need help with runes
- mr fiat
- Frequent Poster Miles card holder
- Posts: 858
- Joined: Tue Jun 05, 2012 3:28 pm
- Location: netherlands
need help with runes
so zandronum will get rid of all the skulltag related stuff but does that include the runes? I heard they are hardcoded into the exe, if they are being removed id like to know how to make runes or powerups that behave like runes, thanks in advance.
- Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
RE: need help with runes
Since the runes are hardcoded they can't be moved out of the core files for the time being.mr fiat wrote: so zandronum will get rid of all the skulltag related stuff but does that include the runes? I heard they are hardcoded into the exe, if they are being removed id like to know how to make runes or powerups that behave like runes, thanks in advance.
- mr fiat
- Frequent Poster Miles card holder
- Posts: 858
- Joined: Tue Jun 05, 2012 3:28 pm
- Location: netherlands
RE: need help with runes
that would be cool indeedTwister wrote: On a related note, custom rune support.
RE: need help with runes
Can we expect the ability to modify their properties in the future ? It'd be quite handy.Torr Samaho wrote:Since the runes are hardcoded they can't be moved out of the core files for the time being.mr fiat wrote: so zandronum will get rid of all the skulltag related stuff but does that include the runes? I heard they are hardcoded into the exe, if they are being removed id like to know how to make runes or powerups that behave like runes, thanks in advance.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: need help with runes
I would like to make a custom spread factor for a spread rune, as well as vertical spreading.
Smart Cheese Technology
RE: need help with runes
Should runes be removed, You can just make powerups with a long duration.
EDIT: A duration of 0 works better, thanks to Twister for this info.
Code: Select all
Actor Example : PowerupGiver
{
Powerup.Duration 0x7FFFFFFF /*This lasts about two years real time*/
}
Last edited by Popsoap on Thu Jun 07, 2012 9:00 pm, edited 1 time in total.
RE: need help with runes
If I recall correctly,
Powerup.Duration 0 is infinite
Powerup.Duration 0 is infinite
Smart Cheese Technology
RE: need help with runes
You also need to drop all other runes when you pick up a new rune, and fail to pick up the same rune twice.
Not according to the wiki.Twister wrote: If I recall correctly,
Powerup.Duration 0 is infinite
Last edited by Qent on Fri Jun 08, 2012 3:06 am, edited 1 time in total.
RE: need help with runes
If the effects of the runes wouldn't be hardcoded, it'd be a godsend. (Especially the rage rune.)
-
- Frequent Poster Miles card holder
- Posts: 901
- Joined: Mon Jun 04, 2012 5:07 am
RE: need help with runes
Which reminds me... I don't think creating a variable rage powerup would be too terribly hard. Couldn't you do something like (once converted from obvious Python pseudocode):
with example output:
This would handle odd-numbered tics, among other things, a lot nicer. Floating-point rage factors are supported with that rage function, by the way - just watch for precision errors (reset when getting to the Ready state, maybe?) if you wanna be careful.
Edit: Actually, I might try to do this myself. SOURCE CODE EDITING POWERS AWAAAAYYYYY
Edit2: I have no fucking clue where to look.
Code: Select all
def rage(rageFactor, durations):
overflow = 0
for frame in durations:
oldDur = frame + overflow
newDur, overflow = divmod(oldDur, rageFactor) # precision errors? bah.
yield int(newDur)
Code: Select all
>>> list(rage(2, [3]*15))
[1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1]
Edit: Actually, I might try to do this myself. SOURCE CODE EDITING POWERS AWAAAAYYYYY
Edit2: I have no fucking clue where to look.
Last edited by Ijon Tichy on Fri Jun 08, 2012 5:43 am, edited 1 time in total.
RE: need help with runes
The bane of casually messing with sources!Ijon Tichy wrote:Edit2: I have no fucking clue where to look.
-
- Retired Staff / Community Team Member
- Posts: 2558
- Joined: Sat Jun 02, 2012 2:44 am
RE: need help with runes
.
Last edited by Catastrophe on Fri May 11, 2018 7:10 pm, edited 3 times in total.
- mr fiat
- Frequent Poster Miles card holder
- Posts: 858
- Joined: Tue Jun 05, 2012 3:28 pm
- Location: netherlands
RE: need help with runes
yes but the powerups can still stack this way which is something I don't want.Popsoap wrote: Should runes be removed, You can just make powerups with a long duration.
EDIT: A duration of 0 works better, thanks to Twister for this info.Code: Select all
Actor Example : PowerupGiver { Powerup.Duration 0x7FFFFFFF /*This lasts about two years real time*/ }
RE: need help with runes
Runes should stay, they sure need a revamp; however.
As for rage runes, I wonder how
lolformatthief
Would do.
Edit: If you guys want to see how it'd perform, check this instacalc setup out.
As for rage runes, I wonder how
Code: Select all
oldDur = Frame; //Getting le Duration
newDur = round(oldDur / RageFactor + 0.51); //Dividing it by the ragefactor, with a round(1/x) = 0 fix.
finDur = newDur <= oldDur ? newDur : oldDur; //The fix turns 0 to 1, so if that happens, revert it. :-)
Would do.
Edit: If you guys want to see how it'd perform, check this instacalc setup out.
Last edited by Bloax on Sat Jun 09, 2012 3:47 pm, edited 1 time in total.