we're doing this man. (AoS 0.75 Powerthirst Edition)
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Jdrew
Mapper
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Your amazing 
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Jdrew
Mapper
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mylesd98 wrote:Oh, also, will there be a way for you to make .gif files work for the usual jpg files instead? because a realistic scope would be much more realistic if it where to move slightly while aiming :DThat is why Jagex uses Kv6 files as scopes
*also sorry for double post :/*
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GreaseMonkey
Coder
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mylesd98 wrote:Oh, also, will there be a way for you to make .gif files work for the usual jpg files instead? because a realistic scope would be much more realistic if it where to move slightly while aiming :DI just checked and the scopes are PNG, not JPEG. Adding APNG support would be a better option, seeing as kplib probably doesn't handle animated GIF files. Having said that, I'm probably not going to bother. Stick your monitor on a really fat spring and poke it around.
*also sorry for double post :/*
I'm tempted to allow normal-mapped scopes for realism, but that's a bit of a pipedream at the moment as, well, that requires effort. (Plus I'm not a "realism whore".)
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Sonarpulse
Coder
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kplib supports normal GIF at least, not like that's of any use.
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GreaseMonkey
Coder
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2013-05-11-00 released, featuring:
- smaller .exe!
- server->client versioning system!
- better lockout of non-PT clients on PT servers!
- long names are disabled if you join servers that don't have the extra field.
- smaller .exe!
- server->client versioning system!
- better lockout of non-PT clients on PT servers!
- long names are disabled if you join servers that don't have the extra field.
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Sonarpulse
Coder
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- Joined: Thu Dec 13, 2012 7:18 pm
Merged your pull request, and sent you one of minit's stuff and one of lensman's stuff: lensman was working a server that would connect to both 0.75 and 0.76, I figure this might be of some use to you and PT.
There is one commit in there that I compensates for pyspades having fucked up line endings. We should fix that repository wide.
edit: line endings fixed, pull request is correct
There is one commit in there that I compensates for pyspades having fucked up line endings. We should fix that repository wide.
edit: line endings fixed, pull request is correct
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GreaseMonkey
Coder
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(2013-05-13-00) I've updated the scripting API. Now you can screw with the player structure (to some extent), and add a couple of hooks (syh_tick, syh_chat) for FUN FUN FUN.
Main script on the server is in feature_scripts/ptscripts/main.as.
API is documented in the client package in PTAAPI.txt.
If you really need to change someone's nick, there's a new command, /sanick player newnick (stick newnick in quotes if you want to use it properly, player CAN be an #id), which will change their screenname.
There is some stuff missing in the player structure (marked 15 fields as "doesn't seem to do anything" and 3 as "changes but not sure why", plus the kv6 handles array hasn't been decoded yet) which would be good to find meanings for.
Anyhow, here's how to make the player fly when they spam space repeatedly!
Main script on the server is in feature_scripts/ptscripts/main.as.
API is documented in the client package in PTAAPI.txt.
If you really need to change someone's nick, there's a new command, /sanick player newnick (stick newnick in quotes if you want to use it properly, player CAN be an #id), which will change their screenname.
There is some stuff missing in the player structure (marked 15 fields as "doesn't seem to do anything" and 3 as "changes but not sure why", plus the kv6 handles array hasn't been decoded yet) which would be good to find meanings for.
Anyhow, here's how to make the player fly when they spam space repeatedly!
Code: Select all
You'll have to fix this up on the server / Python side, too, but it works!void syh_tick(float tick)
{
player_t @p = player_get(curplr);
p.inair = 0;
}
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learn_more
Coder
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mylesd98 wrote:Is there any way you could get modloader to work with this? the BNS launcher already works with it btw :)not unless the binary would be almost exactly like the original one.
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TB_
Post Demon
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If this is really working, there could always be an event where we would gather enough players for a big 32+ player match.
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GreaseMonkey
Coder
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Eventually you wouldn't even need modloader (well OK, maybe for keeping chat logs, but we can always add features and whatnot).
Anyhow, I found the kv6 model stuff...

This does need some method of adding kv6 models though, as the current API is somewhat limited.
(coming back to this post several hours later...) Yes, you can create kv6s in code. You DO need to understand the kv6 format, though.
I just uploaded 2013-05-14-00 with about 10 minutes to spare until tomorrow happens, so updating the link now.
TB: Yes, this is really working.
Anyhow, I found the kv6 model stuff...

This does need some method of adding kv6 models though, as the current API is somewhat limited.
(coming back to this post several hours later...) Yes, you can create kv6s in code. You DO need to understand the kv6 format, though.
I just uploaded 2013-05-14-00 with about 10 minutes to spare until tomorrow happens, so updating the link now.
TB: Yes, this is really working.
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Sonarpulse
Coder
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Can you document any protocol changes/additions you make on rakiru's wiki?
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GreaseMonkey
Coder
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