- Banned
- #2,101
I always thought this thread was good, but it's really getting gold now XD
Tentadrilus said:It could just be that he's putting it back because you're annoying the living bejebus out of him. :V
Thothie said:If you can write me up an RTF based on the code I sent ye, I might be able to implement it, but I had to comment out the entire original hp/mp update delay code before I could get it to work again. :\
Be nice to see where to put that player data reset thingie too. ^_^
I still think the best thing we could do for this mod's stability would be to make items in packs not load their scripts until drawn or worn though, but I suspect it'd be an epic project.
They do everything they do in hand. They run all their passive events, run all their loops, call all their game_show events when the player spawns, plus each has a think cycle, etc. etc. I've global test events I can run on scripts, so it's fairly easy to see what they are doing. Trick would be to make their scripts not exist until pulled from pack.MiB said:As for the items in packs thing, the coding itself would be minuscule. The testing of it would be difficult, though, as I doubt we know all the things that items-in-packs "do" and as such wouldn't be able to verify they all work.
I dunno how to use MS3D to consolidate models - I merely port the SMD's and textures over to the new model, and add the entries to the QC.FER said:If you are going to consolidate some models, please remember to topen them in MS3D and hit "refresh texture" or put them in a smoothing goup if that doesnt work, as we have many consolidated models unsmoothed.
I dunno how to use MS3D to consolidate models - I merely port the SMD's and textures over to the new model, and add the entries to the QC.
The Man In Black said:I meant as in what they need to do. We know they need to keep their script name for reference, but how do we know they don't have something else that needs to reference them specifically. Some coder may have decided that, rather than create a temporary item, he would just reference the one on the player. Null pointers would ensue. Just an example of us needing to pretty much do EVERYTHING in the game in order to make sure we didn't break it.
FER said:I dunno how to use MS3D to consolidate models - I merely port the SMD's and textures over to the new model, and add the entries to the QC.
Take for example the torkalath bow:
The unsmoothing takes place during the process when someone rigged the bow to the hands. If it wasnt you then someone else rigget it.
Actually, all those bugs are the result of having used the model editor, instead of copying chunks of text, as I explained already... Except the forums got rolled back about a month as a result of the transfer.Orochi said:Thothie, eventually you WILL have to use a modeling program. Not all bugs can be fixed with a text editor.
Thothie said:Everything can be fixed with text editors - they give you much more access to the model than the modeling programs do, but it simply isn't practical.
Orochi said:Thothie said:Everything can be fixed with text editors - they give you much more access to the model than the modeling programs do, but it simply isn't practical.
No, actually, not everything can. Not easily anyway, which is why I use a combination of the two.