July 2012 FNF: Backpack Drop?
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July 2012 FNF: Backpack Drop?
For the July FNF Special, should we add the Quake-style backpack drop, if applicable? Note that it will require Zandronum 1.0-alpha!
RE: July 2012 FNF: Backpack Drop?
Couldn't you add ALL of the mutators..?
jeez you guys make things awkward
jeez you guys make things awkward
RE: July 2012 FNF: Backpack Drop?
I wish, but most of the others requested them with a specific WAD. :/
RE: July 2012 FNF: Backpack Drop?
Can't you make it Skulltag compatible ? I think the only part that needs to get erased is the pickup message part for it.
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RE: July 2012 FNF: Backpack Drop?
well hell if you're gonna do it that wayQent wrote: I wish, but most of the others requested them with a specific WAD. :/
Nope, it uses StrParam. Not just for the string, either- it's how it gets what weapon the player had, how much ammo, etc.Ivan wrote: Can't you make it Skulltag compatible ? I think the only part that needs to get erased is the pickup message part for it.
Last edited by Synert on Tue Jul 17, 2012 7:45 pm, edited 1 time in total.
RE: July 2012 FNF: Backpack Drop?
Backpack mod in 98dSynert wrote:Nope, it uses StrParam. Not just for the string, either- it's how it gets what weapon the player had, how much ammo, etc.Ivan wrote: Can't you make it Skulltag compatible ? I think the only part that needs to get erased is the pickup message part for it.
It was the only function in the acs using StrParam, so my outdated ACC didn't spew an error when I compiled it.
Seems to work fine for me when I changed the backpack message to just
Code: Select all
Log("You got a backpack!");
Spoiler: CrappyCode (Open)EDIT: It appears that if I try to declare more than 19(?) variables in a script Skulltag/Zando crash.
EDIT2: Replaced broken code with working code. Yay. [/sarcasm]
Last edited by Llewellyn on Thu Jul 19, 2012 3:00 am, edited 1 time in total.
RE: July 2012 FNF: Backpack Drop?
Oh, really? My bad :xLlewellyn wrote: It was the only function in the acs using StrParam, so my outdated ACC didn't spew an error when I compiled it.
AFAIK that's some kind of limitation- ijon's been running into this problem as well.Llewellyn wrote: EDIT: It appears that if I try to declare more than 19(?) variables in a script Skulltag/Zando crash.
RE: July 2012 FNF: Backpack Drop?
Sounds like a bug that needs to be reported?Synert wrote: AFAIK that's some kind of limitation- ijon's been running into this problem as well.
Anyway, after a while of being a


And have updated the earlier post with WORKING code, so you guys can replace Ijon's (sorry bro) neat looking code with my messy hack if you want to run it in Skulltag.
Also, the forum broke because it still inherits the width of the spoiler even before it is opened. Sounds like another bug. Lol.
Last edited by Llewellyn on Thu Jul 19, 2012 3:01 am, edited 1 time in total.
RE: July 2012 FNF: Backpack Drop?
Not if you use this version:
https://dl.dropbox.com/u/26269208/quakebpak1-2-1.pk3
Doesn't have the ACS lumps in it like the other one did but all credit goes to Ijon lol.
https://dl.dropbox.com/u/26269208/quakebpak1-2-1.pk3
Doesn't have the ACS lumps in it like the other one did but all credit goes to Ijon lol.
Last edited by Llewellyn on Thu Jul 19, 2012 5:57 pm, edited 1 time in total.
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RE: July 2012 FNF: Backpack Drop?
Synert wrote: Nope, it uses StrParam. Not just for the string, either- it's how it gets what weapon the player had, how much ammo, etc.
Code: Select all
ubuntu@ubuntu pk3/acs $ grep -Ein "StrParam|^script" quakebpak.c
93:script 393 (int mode)
191:script 394 (int check, int a1, int a2) clientside
197:script 395 (int check, int packWepNum) clientside
208: logStr = StrParam(s:logStr, s:" a ", s:WEPNAME[packWepNum]);
215: if ((packWepNum != -1) || (i > 0)) { logStr = StrParam(s:logStr, s:", "); }
217: logStr = StrParam(s:logStr, d:j, s:" ", s:AMMONAME[i], s:cond(j == 1, "", "s"));
yeah that's basically why StrParam is awesome - you don't need (as much) hackiness anymoreLlewellyn wrote: And have updated the earlier post with WORKING code, so you guys can replace Ijon's (sorry bro) neat looking code with my messy hack if you want to run it in Skulltag.
edit: also mirrored
edit2:
oh yes, that bug - it turns out acc blindly allocates 36 bytes (enough for exactly 19 ints) that can be used for variables - it probably actually allocates 40, but the first 4 are used for the script numberLlewellyn wrote: EDIT: It appears that if I try to declare more than 19(?) variables in a script Skulltag/Zando crash.
either way it's a stupid limitation and a better compiler wouldn't have the issue
Last edited by Ijon Tichy on Fri Jul 20, 2012 3:12 am, edited 1 time in total.
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RE: July 2012 FNF: Backpack Drop?
Why not use the unused fat backpack sprite from skulltag_data (and put it into the mod)? The sprite was intended for use as a cooperative backpack.
Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?