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Some time ago I posted a thread about making itr/kind: 14 solid that didn't receive any replies and thus no solution was found... That is until now.
Some time ago I tried to do it myself, and this is what I came up with.
I'll try to get a release someday, but for now it is still very buggy, and I would like to fix that before I release the actual thing.
If you have any questions feel free to ask them, and I'll try to answer them all.
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If two separate platforms of the same height and everything overlap eachother, is it possible to walk from one platform to the other?
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One of the most epic things I have seen, Keep it up, yo!
Waiting for you to solve the bug, make it perfect.
...............
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(09-06-2013, 08:26 AM)Lauli Wrote: If two separate platforms of the same height and everything overlap eachother, is it possible to walk from one platform to the other? Yes.
(09-06-2013, 08:38 AM)davis60 Wrote: One of the most epic things I have seen, Keep it up, yo! Thanks. Much appreciated.
(09-06-2013, 08:38 AM)davis60 Wrote: Waiting for you to solve the bug, make it perfect. Oh it's not just one bug.
The biggest problem I want to fix before I release is it only working on characters for now.
The rest of them can wait though.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
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How do you have to modify the characters?
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(09-06-2013, 09:10 AM)Lauli Wrote: How do you have to modify the characters? Since it's based on collision between itr/kind: 14 and their bdy: all ther byds should end at the same same level (y+height-centery should be the same in all bdys).
Also for frames such as rowing and lying that doesn't have bdys a remote bdy at y: 1000 is used, along with a itr/kind: 14 in the solid object at the same height.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
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09-06-2013, 10:45 AM
(This post was last modified: 09-06-2013, 10:46 AM by mfc.)
HOW DID YOU DO IT?
And, Is it possible to walk below a platform?
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(09-06-2013, 10:45 AM)xmfcx Wrote: HOW DID YOU DO IT? It's basically the same tech as in the AI dll.
It overwrites some of the code, in LF2 (for example preventing you from going to jump frames if you are in the air with state: 0, and disabling the original itr/kind: 14). Then creates a detour (so my custom code gets executed whenever a certain point in the original code is reached).
My code checks for collision with itr/kind: 14 and handles them.
If a platform is located directly below the character his vertical speed is set to 0. The code also reimplements walking because the original doesn't allow this in the air.
If a platform isn't located directly below the character everything LF2 would normally do is done.
(09-06-2013, 10:45 AM)xmfcx Wrote: And, Is it possible to walk below a platform? Yes.
It only works if you are in contact with the itr/kind: 14 so if it is located above you, it will have no effect.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
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09-06-2013, 12:16 PM
(This post was last modified: 09-06-2013, 12:24 PM by YinYin.)
(09-06-2013, 09:34 AM)Someone else Wrote: Since it's based on collision between itr/kind: 14 and their bdy: all ther byds should end at the same same level (y+height-centery should be the same in all bdys).
Also for frames such as rowing and lying that doesn't have bdys a remote bdy at y: 1000 is used, along with a itr/kind: 14 in the solid object at the same height. I think it may be much better if you only checked for object center and shadow size (>standing surface).
edit: actually only the object center point might be best. Would also be the best trade off for edge cases (at what point do you fall?).
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09-06-2013, 12:26 PM
(This post was last modified: 09-06-2013, 12:27 PM by Som1Lse.)
(09-06-2013, 12:16 PM)YinYin Wrote: I think it may be much better if you only checked for object center and shadow size (>standing surface). Problems with that approach is that the bdy might itr collide with the platform while you are standing on top of it in some frames, causing weird behaviour.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
Thanks given by:
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