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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Sat Nov 08, 2008 4:00 am Post subject: |
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Sounds interesting. Maybe add some more stuff into the rooms above the cellar, look so empty. _________________ zbang! |
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GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Sat Nov 08, 2008 10:42 am Post subject: |
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Cheers GiffE, have implemented. Its definitely smoother. Just tinkering with brightness, which is easy
cont: I've settled on 256 which makes things remain spooky . Before I spend too long tinkering, failing, spotting an obvious mistake, tinkering some more, then eventually failing - is it theoretically possible to dynamically adjust the brightness, e.g. could I simulate failing batteries? _________________ my site |
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GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
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Posted: Sat Nov 08, 2008 1:57 pm Post subject: |
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newflashlight.light_lev = 1024;
not working? _________________ http://www.giffe-bin.net/ |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Sat Nov 08, 2008 4:30 pm Post subject: |
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ajay: sure, just add some code which alters the light_lev of that light. _________________ Look out for Twigboy |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Sat Nov 08, 2008 5:49 pm Post subject: |
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Excellent, I'll get on it; it will be a nice gameplay feature to have your torch fading and eventually going out, while you have to search for batteries. _________________ my site |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Sat Nov 08, 2008 8:44 pm Post subject: |
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So, is this how to do it:
- change this line Quote: | newflashlight.light_lev = 1024; | to Quote: | newflashlight.light_lev = battery; | battery having a starting value of 512 (prob)
- then for every 120 of time, battery is reduced by 50
- it'll be increased to 512 when obtaining a battery pick up
it'll not be particularly realtime accurate, although i guess i can tinker with as i develop the game _________________ my site |
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Chris
Joined: 05 Aug 2006 Posts: 78
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MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
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Posted: Mon Nov 10, 2008 8:57 pm Post subject: |
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looks cool, i like the viciousness of the mutant zombie things  _________________ bah |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Chris
Joined: 05 Aug 2006 Posts: 78
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Posted: Sun Nov 16, 2008 9:36 am Post subject: |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Sun Nov 16, 2008 8:20 pm Post subject: |
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Sort of got my torch battery working. I haven't been able to get ti fading over time, bt I have got it 'running out', which is preventable if turned off, you know like a proper battery like!
Simple for some, but well tricky for me! All I got to do is now have a battery pick up to boost it, which should be simple, and have it have its own parm, to carry it thru' levels. Marvellous! _________________ my site |
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Sun Nov 16, 2008 10:03 pm Post subject: |
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This inventory looks good. I watched the video too. I liked. _________________ zbang! |
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GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
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Posted: Sun Nov 16, 2008 10:39 pm Post subject: |
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That looks excellent Chris. What does the cone do  _________________ http://www.giffe-bin.net/ |
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avirox
Joined: 16 Aug 2006 Posts: 109
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Posted: Mon Nov 17, 2008 12:24 am Post subject: |
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ajay wrote: | So, is this how to do it:
- change this line Quote: | newflashlight.light_lev = 1024; | to Quote: | newflashlight.light_lev = battery; | battery having a starting value of 512 (prob)
- then for every 120 of time, battery is reduced by 50
- it'll be increased to 512 when obtaining a battery pick up
it'll not be particularly realtime accurate, although i guess i can tinker with as i develop the game |
Cool, something like that may work nicely with QuakeLife. For some reason I've been putting off coding in a flashlight which is quite odd given that it's a mod with half-life in mind. Unfortunately I don't exactly have DP at my disposal, as the HLBSP support is somewhat broken now. Some day though if LH fixes it up a better flashlight can be constructed in QC than valve's own code, I'm sure! |
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