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Poll: Quake-style backpack drop on Zan 1.0?This poll is closed.
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July 2012 FNF: Backpack Drop?
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Post: #1 - July 2012 FNF: Backpack Drop? Posted: 07-18-2012, 05:00 AM
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For the July FNF Special, should we add the Quake-style backpack drop, if applicable? Note that it will require Zandronum 1.0-alpha!


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Synert
Post: #2 - RE: July 2012 FNF: Backpack Drop? Posted: 07-18-2012, 05:04 AM
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Couldn't you add ALL of the mutators..?

jeez you guys make things awkward



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MLK Qent
Post: #3 - RE: July 2012 FNF: Backpack Drop? Posted: 07-18-2012, 05:06 AM
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I wish, but most of the others requested them with a specific WAD. :/


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Ivan
Post: #4 - RE: July 2012 FNF: Backpack Drop? Posted: 07-18-2012, 05:16 AM
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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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Synert
Post: #5 - RE: July 2012 FNF: Backpack Drop? Posted: 07-18-2012, 05:44 AM
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(07-18-2012 05:06 AM)Qent Wrote:  I wish, but most of the others requested them with a specific WAD. :/

well hell if you're gonna do it that way

(07-18-2012 05:16 AM)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.

Nope, it uses StrParam. Not just for the string, either- it's how it gets what weapon the player had, how much ammo, etc.



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Llewellyn
Post: #6 - RE: July 2012 FNF: Backpack Drop? Posted: 07-18-2012, 10:17 AM
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(07-18-2012 05:44 AM)Synert Wrote:  
(07-18-2012 05:16 AM)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.

Nope, it uses StrParam. Not just for the string, either- it's how it gets what weapon the player had, how much ammo, etc.

Backpack mod in 98d

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:
Log("You got a backpack!");

I tried to make a shitty hack for Skulltag but it freezes even in Zando when I pick up 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]
(This post was last modified: 07-19-2012 01:00 PM by Llewellyn.)
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Synert
Post: #7 - RE: July 2012 FNF: Backpack Drop? Posted: 07-19-2012, 06:29 AM
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(07-18-2012 10:17 AM)Llewellyn Wrote:  It was the only function in the acs using StrParam, so my outdated ACC didn't spew an error when I compiled it.

Oh, really? My bad :x

(07-18-2012 10:17 AM)Llewellyn Wrote:  EDIT: It appears that if I try to declare more than 19(?) variables in a script Skulltag/Zando crash.

AFAIK that's some kind of limitation- ijon's been running into this problem as well.



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Llewellyn
Post: #8 - RE: July 2012 FNF: Backpack Drop? Posted: 07-19-2012, 12:54 PM
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(07-19-2012 06:29 AM)Synert Wrote:  AFAIK that's some kind of limitation- ijon's been running into this problem as well.

Sounds like a bug that needs to be reported?

Anyway, after a while of being a My Am Derp (autoreplace), I realized "duh, just use arrays."


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.
(This post was last modified: 07-19-2012 01:01 PM by Llewellyn.)
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MLK Qent
Post: #9 - RE: July 2012 FNF: Backpack Drop? Posted: 07-19-2012, 03:43 PM
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So... don't need 1.0 for this?


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Llewellyn
Post: #10 - RE: July 2012 FNF: Backpack Drop? Posted: 07-20-2012, 03:56 AM
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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.
(This post was last modified: 07-20-2012 03:57 AM by Llewellyn.)
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who is Ijon Tichy
Post: #11 - RE: July 2012 FNF: Backpack Drop? Posted: 07-20-2012, 01:02 PM
stole your punctuation
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(07-18-2012 05:44 AM)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:
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"));
nop

(07-19-2012 12:54 PM)Llewellyn 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.
yeah that's basically why StrParam is awesome - you don't need (as much) hackiness anymore

edit: also mirrored

edit2:
(07-18-2012 10:17 AM)Llewellyn Wrote:  EDIT: It appears that if I try to declare more than 19(?) variables in a script Skulltag/Zando crash.
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 number
either way it's a stupid limitation and a better compiler wouldn't have the issue


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(This post was last modified: 07-20-2012 01:12 PM by Ijon Tichy.)
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<MLK> Minigunner
Post: #12 - RE: July 2012 FNF: Backpack Drop? Posted: 07-20-2012, 01:17 PM
Gah, I'm outta ammo!
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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.


(06-14-2012 12:39 PM)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?
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