At long last
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Re: At long last
Posted by Gollum on Tue Sep 2nd at 1:42pm 2003


The rolling boulder effect, which I planned waaaaay back, finally works.  I have a fully-functional test map and will soon weave the effect into Gmdm2.

For those who don't know the history, the boulder functions as follows:

  • It travels along a path that is influenced by the configuration of doors.
  • It animates properly, rolling at the correct angle for every turn.
  • It responds to lighting conditions in the same way that players and monsters do.
  • It has switchable sounds (for different surfaces), that play in the proper area. 
  • It kills any player that it hits.

So far as I know there are no bugs with this setup.  The only one I can imagine is a possible loss of synchronisation if there is too much lag (but since the map is likely to be played only on LANs, this is not a problem).

I may add a number of other effects - shaking ground wherever the boulder approaches, a trail of dust or water splashes as it moves.....but the fundamental requirements are all satisfied.

I believe the relevant e-slang is, WooT!





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Re: At long last
Posted by KoRnFlakes on Tue Sep 2nd at 1:44pm 2003


Gollum is teh king!

[addsig]




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Re: At long last
Posted by fraggard on Tue Sep 2nd at 1:48pm 2003


I think this calls for a celebration

SO, is gmdm2's completion visible?





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Re: At long last
Posted by Edge Damodred on Tue Sep 2nd at 1:51pm 2003


Don't get your hopes up Fraggard, he just said the boulder was complete. [addsig]



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Re: At long last
Posted by fraggard on Tue Sep 2nd at 1:56pm 2003


 hehe. But now we can do an Indiana Jones stylee boulder-dodge, albeit on an unfinished map





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Re: At long last
Posted by Gollum on Tue Sep 2nd at 1:57pm 2003


? posted by fraggard

I think this calls for a celebration

SO, is gmdm2's completion visible?

Me too.....*dances on top of rock*

There are other things to do in Gmdm2, but this was the big one.  To be honest, I didn't know if I'd ever get this working (until I began coding myself about a week ago).  I didn't want to finish the map if the boulder wasn't in it, so it pretty much stopped me mapping.

So that's a qualified "yes"





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Re: At long last
Posted by Orpheus on Tue Sep 2nd at 3:11pm 2003


[addsig]




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Re: At long last
Posted by ReNo on Tue Sep 2nd at 3:25pm 2003


Wooohooo, glad to hear its all coming together mate [addsig]



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Re: At long last
Posted by Gwil on Tue Sep 2nd at 6:22pm 2003


No doubt all the hassle from the rolling rock has made him a little bolder when facing a challenge, but probably a little balder from the hours of hair tearing!

I'll get my coat...





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Re: At long last
Posted by KoRnFlakes on Tue Sep 2nd at 6:31pm 2003


? posted by Gwil

I'll get my coat...

Good Idea...

[addsig]




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Re: At long last
Posted by Gollum on Tue Sep 2nd at 6:51pm 2003


? posted by Gwil

No doubt all the hassle from the rolling rock has made him a little bolder when facing a challenge, but probably a little balder from the hours of hair tearing!

I'll get my coat...

I'm honoured that, for me, you debased yourself with such a pun





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Re: At long last
Posted by Gollum on Tue Sep 2nd at 10:47pm 2003


Grrr....the sound playing isn't as robust as I thought it was - seems to have some trouble following boulder across the level, possibly due to path teleporting.

Nevermind, I'll fix it.  And if not, I'll just find an evil hack





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Re: At long last
Posted by Leperous on Wed Sep 3rd at 12:12am 2003


You could replace the boulder with a giant cheese. Cheese doesn't make much of a rolling sound.



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Re: At long last
Posted by Dr Brasso on Wed Sep 3rd at 12:16am 2003


rollin', rollin', rollin'....got that boulder rollin'.........**sung to the old Rawhide theme for ya bleedin' brits and whatnot..... feelin a bit ornery tonight....anyone need to be set afire??....  no??....good....

Mike, GJ on the rollin rock thingy....i know it took quite a bit of effort....maybe you could share some of the code or something with us eh?....might be educational..... so whats on tap for yer next trick??....

Doc Brass....

[addsig]




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Re: At long last
Posted by Gwil on Wed Sep 3rd at 12:18am 2003


CHEESE FOR ALL! CRACKERS FOR FEW!





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Re: At long last
Posted by Cassius on Wed Sep 3rd at 12:19am 2003


*Cracks open the champagne





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Re: At long last
Posted by Myrk- on Wed Sep 3rd at 12:38am 2003


I don't celebrate till I see it in teh flesh!

 

Show me the money, and I'll donce...

[addsig]




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Re: At long last
Posted by GrimlocK on Wed Sep 3rd at 1:14am 2003


Not 100% finished but sounds like your on the right track.   I look forward to seeing it in action, if it works it will rank well with other great effect maps such as davroplex.  Good luck



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Re: At long last
Posted by Jinx on Wed Sep 3rd at 1:52am 2003


(of course, I'm probably being overly optimistic)





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Re: At long last
Posted by GrimlocK on Wed Sep 3rd at 2:53am 2003


thats a digital photo right?




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