[project1dev] Re: Project1 - SVN Update 360

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 14 Jul 2009 00:08:45 -0700

i checked it out, there's an error but it's from the index map actually.
thats my bad from the file re-org but it's harmless.

the text overlapping, yeah that's normal, i got it on my list to fix :/

hey FYI if you look at debuglog.txt it has all the text that is in the
console, sometimes its easier to read from there.

ok anyways regarding your fog.... good job!  it's a great first step! (:

the logic in your script says...

"if the player is to the upper right of the fog particles (which start at
0,0) move them on the x and y axis a random amount between -1 and 3"

when it picks a random number between those 2 numbers, you get even
distrobution, which means since your numbers aren't centered at 0 (-2 and 2
would be) that for the most part, the fog peices are going to move in the
upper right direction (with a little bit of variation here and there).

to see what im talking about more clearly, walk into the upper right corner
of the first room and then type "reload" in the console and you'll see the
fog particles move randomly but always move to the upper right pretty
quickly! (:

you are doin good!


On Mon, Jul 13, 2009 at 10:21 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote:

> Here's my log in the pic.  Also, I seem to get a weird bug where lines
> loop into each other in the console... does everyone get that?
>
> On Mon, Jul 13, 2009 at 10:10 PM, Kent Petersen<kentkmp@xxxxxxxxx> wrote:
> > Did you check the DebugLog? It has an error.
> >
> > I would suggest moving the fog model from the geometry to the regular
> script
> > file. I personally don't leave things that have to do with scripting in
> the
> > geometry file. It's easier to keep organized when you keep the scripting
> > stuff alll in the same file
> >
> > On Mon, Jul 13, 2009 at 9:16 PM, Chris Riccobono <crysalim@xxxxxxxxx>
> wrote:
> >>
> >> If any of you guys want to help me test this, please do this:
> >>
> >> Load it up by doing load personal/chrisr/fogpush
> >>
> >> Then without moving, take note on whether you see the model of fog
> >> slightly to the upper right of the player.  If you do see it on map
> >> load that is good.  If you don't, that's part of the prob I am having
> >> trouble fixing, and please let me know which happens.
> >>
> >> Either way, walk around it slightly and it should move around oddly to
> >> the upper right the more you move.  I need a better way of using math
> >> to tell when the player is close to the model for it to activate, but
> >> I didn't have any good ideas, maybe you can help me there Kent?
> >>
> >> On Mon, Jul 13, 2009 at 9:11 PM, Apache
> >> User<dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
> >> > User:crysalim
> >> >
> >> > Message: First attempt at proof of concept for moving fog - current
> >> > issues are having it disappear and flicker, and needing a better way
> for the
> >> > game to detect when the player is in close range (it's very sloppy
> with it
> >> > currently)
> >> >
> >> > <Files Changed>
> >> > A   Art/Models/Personal/ChrisR/
> >> > A   Art/Models/Personal/ChrisR/foggy.ms3d
> >> > A   Art/Models/Personal/ChrisR/foggy.png
> >> > A   Art/Models/Personal/ChrisR/space.bmp
> >> > A   Art/Models/Personal/ChrisR/space.ms3d
> >> > A   Scripts/Personal/ChrisR/
> >> > A   Scripts/Personal/ChrisR/fogpush.lua
> >> > A   Scripts/Personal/ChrisR/fogpush_geometry.lua
> >> >
> >> >
> >> >
> >>
> >
> >
>

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