:


:D
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Postby Nmn » Sat Apr 09, 2005 12:12 pm

I need more cultists to worship Grubber. ;)
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Postby BouncyTEM » Sat Apr 09, 2005 12:16 pm

Kirby wrote:
Nmn wrote:ahem...
Spoiler:


:rock: :rock:


:D


Nmn wrote:I need more cultists to worship Grubber. ;)


:rock: :rock: :rock: you got more cultists.

:rock: :rock: :rock:
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Postby Your Name Is » Sat Apr 09, 2005 7:19 pm

And more. PRAISE TO GRUBBER!

:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

BTW, bouncy, did you really get a prank call.
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Postby blackfish » Sat Apr 09, 2005 11:19 pm

yay this is awesome.
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Postby Grubber » Sun Apr 10, 2005 2:15 am

Oh my...
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Postby BouncyTEM » Sun Apr 10, 2005 2:34 am

Your Name Is wrote:BTW, bouncy, did you really get a prank call.

yes, i did. :?
scared the frikkin crap out of me.
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Postby Anakin S. » Sun Apr 10, 2005 7:04 pm

I found another issue with Grubber's exe. For some reason, some of my weapons behave strangely when selecting and deselecting. This doesn't happen with every weapon. Another weapon in the same mod and all the weapons from another mod worked fine with selecting and deselecting. When selecting, the weapon instantly appears. When I try to deselect, the weapon doesn't go away and I can't fire the weapon any more either. The same weapon worked fine with Chilvence's exe, for some reason. I don't know what the problem might be.
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Postby jallamann » Mon Apr 11, 2005 4:08 am

[insert generic worship nonsense here] :rock:
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Postby Grubber » Mon Apr 11, 2005 6:57 am

@Anakin: the exe only shows new camera texture features, please don't use it for anything else ;) (or can I make better exe?)
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Postby Anakin S. » Mon Apr 11, 2005 11:02 am

You said that you put in decorate weapons, so I was using it for that too. That's what I referred to in my previous posts. Thank you for compiling this .exe. Were you able to include those fixes I mentioned?
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Postby TheDarkArchon » Mon Apr 11, 2005 12:58 pm

Nmn wrote:I need more cultists to worship Grubber. ;)


He sent me a GMail invite so for that

PRAISE DA PROGRAMMER

:rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock:
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