Re: HDTP beta
Posted: Wed Apr 16, 2014 4:34 pm
I think Shifter fixed it, so maybe you could look at his code.
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Seconded.bjorn98009_91 wrote:Could you post what changes you made, so I can incorporate it in our DeusEx.u as well?
Code: Select all
//=============================================================================
// Lamp.
//=============================================================================
class Lamp extends Furniture
abstract;
var() bool bOn;
function Frob(Actor Frobber, Inventory frobWith)
{
Super.Frob(Frobber, frobWith);
if (!bOn)
{
bOn = True;
LightType = LT_Steady;
PlaySound(sound'Switch4ClickOn');
}
else
{
bOn = False;
LightType = LT_None;
PlaySound(sound'Switch4ClickOff');
}
ResetScaleGlow();
}
function PostBeginPlay()
{
lighttype = LT_Steady;
ResetScaleGlow();//might as well do this every time, because seriously, what the fuck is your problem, light?
Super.PostBeginPlay();
}
function ResetScaleGlow()
{
local float mod;
if (!bInvincible)
mod = float(HitPoints) / float(Default.HitPoints) * 0.9 + 0.1;
else
mod = 1;
if(bOn)
{
ScaleGlow = 2.0 * mod;
bUnlit = true;
}
else
{
ScaleGlow = mod;
bUnlit = false;
}
}
defaultproperties
{
FragType=Class'DeusEx.GlassFragment'
bPushable=False
LightBrightness=255
LightSaturation=255
LightRadius=10
}
Thanks!DDL wrote:As far as I can tell, it just needed the scaleglow/unlit stuff to be called separately (keeping it in postbeginplay() just didn't work) so:Also added is functionality for the usual "getting darker before breaking" to apply to both on and off versions.Code: Select all
...
I've posted technical explanation and a fix (patch against DeusEx/Classes/) at the Shifter bug list. Of course, this fix (and many others) will also be included in Revision 1.0 and the next release of unifiedDeusExmrflibble13 wrote:After having some trouble installing HDTP beta, I finally got it to work, but all of the books are either solid grey or solid red without any textures. I'm also running Shifter 1.9 and New Vision alongside it. Any ideas on how to fix this?
Most of them sit oddly in chairs. Pointed this out back on page 3.bjorn98009_91 wrote:Just noticed that Anna doesn't sit correctly at chairs, just open up the Intro to verify.
Yeah, I just had a thought...what if the problem with the MJ12 trooper is related to this alone instead of the model itself? I'd have to think that there's distances mapped out in the code so the game knows where to position the NPCs so they look natural sitting. Maybe in changing the chair model maybe something got messed up in this light? Seems true since I notice *all* the models are sitting weirdly in the chairs in some form or another. May have to compare HDTP/non-HDTP just to see...bjorn98009_91 wrote:Oh yeah, now I remember. Should be fairly easy to fix, like adjusting the models prepivot or something. Or maybe that introduces a whole lot of other issues.