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[1.6.5] Re-Implementation Visual Guide and Visual Mover
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Peluski
Joined: Wed May 13, 2009 12:17 am Posts: 1046 Location: Georgia Country: xfire: peluski
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 [1.6.5] Re-Implementation Visual Guide and Visual Mover
 The new visual guide and visual mover will be in the SVN and final release very soon. Final tweaks are going on in COD:WAW and when done, will be ported to COD:MW. Key Notes (As of right now)Visual Guide
- The visual guide is now a stand-a-lone gametype and allows you to work on any gametype right inside of it using a dvar.
- The reticle can now be one of two types: 1) The old reticle from past visual guides or 2) The actual object you are moving.
- BEL support has been added
- The new guide deletes more entities to hopefully keep the count down and reduce chances of error.
- It now features a menu HUD display of the commands, categories, and item # and could very well feature more information in future updates before release.
- The objectives for SD, TWAR, DOM will all be sorted in alphabetical order so you can always be sure that objective A or flag A is item # 0 and so on.
Visual Mover
- The visual mover has been separated into its own module
- There is now an internal configuration counter to help out admins when creating the config files.
- Dvars remain the same to help admins out and save time.
- Spawn tanks and stock tanks functions have been separated to hopefully work more efficiently and produce better, more reliable results.
- More efficient Code
- Initialized only from the _load.gsc
For the visual mover, [Update] I still need testers to test out the tank problems that had been reported. I've been working with Seelow and it appears fine now. I know there was some problem with Foy? Can this be confirmed if it is fixed or not? The internal config counter appears to be efficient and working correctly. For the visual guide I still need to make sure there are no flaws in all gametypes (so far appears stable), finish the visual guide menu, figure out what the buttons will be (thinking of allowing customization), maybe add ability to spawn as player and do the visual guide like in the old mover way. Here's a short video of what the current New Visual Guide looks like. This is an early version and appearance and functions are likely to change. This video shows off the RETRIEVAL (re) gametype inside the VISUAL GUIDE (vg) gametype. I tried showing off twar there at the of the video, but my game crashed because it doesn't like me.  Any questions or comments feel free to express them below  -Peluski
_________________

It's not a bug - it's an undocumented feature.
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| Sat Dec 05, 2009 5:20 am |
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Peluski
Joined: Wed May 13, 2009 12:17 am Posts: 1046 Location: Georgia Country: xfire: peluski
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 Re: [1.6.5] Re-Implementation Visual Guide and Visual Mover
Ok, I have committed an Alpha version of the new Visual Guide and Visual Mover for COD:WAW. LISTEN carefully because I won't repeat this. This is a list of things that have not been implemented yet, a known bug, etc. - Updated All languages have been updated however the non-English languages need translations.
- Updated The Visual Guide now moves stock tanks, allows the ability to create new tanks, and then of course move the newly created tanks. (Note: Must be on a map that supports tanks...basically has a tank on it in the specified gametype)
- The Visual Mover still has the ability to move tanks and spawn tanks using the dvars in the configuration files. Updated Errors on Seelow seem to be non-existant..just don't go over the vehicle limit

- You cannot spawn in the Visual Guide, an error will occur (doesn't crash the map)...I deleted all the spawns to decrease the number of entities. I will come up with another method of spawning the player.
- In the Visual Guide, only SD objectives are sorted at the moment. TWAR and DOM will be coming soon. Note: Because the objectives are sorted you may see a difference in which bombs are moved, especially if only one bomb is moved. A simple edit of the item number in the configuration file will fix it (at least for SD, hold off on TWAR and DOM for now)
- The artifact glitching, floating players problem may still exist, but this is why I released an alpha early to test and see if this happens with the new setup.
- All Dvars, like before must end with a _#, starting at 1 and increasing by 1 for each configuration.
- It is unknown if the Tank problem on a version of Foy is fixed or not. Again, please use this time to test this out.
- Can't remember who off the top of my head, but someone posted a fix for the old visual mover for the CTF game. Try the new setup out and see if the same problem exists and if any new problems exist.
- If you have ideas on what to add to the VG menu let me know. I have ideas for adding current items origin and angles, current reticle origin and angles, number of items in the category.
- Last, but not least, please test each gametype or the gametypes you play the most thoroughly with the visual guide and visual mover...report any weird findings (screenshots, logs, etc all greatly help)
Updated COD:MW Alpha has hit the SVNI will update this post and send out an update post to keep everyone informed on what's going on.
_________________

It's not a bug - it's an undocumented feature.
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| Sun Dec 06, 2009 3:40 pm |
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Peluski
Joined: Wed May 13, 2009 12:17 am Posts: 1046 Location: Georgia Country: xfire: peluski
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 Re: [1.6.5] Re-Implementation Visual Guide and Visual Mover
Update: Added a new list number and uploaded updated config files and added a config file for the Visual Mover and Visual Guide
_________________

It's not a bug - it's an undocumented feature.
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| Sun Dec 06, 2009 5:32 pm |
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nicebag
Joined: Fri May 29, 2009 5:53 pm Posts: 96 Country:
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 Re: [1.6.5] Re-Implementation Visual Guide and Visual Mover
Quote: Can't remember who off the top of my head, but someone posted a fix for the old visual mover for the CTF game. Try the new setup out and see if the same problem exists and if any new problems exist That would be me. We are on COD4 MW, so I can't test it yet. However, test scenario is playing CTF with round switch and overtime enabled. Error was, that after the round switch, teams were correctly placed/switched, but flags would remain on the fixed position trough both rounds and overtime. This happens if flags where moved by Visual mover to new position.
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| Mon Dec 07, 2009 11:26 am |
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Peluski
Joined: Wed May 13, 2009 12:17 am Posts: 1046 Location: Georgia Country: xfire: peluski
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 Re: [1.6.5] Re-Implementation Visual Guide and Visual Mover
Ok, I'll see if I can test that out once I have ported the code to COD:MW 
_________________

It's not a bug - it's an undocumented feature.
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| Mon Dec 07, 2009 3:26 pm |
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Peluski
Joined: Wed May 13, 2009 12:17 am Posts: 1046 Location: Georgia Country: xfire: peluski
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 Re: [1.6.5] Re-Implementation Visual Guide and Visual Mover
Update: (updated OP as well)
COD:WAW - Updated Mover Gametype Configuration Files to reflect the new Visual Mover dvar setup. No longer need all the config dvars as there is now an internal configuration counter.
- Updated all localized string files (all languages). All but English need translations, but are good to go.
- Fixed a problem with the _test_visualmover...was an old module and forgot to remove it.
- The initialization of the visual mover occurs in the _load.gsc however, the actual mover function, initMover() is called from the _globalinit.gsc
- Updated the mod.arena to reflect the vg gametype in the stock maps.
- Tank functions for Visual Guide will be added after COD:MW version is in SVN
COD:MW - The New Visual Guide and Visual Mover will either be put up on SVN either tonight or tomorrow assuming there are no big problems. CTF may or may not be ready as it is different in MW and WAW.
BOTH - Visual Guide Menu will be updated with features and such after both implementations are in SVN.
_________________

It's not a bug - it's an undocumented feature.
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| Tue Dec 08, 2009 10:39 pm |
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X4A_US_Wannabe
Joined: Sun Dec 28, 2008 11:06 pm Posts: 309 Location: Central, CA. Country:
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 Re: [1.6.5] Re-Implementation Visual Guide and Visual Mover
Pullilng the following error (svn .1355) Stops server. Code: ******* script runtime error ******* cannot switch on undefined: (file 'openwarfare/_visualmover.gsc', line 101) switch( level.vm_gametype ) * Error: called from: (file 'openwarfare/_visualmover.gsc', line 57) game["mover_config_count"] = getConfigurationCount(); * Error: called from: (file 'openwarfare/_globalinit.gsc', line 21) openwarfare\_visualmover::initMover(); * Error: called from: (file 'maps/mp/gametypes/_globallogic.gsc', line 4723) openwarfare\_globalinit::init(); * Error: called from: (file 'maps/mp/gametypes/_callbacksetup.gsc', line 15) [[level.callbackStartGameType]](); * Error: started from: (file 'maps/mp/gametypes/_callbacksetup.gsc', line 10) CodeCallback_StartGameType() * Error: ************************************ This is with the scr_visualmover dvar commented out. However, if I uncomment and enable the dvar server loads just fine.
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 Home of the: "AftermathSnipers Toolbar (COD5 IP = 209.246.143.54:28960)
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| Thu Dec 10, 2009 1:44 am |
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Peluski
Joined: Wed May 13, 2009 12:17 am Posts: 1046 Location: Georgia Country: xfire: peluski
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 Re: [1.6.5] Re-Implementation Visual Guide and Visual Mover
Thanks for the info  Quote: Ok should be fixed. The problem was that the visualmover module init(0 function is being called in _load.gsc and the initMover() function is being called in _globalinit(). When the scr_mover dvar is set to 0 or commented out then the module is never initialized, but the initMover() was still being called. I've added an if statement to sort this out. Hope all works now.
_________________

It's not a bug - it's an undocumented feature.
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| Thu Dec 10, 2009 2:05 am |
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Peluski
Joined: Wed May 13, 2009 12:17 am Posts: 1046 Location: Georgia Country: xfire: peluski
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 Re: [1.6.5] Re-Implementation Visual Guide and Visual Mover
I don't think I implemented the objectives part of SAB so I will get on that soon.
_________________

It's not a bug - it's an undocumented feature.
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| Thu Dec 10, 2009 5:50 pm |
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Peluski
Joined: Wed May 13, 2009 12:17 am Posts: 1046 Location: Georgia Country: xfire: peluski
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 Re: [1.6.5] Re-Implementation Visual Guide and Visual Mover
Just uploaded the initial commit of the Visual Guide and Visual Mover to the SVN for COD:MW. If you find anything that does not work correctly let me know  . Never noticed it before, but the spectate limits for COD:MW and COD:WAW are different...COD:MW doesn't let you look straight down... Now back to finishing up important code for COD:WAW - I apologize for the delays.
_________________

It's not a bug - it's an undocumented feature.
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| Sat Dec 12, 2009 9:48 pm |
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