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Author Topic: Roll's Spring Cleaning! (r1d, for v4c)  (Read 36716 times)

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May 04, 2015, 01:09:09 AM
Reply #60

Offline Zard1084

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Re: Roll's Spring Cleaning! (r1d, for v4c)
« Reply #60 on: May 04, 2015, 01:09:09 AM »
Quote from: "JTE"

Using a sprite as a midtexture, UDMF texture scaling options, and a simple OPEN CLIENTSIDE script to animate. Fun.

Why use ACS to do a basic texture animation? Because sometimes it stops and laughs at you instead. :)
oh wow XD so does this mean light labs training room will be usable?

May 04, 2015, 01:11:09 AM
Reply #61

Offline JTE

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Re: Roll's Spring Cleaning! (r1d, for v4c)
« Reply #61 on: May 04, 2015, 01:11:09 AM »
Yeah, it's on my todo list along with a million other things, since SCLIGHT is still so small and linear it's biased against props. I don't think this room will be particularly special, but at least the blocks in the way will keep you from seeing all of it at once?

May 04, 2015, 03:34:01 PM
Reply #62

Offline JTE

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Re: Roll's Spring Cleaning! (r1d, for v4c)
« Reply #62 on: May 04, 2015, 03:34:01 PM »
If you noticed I was hosting the server with some file named 8bdm_JTEUtil-v1.pk3 added and you're curious what it's for, check out my resource thread, where I'm releasing my scripts and ACC for you to pick apart and use however you like! I will be using 8bdm_JTEUtil-v2.pk3 in the next version, and re-standardizing my spring cleaning script around similar ideals. It should make everything nice and simple again!

May 07, 2015, 07:33:49 PM
Reply #63

Offline JTE

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Re: Roll's Spring Cleaning! (r1d, for v4c)
« Reply #63 on: May 07, 2015, 07:33:49 PM »
Obviously my priorities are a little screwy, but I've been working nonetheless.


Mirror is back! ... Don't let anyone say I didn't try, you have no idea what ridiculousness it takes to make a proper horizontally-flipped camera texture in this engine. It even works in the software renderer, kiiind of.

Also working on new weather effects.

This rain is done entirely client-side, does NOT use any hard-coded spawner objects in the map itself (it literally can spawn anywhere there's an F_SKY1 ceiling), only spawns in the immediate area around you (so there's NO rain particles in the distance wasting your rendering speed when you can hardly see it), and each rain particle is a cluster of raindrops (instead of individual raindrops) so there's actually only about 1/8th as many objects as it looks like there. Oh, and there's an invisible "rain sound" object that follows you around outside and refuses to go indoors, so that when you're properly sheltered inside you can hear the rain in the distance coming from the nearest door or window.

Most of that also applies to snow, except I had to make a fancy system to spawn snow mid-air when you walk forward or else it'd appear barren since snow falls so much slower.

All handled by a little SetWeather(WEATHER_RAIN) command from my library, which in addition to doing the internal things for synchronizing clientside weather and spawning weather particles, also calls a clientside weather initialization script on the map end that runs all the one-time texture changes. If someone new joins mid-round they'll ask the server to synchronize them once a second until they have the appropriate weather running. And since it's ALL client-side, without even server-side weather particle spawners, I actually have a CVar added that lets you adjust how many particles spawn for you, individually, in case it lags you anyway somehow.



Why am I even wasting so much time on SCLIGHT when it's obviously the worst map for this game mode? Guh. X_x;



... I also made a new death animation for when you run out of time, which I'm sure everyone will find hilarious the first time it plays. No spoilers on that one, though, it'll be a fun surprise. :)

April 11, 2016, 05:01:08 AM
Reply #64

Offline mentaluproar

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Re: Roll's Spring Cleaning! (r1d, for v4c)
« Reply #64 on: April 11, 2016, 05:01:08 AM »
Sorry to necrothread, but has this project been shuttered?

April 11, 2016, 05:21:20 AM
Reply #65

Offline JTE

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Re: Roll's Spring Cleaning! (r1d, for v4c)
« Reply #65 on: April 11, 2016, 05:21:20 AM »
Probably. I'm sorry.