Thứ Ba, 20 tháng 5, 2014

Tonne Of Tweaks Tuesday

Phew, what a day of tweaks we had today!  Just lots and lots (and lots) of very little fixes that iron out those little creases that can spoil a good thing. I am sure there are twenty times more small tweaks still needed, but it's good to see a lot of 'finished items' in the old spreadsheet.  Before we get into what was fixed, here is a shot I did last night (literally):


As you can see I was very busy testing the UZI, and might have got carried away a little.  Looking forward to adding ragdoll soon so they will stop experiencing the condition Rick has termed 'instant rigamortis'.

Looking at the sheet of fixes, here is a list dump for you. Keeping my blog short today as not my what you might call spare time for non-coding stuff. Anyhoo, if you ever wanted what your life might be like when you become a coder, here is a typical day:


  • Read through forum thread recommended by Rick, and watch video emailed to me reg. A.I & Videos
  • Add in rotation and scale commands so community can control their entities
  • Fix system so the entity picker will choose the HIGHEST entity over the cursor (items on tables, e.t.c.)
  • When using INSIDE edit mode, disable AUTOFLATTEN and also ensure AUTOFLATTEN reset on new selec.
  • When in INSIDE edit mode, and raise terrain, keep the buildings where they are so can fill inside with terrain
  • Find and fix the error prompt related to the A.I
  • Integrate use of CANTAKEWEAPON flag, QUANTITY to pickup, rate of fire, view cone angle, and remove START and DESTROY and SHOOT fields as they are redundant now
  • When jump into the water with no health, you do not die and should (quite quickly)
  • Add TRANSPARENCY=2 to all FPE of the fence to resolve the semi-transparency issue
  • The skyscroll texture effect for ROLFY is wrong (alpha shown at edges compared to V1.006) - see thread
  • Waypoints seems to have broken due to the emergency stop while running code, look into it
  • When character completely facing away from player, LookAtPlayer() gun point code should switch off/reset
  • When die, reset gun point rotation
  • ai still shooting backwards or at odd angles at times when running away from me
  • Put water in middle of map and then the player over water, but get black screen and drown (no start marker)
  • Use the always active flag to ensure characters cannot be frozen at distance
  • The shader settings HIGHEST is not being remembered when you leave and come back Test Level
  • Remove the line from the sky in  the two compounds level
  • "ViewRange" referred to in the AI scripts is hard coded, move it to the entity properties panel
  • Idle and twitching anims for AI scripts
  • The last soldier near the barrels then make him stood up AI
  • Rick: Add 2 check points (one at gate and one where battle starts)
  • RIck: Improve sandbag area so enemies can duck better
  • Rick: Close off around the gate area so player cannot just run over the hill
  • Rick: Blood splat takes too long to fade off (frame or time related?)
  • Simon: Make magnum half decent. Its less powerful than the colt!
  • Rick corden off the end area so the player cannot scope the enemies without entering a fight
  • Community has asked for ROTATION and SCALE commands for LUA commands, so they can make their animating animals and things move, animation and face the direction they are going
  • Rick - If you move close up to an enemy you find they are not pointing directly at you. Can this be changed and make them centre in on the player? eg the eyes and gun should look directly at the player, not to the left of the player;
  • Levels show the wrong terrain style when loaded. For this to happen you have to add a new terrain pack (eg the new desert pack). Then load a level and you will see it's using the wrong terrain.
  • When you press SPACE, you can jump out of the water, the space should not work when in water
  • You cannot RUN FAST backwards - IN FACT YOU CANNOT RUN BACKWARDS (SHIFT does nothing)
  • Make tweaks to level, including a building with the KEY and some furniture inside the building room

Another internal test is due for Wednesday so hopefully we can get on with much more of the same. Looking (and playing) good now!

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