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Major Cooke wrote:If anything there probably will just need to be a distance check that decreases the pull strength the closer it is.
It would be more logical for force to increase toward the center. Unless you mean that as something for the modder to worry about?
I'm not sure what the large issue is. Will collision issues make a pulled actor pass through other actors? If not, I don't see why shooting out the other side (in the case of a non-blocking puller) is a deal breaker, since it's behaving as expected (apply velocity, that's it).
The big question is whether objects in the middle of a continuous-suck (heh) vortex thing will achieve "escape velocity" simply by virtue of being close to the center of the blast. If that is the case, said function would not be particularly useful for the classic case of "vortex gun", but that still doesn't mean the function can't be used in other ways given that the modder knows the limits.
If unclamping is actually that simple, I might experiment around with it. I can still see a player-centric inverted A_Blast being useful for pulling in a crowd (similar to a few Diablo 3 skills) to allow the player to smash the daylights out of 'em. Or perhaps give an enemy that ability.
If it's a choice between living with a minor limitation and having nothing at all, well... I think my preference should be obvious. I'm sure most of y'all would concur.
Eck, I should have mentioned it before: "BLASTNOTHURT" is an awful name, as it makes no grammatical sense. I'd have opted for "NOBLASTDAMAGE" or "NOBLASTIMPACT".
ToB updated to GZDoom revision 1434.
This also contains the prototype for a spinoff the SpawnProjectile function, aptly called SpawnProjectileEx. Before the original's speed parameter, it lets you define X, Y and Z coordinates.
Angle and pitch still have to be accounted for in an ACS script, with the latter being applied to vspeed.
Be warned that there's a weird bug when playing Wildweasel's Terrorists! with it, as soon as you open the armor secret in Map01, it crashes the moment the game thinks you're able to see what's inside the secret. Keep looking away from it and you're fine.
It also crashes with the new Vyrkouid weapon, sometimes upon firing. I suspect it might be something to do with the latest tweaks to the state goto code.
Spoiler: Crash dump as of latest revision (Vyrkouid crash).
Microsoft (R) Windows Debugger Version 6.12.0002.633 AMD64
Copyright (c) Microsoft Corporation. All rights reserved.
Loading Dump File [F:\General-GamesII\Doom\Project Files\The Genesis Saga\minidump.mdmp]
User Mini Dump File: Only registers, stack and portions of memory are available
Symbol search path is: *** Invalid ***
****************************************************************************
* Symbol loading may be unreliable without a symbol search path. *
* Use .symfix to have the debugger choose a symbol path. *
* After setting your symbol path, use .reload to refresh symbol locations. *
****************************************************************************
Executable search path is:
Windows 7 Version 7601 (Service Pack 1) MP (4 procs) Free x86 compatible
Product: WinNt, suite: SingleUserTS
Machine Name:
Debug session time: Sat Aug 4 19:58:45.000 2012 (UTC + 2:00)
System Uptime: not available
Process Uptime: 0 days 0:00:31.000
................................................................
..
This dump file has an exception of interest stored in it.
The stored exception information can be accessed via .ecxr.
(13dc.101c): Access violation - code c0000005 (first/second chance not available)
eax=00000000 ebx=0b3921b0 ecx=00003491 edx=00000002 esi=0b392170 edi=0018e480
eip=771d0c22 esp=0018e140 ebp=0018e150 iopl=0 nv up ei pl zr na pe nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200246
*** ERROR: Symbol file could not be found. Defaulted to export symbols for ntdll.dll -
ntdll!ZwGetContextThread+0x12:
771d0c22 83c404 add esp,4
0:000> .ecxr
eax=0000005d ebx=000042ba ecx=00003491 edx=00000002 esi=05e4710d edi=0c4f9000
eip=006b05f8 esp=0018f314 ebp=0018f31c iopl=0 nv up ei pl nz na po nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00210202
gzdoom!LeadUpVec+0x2c:
006b05f8 f3a5 rep movs dword ptr es:[edi],dword ptr [esi]
When debugging what crashed Terrorists! on ToB, I'm apparently pointed to this line within gl_bitmap, right at the "Paletted to True Color texture copy" function