Page 1 of 1
need help with runes
Posted: Thu Jun 07, 2012 6:12 pm
by mr fiat
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.
RE: need help with runes
Posted: Thu Jun 07, 2012 6:17 pm
by Twister
On a related note, custom rune support.
RE: need help with runes
Posted: Thu Jun 07, 2012 6:44 pm
by Torr Samaho
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.
Since the runes are hardcoded they can't be moved out of the core files for the time being.
RE: need help with runes
Posted: Thu Jun 07, 2012 7:00 pm
by mr fiat
Twister wrote:
On a related note, custom rune support.
that would be cool indeed
RE: need help with runes
Posted: Thu Jun 07, 2012 7:31 pm
by Ivan
Torr Samaho wrote:
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.
Since the runes are hardcoded they can't be moved out of the core files for the time being.
Can we expect the ability to modify their properties in the future ? It'd be quite handy.
RE: need help with runes
Posted: Thu Jun 07, 2012 7:48 pm
by Twister
I would like to make a custom spread factor for a spread rune, as well as vertical spreading.
RE: need help with runes
Posted: Thu Jun 07, 2012 8:47 pm
by Popsoap
Should runes be removed, You can just make powerups with a long duration.
Code: Select all
Actor Example : PowerupGiver
{
Powerup.Duration 0x7FFFFFFF /*This lasts about two years real time*/
}
EDIT: A duration of 0 works better, thanks to Twister for this info.
RE: need help with runes
Posted: Thu Jun 07, 2012 8:54 pm
by Twister
If I recall correctly,
Powerup.Duration 0 is infinite
RE: need help with runes
Posted: Fri Jun 08, 2012 3:03 am
by Qent
You also need to drop all other runes when you pick up a new rune, and fail to pick up the same rune twice.
Twister wrote:
If I recall correctly,
Powerup.Duration 0 is infinite
Not according to
the wiki.
RE: need help with runes
Posted: Fri Jun 08, 2012 5:13 am
by Bloax
If the effects of the runes wouldn't be hardcoded, it'd be a godsend. (Especially the rage rune.)
RE: need help with runes
Posted: Fri Jun 08, 2012 5:24 am
by Ijon Tichy
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):
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)
with example output:
Code: Select all
>>> list(rage(2, [3]*15))
[1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1]
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.
RE: need help with runes
Posted: Fri Jun 08, 2012 6:11 am
by Bloax
Ijon Tichy wrote:Edit2: I have no fucking clue where to look.
The bane of casually messing with sources!
RE: need help with runes
Posted: Fri Jun 08, 2012 2:05 pm
by Catastrophe
.
RE: need help with runes
Posted: Sat Jun 09, 2012 2:03 pm
by mr fiat
Popsoap wrote:
Should runes be removed, You can just make powerups with a long duration.
Code: Select all
Actor Example : PowerupGiver
{
Powerup.Duration 0x7FFFFFFF /*This lasts about two years real time*/
}
EDIT: A duration of 0 works better, thanks to Twister for this info.
yes but the powerups can still stack this way which is something I don't want.
RE: need help with runes
Posted: Sat Jun 09, 2012 2:15 pm
by Klofkac
Maybe using A_JumpIfInventory("ThisRune",1,"fail") would work.
RE: need help with runes
Posted: Sat Jun 09, 2012 3:31 pm
by Bloax
Runes should stay, they sure need a revamp; however.
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. :-)
lolformatthief
Would do.
Edit: If you guys want to see how it'd perform,
check this instacalc setup out.