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Re: HDTP beta

Posted: Wed Apr 16, 2014 4:34 pm
by bjorn98009_91
I think Shifter fixed it, so maybe you could look at his code.

Re: HDTP beta

Posted: Wed Apr 16, 2014 8:39 pm
by DDL
Nah, it's fixed now. It just really NEEDED to be told to swap to unlit. Silly DX code.

Re: HDTP beta

Posted: Thu Apr 17, 2014 12:08 pm
by bjorn98009_91
Could you post what changes you made, so I can incorporate it in our DeusEx.u as well?

Re: HDTP beta

Posted: Thu Apr 17, 2014 12:34 pm
by Cybernetic pig
bjorn98009_91 wrote:Could you post what changes you made, so I can incorporate it in our DeusEx.u as well?
Seconded.

Re: HDTP beta

Posted: Thu Apr 17, 2014 3:19 pm
by DDL
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:

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
}
Also added is functionality for the usual "getting darker before breaking" to apply to both on and off versions.

Re: HDTP beta

Posted: Thu Apr 17, 2014 3:21 pm
by kocmo
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:

Code: Select all

...
Also added is functionality for the usual "getting darker before breaking" to apply to both on and off versions.
Thanks!

Re: HDTP beta

Posted: Thu Apr 17, 2014 3:37 pm
by bjorn98009_91
Awesome. :)

Re: HDTP beta

Posted: Sun Apr 20, 2014 3:28 pm
by kocmo
mrflibble13 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?
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 unifiedDeusEx :-)

Edit: also posted a fix for hugely oversized decals (bullet holes, burn and scorch mars, blood splats and pools, etc.), when using Shifter with HDTP.

Re: HDTP beta

Posted: Sun Apr 27, 2014 9:47 am
by bjorn98009_91
So, when can a new beta be released that fixes some of the bugs that has already been fixed? Or could you at least release the source so we can do a diff and implement the fixes ourselves?

Re: HDTP beta

Posted: Fri May 02, 2014 1:04 am
by bjorn98009_91
Just noticed that Anna doesn't sit correctly at chairs, just open up the Intro to verify.

Re: HDTP beta

Posted: Fri May 02, 2014 10:07 pm
by ggrotz
bjorn98009_91 wrote:Just noticed that Anna doesn't sit correctly at chairs, just open up the Intro to verify.
Most of them sit oddly in chairs. Pointed this out back on page 3.

Re: HDTP beta

Posted: Sat May 03, 2014 10:35 am
by bjorn98009_91
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.

Re: HDTP beta

Posted: Sun May 04, 2014 9:20 pm
by ggrotz
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.
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...

Re: HDTP beta

Posted: Mon May 05, 2014 9:50 am
by bjorn98009_91
Nah, I think that the MJ12 trooper is more of a corrupt animation issue. Otherwise he would just sit very weirdly but not freeze the game. Each seat has one or more SitPoints defined for it, but for those to work it's more or less required that all models sit the same way since they are seat specific and not character specific. The UnatcoTrooper sits pretty good in a office chair.

Re: HDTP beta

Posted: Mon May 12, 2014 12:20 am
by ggrotz
Some fun glitchy screen shots I pulled out of my DX install for...whoever.
The ghost of Jaime Reyes just attacked me.  He floats and shoots at me just like this.
The ghost of Jaime Reyes just attacked me. He floats and shoots at me just like this.
These two set just like this for about three seconds. . .
These two set just like this for about three seconds. . .