kddekadenz wrote:Hirato wrote:If you go into third person, you'll see the player's model is just empty.
While it's no longer "" it is now "rc" - but this model doesn't exist which means the side effects can still be undesirable.
You really have no excuse for not adding something like "r_char_mdl uh/chars/man/oldman01" into player.cfg to fix this issue
The critter models shall be replaced in the future, so I didn't care about it much. I never play it in thirdperson, I even telled multiple times that this is a first person RPG.
After adding a playermodel I had the problem that the eye-level was too high. Is there any way to set this? EDIT: This is setted by the bounding box!
As you've noted, the boundaries are defined by the model's bounding box, and this is precisely why you should at least give it a valid dummy.
There is the possibility for the eyeheight to be changed to 0 by changing the player model via some means and then back.
This means you're like a fast moving insect.. or a snake!
The eyeheight is by default 90% the height of the model, but it should be noted that the unihuman models are about twice the size of the robochimp ones, so you can easily scale them down by about 50%
That aside, the eyeheight can be explicitly set with mdlbb - I'm not too sure of the arguments right now.
But yeah, that model seems a bit messed up (/showboundingbox 1)
Hirato wrote:
The current lighting is fine... for overcast weather... but this is obviously not the case, so case some shadows, illuminate the place.
It's all about setting the ambiance properly.
Does not make a big difference actually..
Are there any plans on adding weather (rain, storm, sunshine) to Sandbox?
We plan to integrate tesseract into our codebase for 3.0.0/2.9.0, which should make dynamic lighting and and shading a reality.
The actual "rain", "snow" or "lightning" and other misc things of whether are another matter which I've not yet decided to tackle.
@chocolatepie Changing the map based on the weather and time of day is a logistics nightmare - best to do this only when the world changes in a permanent way. and the "rocks" you mentioned can be simulated with obstacle entities.
As for lighting: Yours vs Mine - which is better and why, discuss!
kdekadenz'
https://dl.dropbox.com/u/23891252/screenshot_68755.jpg
Mine
https://dl.dropbox.com/u/23891252/screenshot_452054.jpg
If you want to stick with your lighting, the least you can do is to use fogdomes to make the sky foggy to justify it.
Hirato wrote:
The ancestor quest also looks a bit buggy. There seem to be a lot of weirdly placed state changes.
I don't think you have an excuse for this one either.
I don't care if it's a work in progress, you could've at least consolidated code like the following so it didn't look nearly as silly as it is.
Code: Select all
r_script_say "No money, no reward." [ //8
r_response "You are such an :censored:" -1
r_global_set $ancestor_search 4
r_response "One day, you :censored: will wake up with a dagger in your tummy." -1
r_global_set $ancestor_search 4
r_response "Farewell." -1"
r_global_set $ancestor_search 3
]
Just look at it!
You're changing the state of the quest 3 times while just generating the responses!
Code: Select all
r_script_say "No money, no reward." [ //8
r_response "You are such an *BANME BANME BANME*." -1 [r_global_set $ancestor_search 4]
r_response "One day, you bad word will wake up with a dagger in your tummy." -1 [r_global_set $ancestor_search 4]
r_response "Farewell." -1 [r_global_set $ancestor_search 3]
]
Like this?
If that's what it's meant to do, then yes.
And with that said, I'm rather surprised the language filter doesn't filter out bad word, ha!
Mike: fix it