Re: [Alephmodular-devel] Re: CVS Troubles (was Re: Map Editing and Liquids (and Project Builder / CV
Status: Pre-Alpha
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brefin
From: Br'fin <br...@ma...> - 2003-02-20 18:50:31
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On Thursday, February 20, 2003, at 01:37 PM, Kevin Walker wrote: On Monday, February 17, 2003, at 04:19 PM, Jamie White wrote: >>> On Sunday, Feb 16, 2003, at 00:47 Europe/London, Kevin Walker wrote: >>> >>>> 4) Jumping (I've thought of a workaround, but it makes all weapons >>>> single-firing mode only, and would be pretty ugly) >>> >>> This is already in there. it's a cheat code. If you make your own >>> build, it shouldn't be too hard to re-arrange this to make it more >>> readily useable. > > The way you say this, it sounds like you assume I CAN make my own > build and re-arrange stuff. I basically signed up for this list > because I wanted to see how a new stab at the Marathon 2 Open Source > Project would go, and so I could make the occasional, um, "Public > Service Announcement" (:p). My function on this list is probably more > of a beta tester than anything else, though with a dash of mapmaker > thrown in. And I certainly don't mind at all. I want AlephModular well tested :) > Also, though, how is jumping handled in the cheat code? (and how do > you activate/use it?) This is actually the first time I've ever heard > it referenced as a fact (I vaguely remember, back in the day, that > people found that jumping is in no configuration of the action flags, > and that Jason and Alex decided that jumping wasn't realistic in > current implementations and that jumping wouldn't led to better > gameplay), so forgive my confusion. Is it the same as the Forge > "jump" key (allowing for indefinite flight), or is it actually > honest-to-goodness "attain parabolic trajectory through air by shoving > off from the ground with legs"? I forget offhand, but essentially with cheats enable, the game engine recognizes local patterns of keys and then tweaks the game world. So, typing certain codes will give you weapons and gear and one key set triggers a jump. Here is the code that 'jumps' you: accelerate_monster(local_player->monster_index, WORLD_ONE/10, 0, 0); Just outright gives you an upwards speed boost :)... probably arcs as well as the game handles gravity. But the cheats have no effect on network play, they just affect the local player. Instant Out of sync, I imagine in network play. > On Monday, February 17, 2003, at 04:55 PM, Br'fin wrote: >> Still, at some point (far distant, alas) I'd not mind trying to >> expand the action flags. Thus letting some sub-project have more >> available actions and be able to map them to normal keys and have >> them handled in a way which works with both network and replay >> facilities. > And also, on 2/18/2002, Woody Zenfell, III talked about being able to > change some of the currently-hardcoded (I think) key presses. > > All I have to say is that, if you allow the user to remap volume keys, > etc., I don't think that you should put them in the action flags. > Why? Because, if I were watching a replay, I wouldn't really want my > volume adjusted during the game by the players. Not really a big > thing, but something I thought of. > *Laugh* Yes yes, remapping the local system keys would *not* be included in Action Key handling or shouldn't be :) -Jeremy Parsons |