Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta 4 Archive => Topic started by: mrtwosheds on July 02, 2008, 12:12:18 AM

Title: Gravity.
Post by: mrtwosheds on July 02, 2008, 12:12:18 AM
Found this in the changelog.
[World]
Gravity = 12.5  // default. Reduce for less gravity, etc

   Compiles, only minimal testing.

Presumably this can be set when creating a new map.
Can it also be changed for existing maps, if so how?
Title: Re: Gravity.
Post by: GSH on July 02, 2008, 12:15:23 AM
Gravity can be set via the following ways. Note: higher #s override earlier ones

1) Insert that line in the map's .trn file. You can edit old map's .trn files, but that'll probably trip the bad assets check in MP.
2) DM (and variants) allow gravity to be tweaked via the pregame Extra Options pages.
3) DLL can adjust gravity on the fly. Any map, any time. (DM DLL uses this to apply the Extra Options value once at initial map load; it or any other DLL can modify gravity every 1/10 of a second)

-- GSH
Title: Re: Gravity.
Post by: General BlackDragon on July 02, 2008, 12:30:56 AM
"3) DLL can adjust gravity on the fly. Any map, any time."

THAT sounds like fun, eh Avatar? :D
Title: Re: Gravity.
Post by: bigbadbogie on July 02, 2008, 12:59:33 AM
Only in c++.

Any word on BS-er's potential scriptor update??
Title: Re: Gravity.
Post by: Warfreak on July 02, 2008, 01:18:35 AM
BS-er is very busy with M.A.D (i would hope), so any update from him will be some time away.... however, if one of our resident programmers could lend us a hand.......... (you know, make a tutorial, hand out a few tip cards...... etc,)  :wink:
Title: Re: Gravity.
Post by: TheJamsh on July 03, 2008, 10:07:31 AM
ah, so i take it all the new things that have been added to the scripUtils (whatever this is) can only work when you program in C++? not in BS-ers scriptor?

the latest version is 1.7a right?
Title: Re: Gravity.
Post by: OvermindDL1 on July 03, 2008, 10:27:13 AM
He just needs to add the options to it (or anyone, I have the source for the dll part around here somewhere, but would still need to edit the parser for the app), not hard, just needs to be done.
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Title: Re: Gravity.
Post by: Commando on July 03, 2008, 02:39:38 PM
The source code for 1.7a is available on bzscrap for anyone who wants to update it.
Title: Re: Gravity.
Post by: TheJamsh on July 04, 2008, 10:54:31 PM
hint hint certain people with programming talent

[cough]Overmind[/cough]

if you have time of course... =]
Title: Re: Gravity.
Post by: OvermindDL1 on July 05, 2008, 07:49:55 PM
Give me a link so I do not have to hunt it down and I can update it, my next free time is monday.
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Title: Re: Gravity.
Post by: Commando on July 06, 2008, 04:43:08 AM
This is the latest version on bzscrap.  I know BSer had an update that was compatible with all versions of bz2.  I'm not sure if this is that version or an older version.

http://www.bzscrap.com/downloads/Utilities/dllscriptor/scriptor_dll_code.zip
Title: Re: Gravity.
Post by: OvermindDL1 on July 07, 2008, 01:02:05 AM
I remember that update, only thing it did was dynamically link to all the functions, which is no issue as I have something that acts identically and is updated, a literal drop-in for scriptutils.h.  I will take a look at that later then, tomorrow is most likely.  I kind of got roped into writing a template based RPC system for a networking library I frequent for the moment (on the plug side, I am learning metaprogramming in C++ at a rather amazing rate).
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Title: Re: Gravity.
Post by: OvermindDL1 on July 08, 2008, 09:40:05 AM
That download link is only part of the source, it is for after the code is compiled to bytecode, also need the part for the interface and compiler.
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Title: Re: Gravity.
Post by: TheJamsh on July 10, 2008, 10:10:47 PM
i guess you'd have to consult BS-er for that maybe :S
Title: Re: Gravity.
Post by: bigbadbogie on July 10, 2008, 10:44:41 PM
You should be able to find him here: http://forum.orderlymayhem.com/index.php (http://forum.orderlymayhem.com/index.php)
Title: Re: Gravity.
Post by: TheJamsh on July 11, 2008, 06:46:20 PM
maybe you can fix some of it at the time too. i know for sure the setIndependence function (or something, sorry been into ODF's for too long) doesnt work.
Title: Re: Gravity.
Post by: mrtwosheds on July 21, 2008, 02:25:00 PM
So what we need is a "Gravity map pack"
Map makers need to add this line to their .trn
[world]
Gravity = 12.5  // default. Reduce for less gravity, increase for more.

Or Maybe someone would like to add some subtle tweaks to some of the maps in pb4a?

Title: Re: Gravity.
Post by: Nielk1 on July 22, 2008, 12:29:51 AM
The DLLs for game modes other than DM can have the Gravity setting easily added.
Title: Re: Gravity.
Post by: GSH on July 22, 2008, 12:40:49 AM
MTS - why bother adding an ODF param, when it's the default? If that line is missing, it'll use the default value of 12.5 anyhow.

-- GSH
Title: Re: Gravity.
Post by: Commando on July 24, 2008, 08:42:56 PM
Quote
maybe you can fix some of it at the time too. i know for sure the setIndependence function (or something, sorry been into ODF's for too long) doesnt work.

I don't think such an odf setting exists.  I know there is a setIndependence issue in one of the FE missions that breaks it, but it isn't odf related.
Title: Re: Gravity.
Post by: mrtwosheds on July 24, 2008, 08:53:07 PM
QuoteMTS - why bother adding an ODF param,
Yes map makers would have to change the 12.5 value for it to have any effect.  :-D
I think its a excellent change for bz2.
Just trying to encourage people to put it to use, nice light gravity for moons, and heavier for those big foggy planets.
Title: Re: Gravity.
Post by: bigbadbogie on July 24, 2008, 09:54:25 PM
Try driving an assault tank in low gravity. Its like trying to drive it on ice.