[QUOTE=subenji99;36503359]I would argue otherwise, my GPU goes into overdrive when dealing with rooms with a lot of lights (that green room in particular, for example)[/QUOTE]
Yeah, when there is little lights, the game runs smoothly and when there is a lot of lights, it starts lagging pretty heavily
that's wicked. great job protobro
[editline]26th June 2012[/editline]
tbh though I'm just waiting for david to say "so I heard you wanted guns" and just gives us like an RC8 that has suddenly everything you just added in plus a whole variety of stuff that he just coded overnight just to make every third-party addon look like crap
[QUOTE=69105;36506605]tbh though I'm just waiting for david to say "so I heard you wanted guns" and just gives us like an RC8 that has suddenly everything you just added in plus a whole variety of stuff that he just coded overnight just to make every third-party addon look like crap[/QUOTE]
i'd shit a brick so huge
There's dynamic lighting everywhere in the game. He disabled the gun shadow but in the older builds you can see it
Anyone who can second guess my code, i'd like some help
In my shotgun reload script I have this:
[cpp]var obj = transform.FindChild("load_round");
obj.transform.position = Vector3.Lerp(transform.FindChild("reload_start_point").localPosition, transform.FindChild("reload_end_point").localPosition, 1.0-mag_load_progress);
obj.transform.rotation = Quaternion.Slerp(transform.FindChild("reload_start_point").localRotation, transform.FindChild("reload_end_point").localRotation, 1.0-mag_load_progress);
mag_load_progress = 0.0;[/cpp]
It's the exact same logic the magazine, but it gives me a null ref on anything related to "reload_start_point" or "reload_end_point" which are basically two [B]EXISTING[/B] coordinate entities
They totally show up as children in the hierarchy when I start the game so I don't know what the hell is wrong
I think I'll buy this specifically so I can play with Protocol7's and others' mods.
[QUOTE=Lizzrd;36502411]R5 had options n fixed sights, right?[/QUOTE]
I don't know, I'm still playing R4 to be honest with you.
From where exactly do you find the latest version? I'm an HIB person, not an Overgrowth preorderer.
[QUOTE=DoctorSalt;36508571]From where exactly do you find the latest version? I'm an HIB person, not an Overgrowth preorderer.[/QUOTE]
Redownload it from the HIB page, it should say "new version available"
[QUOTE=Str4fe;36506567]Yeah, when there is little lights, the game runs smoothly and when there is a lot of lights, it starts lagging pretty heavily[/QUOTE]
Whatever it is, I am unsure why it runs so damn badly. I never was a fan of unity to begin with anyway. Starforge uses the same graphic setting options as this and it kinda pisses me off when games have little to no customization in graphic options.
[QUOTE=spekter;36512059]Whatever it is, I am unsure why it runs so damn badly. I never was a fan of unity to begin with anyway. Starforge uses the same graphic setting options as this and it kinda pisses me off when games have little to no customization in graphic options.[/QUOTE]
FXAA is also enabled permanently by default as a post-processing effect. I'll add some graphics customizations in soon.
It's because post effects aren't controlled by the graphics options, they're separate components that you add to the camera. That needs to be done manually
[QUOTE=Protocol7;36507297]Anyone who can second guess my code, i'd like some help
In my shotgun reload script I have this:
[cpp]var obj = transform.FindChild("load_round");
obj.transform.position = Vector3.Lerp(transform.FindChild("reload_start_point").localPosition, transform.FindChild("reload_end_point").localPosition, 1.0-mag_load_progress);
obj.transform.rotation = Quaternion.Slerp(transform.FindChild("reload_start_point").localRotation, transform.FindChild("reload_end_point").localRotation, 1.0-mag_load_progress);
mag_load_progress = 0.0;[/cpp]
It's the exact same logic the magazine, but it gives me a null ref on anything related to "reload_start_point" or "reload_end_point" which are basically two [B]EXISTING[/B] coordinate entities
They totally show up as children in the hierarchy when I start the game so I don't know what the hell is wrong[/QUOTE]
You got those as transform objects child'd to the "magazine" that's holding the shotgun shells?
I broke my repo [b]again[/b], so this is the last time I'm going to attempt to use Git but I think I've got it this time. Spent the night adding various bits back in again, and did some more work on the console, so now I've got proper Lua running.
[t]http://puu.sh/E1Gp[/t]
But I've setup a GitHub repo [url=https://github.com/JamesWilko/ReceiverMod]here[/url], so you can test out any changes when I put some additions in, only problem is that you'll need Unity installed. :v:
[QUOTE=TM Gmod;36512983]You got those as transform objects child'd to the "magazine" that's holding the shotgun shells?[/QUOTE]
Well my initial problem was that I was looking for the wrong transform
Then the second one was there was no time given for the anim to actually complete. That is fixed now
I recorded another video that I didn't upload but it's basically demonstrating how you can switch between weapons now. I still don't have an inventory system for the shotgun, but still.
Holy crap Protocol7 everything you added is beautiful.
I can't wait to play the edited version when you're done tweaking it.
After importing the source code into Unity, what scene do you open up? I assume you have to load a scene, as I did not load a scene and all I have a blue screen and only a Main Camera in the Hierarchy window.
[QUOTE=DoctorSalt;36508571]From where exactly do you find the latest version? I'm an HIB person, not an Overgrowth preorderer.[/QUOTE]
You get Reciever from the HIB?
What scripting language does this use?
[QUOTE=Flubadoo;36521859]What scripting language does this use?[/QUOTE]
javascript
[editline]27th June 2012[/editline]
however the cool thing about unity is that it supports c# too
[QUOTE=MedicWine;36521353]After importing the source code into Unity, what scene do you open up? I assume you have to load a scene, as I did not load a scene and all I have a blue screen and only a Main Camera in the Hierarchy window.[/QUOTE]
Just open the scene called "scene".
[QUOTE=Protocol7;36521869]javascript
[editline]27th June 2012[/editline]
however the cool thing about unity is that it supports c# too[/QUOTE]
I'm thinking of pre-ordering overgrowth just so I can get this to practice a new language with, since it seems like a decent game to build off of.
What's the transition from C++ to javascript like?
[QUOTE=Flubadoo;36522524]I'm thinking of pre-ordering overgrowth just so I can get this to practice a new language with, since it seems like a decent game to build off of.
What's the transition from C++ to javascript like?[/QUOTE]
It's your usual barebones high-level language - strong-ish dynamic typing, pass-by-reference, lexical scoping, C-style syntax, objects are bootstrapped off first-level functions, namespaces are (usually) bootstrapped off objects. Squint your eyes and it could be Scheme or Python... although it's far more clunkier than them, with the type of masochism C++ throws at you anyway.
I believe he just means he bought it from here: [URL]http://www.wolfire.com/receiver[/URL]. These people made the HIB in the first place and run the store, and it goes through the same system.
And wow I'm way late, I didn't even realize how long I had left this tab open without refreshing :v:
[QUOTE=Flubadoo;36522524]I'm thinking of pre-ordering overgrowth just so I can get this to practice a new language with, since it seems like a decent game to build off of.
What's the transition from C++ to javascript like?[/QUOTE]
The only thing that threw me off is how you define game objects or otherwise variables in the code, or at least how it's done in Wolfire's code
for example in c++ a bool is just
[cpp]bool trueOrFalse = false;[/cpp]
yet how I'm doing it in my ver of receiver is
[cpp]private var trueOrFalse : boolean = false;[/cpp]
But aside from that it's largely similar
[editline]27th June 2012[/editline]
Hey the shotgun model I bought off the unity store finally got added to my account
who's this low-poly motherfucker?
[IMG]http://puu.sh/Ec2M[/IMG]
Complete with working, accurate sights!
[IMG]http://puu.sh/Ec3B[/IMG]
Are those L4D models or am I just being silly. :v:
ok guys
guys
get ready
i uploaded a video but IT ALREADY SAYS IT'S DELETED
so i uploaded it again and
[video=youtube;xJYzPFEaoRk]http://www.youtube.com/watch?v=xJYzPFEaoRk[/video]
I've already fixed the shitty aiming. the ejection port moves too but it's hard to see since the angle doesn't really permit it
how it basically works, is the pump pulls back and moves forward like the 1911's slide, but you have to hold it to load in rounds to the magazine (which you can't really see, but it wouldn't be hard to implement tbh)
And then obviously pump and fire. Max of 5 rounds (4 in mag + 1 in chamber)
[QUOTE=Protocol7;36529912]ok guys
guys
get ready
i uploaded a video but IT ALREADY SAYS IT'S DELETED
so i uploaded it again and
[video=youtube;xJYzPFEaoRk]http://www.youtube.com/watch?v=xJYzPFEaoRk[/video]
I've already fixed the shitty aiming. the ejection port moves too but it's hard to see since the angle doesn't really permit it
how it basically works, is the pump pulls back and moves forward like the 1911's slide, but you have to hold it to load in rounds to the magazine (which you can't really see, but it wouldn't be hard to implement tbh)
And then obviously pump and fire. Max of 5 rounds (4 in mag + 1 in chamber)[/QUOTE]
Nice work!
Does the gun have to be centered to fire, however? If so, can you change that, or is it very difficult?
[QUOTE=ewitwins;36530187]Nice work!
Does the gun have to be centered to fire, however? If so, can you change that, or is it very difficult?[/QUOTE]
Same shooting mechanics as the 1911, not quite sure what you mean. I have it offset when you aren't aiming since I want to put the shotgun in roughly the same place as it would be if it was shouldered but you aren't aiming it at anything
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