Author Topic: Whams Mods Thread  (Read 11119 times)

Offline Trovaner

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Re: Whams Arena Thread
« Reply #20 on: July 11, 2010, 02:56:23 PM »
Serge's compiler doesn't work very well when there are *GMID_HAVOK_DIS_COLLISION_PAIRS at the end (which is odd because it looks like the compiler should be able to support them). I've always just swapped to Firebeetle's compiler whenever Serge's didn't work (so I've always forgotten to bring this up). It should work, if you delete the unsupported section and change the following:
Code: [Select]
*NUM_COLLISION_PAIRS 6
}
*GMID_HAVOK_RBCOLLECTION
{
*NODE_NAME RBCollection01
*NUM_DISABLED_PAIRS 6
*SOLVER_TYPE 0
to this: (note that I changed two values)
Code: [Select]
*NUM_COLLISION_PAIRS 0
}
*GMID_HAVOK_RBCOLLECTION
{
*NODE_NAME RBCollection01
*NUM_DISABLED_PAIRS 0
*SOLVER_TYPE 0

As for the lighting issues, I think the problem is that Dummy's Compiler doesn't support everything that was used. I have a feeling if you used Firebeetle's Upgraded Compiler , it would work. His compiler can be found on the Beetlebro's site.

Offline Gazea2

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Re: Whams Arena Thread
« Reply #21 on: July 11, 2010, 03:01:46 PM »
FB's compiler has never worked for me. I read somewhere that it's because I don't have the CD for the game. Is there a copy of the compiler that doesn't need the CD?


Offline Trovaner

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Re: Whams Arena Thread
« Reply #22 on: July 11, 2010, 03:22:37 PM »
FB's compiler has never worked for me. I read somewhere that it's because I don't have the CD for the game. Is there a copy of the compiler that doesn't need the CD?
To my knowledge, you don't need the CD for it to work (I think thats just one of the CFZ compilers). Although, I may have run into an error (stating that I do need a CD) when I tried using it on a Vista computer. Unfortunately, I've never tried having my CD in the computer while running FB's compiler on Vista nor do I know a way of fixing this.

Offline Gazea2

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Re: Whams Arena Thread
« Reply #23 on: July 11, 2010, 03:24:16 PM »
My OS is XP. I remember reading it somewhere... I'll try to find it.

EDIT: Found it:

Quote
The RA2 CD isn't in the drive. If you don't have the CD in the drive, Dummy's GMF Compiler will give you "Run-time error '52': Bad file name or number." Either put the CD in or download this version of the compiler.

Last time I checked, the link was broken. :/


Offline Trovaner

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Re: Whams Arena Thread
« Reply #24 on: July 11, 2010, 04:38:31 PM »
I don't think I have Dummy's old compiler but I'm definitely able to use both Dummy's newer compiler and FB slightly updated version on my XP computer. Dummy's compiler can be found in the download section of both GTM and RFSHQ while FB's compiler can be found on the beetlebros site (both compilers are based on the latter mentioned compiler in your quote). Also since we're on the topic of GMF compilers, there is also Serge/Megabyte's compiler (before the new compilers that everyone is familiar with) which is based on Dummy's compiler and supports Point to Point constraints (the only compiler besides Serge's new compilers that does) but unfortunately it doesn't support everything that FB's compiler does. Basically its a giant mess that Serge's newer compilers have tried and for the most part fixed.

Offline Gazea2

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Re: Whams Arena Thread
« Reply #25 on: July 12, 2010, 09:27:50 AM »
Ah. It doesn't matter. Dummy's and Serge's compilers work fine for me. :P


Offline Trovaner

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Re: Whams Arena Thread
« Reply #26 on: July 12, 2010, 12:21:35 PM »
Also, while someones havin a look, could someone make the bladewall static (no going up or down) as it'll be a raised outline for the flame grill.
The easiest way of doing this would be to set the mass (listed in the RBCOLLECTION) to 0. If I remember correctly, setting *UNYIELDING to True would also work...

Offline Madiaba

Re: Whams Arena Thread
« Reply #27 on: July 12, 2010, 02:51:18 PM »
Yep, you remember correctly... as usual.
Input is appreciated. :)
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Offline GroudonRobotWars

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Re: Whams Arena Thread
« Reply #28 on: July 12, 2010, 10:12:44 PM »
When i use it the bots go straight through the floor of the arena.

Offline Serge

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Re: Whams Arena Thread
« Reply #29 on: July 12, 2010, 10:28:49 PM »
Serge's compiler doesn't work very well when there are *GMID_HAVOK_DIS_COLLISION_PAIRS at the end).

Well sh**.
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Offline JoeBlo

Re: Whams Arena Thread
« Reply #30 on: July 12, 2010, 11:43:42 PM »
lol

@GroudonRobotWars: its ok, the arena isnt complete, he is posting it for help in modding it  ;)

Offline WhamettNuht

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Re: Whams Arena Thread
« Reply #31 on: July 13, 2010, 02:14:07 AM »
setting *UNYIELDING to True would also work...
That would be setting the vaue to '1' wouldnt it?
Development is now speeding along :P
Damn I should probably put something fancy in this bit huh?

Offline JoeBlo

Re: Whams Arena Thread
« Reply #32 on: July 13, 2010, 02:15:36 AM »
I usually just set weight's to 0 for static objects myself

Offline WhamettNuht

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Re: Whams Arena Thread
« Reply #33 on: July 13, 2010, 10:05:57 AM »
GRAH!!!!!! :rage
Arena still wont work >.<
Now when i click on match start nothing happens.
All i've done is use serges decompiler, edit some of the values, and then use FB's compiler.
Here is the new link if anyone wants a look
https://gametechmods.com/uploads/files/wr2010arena2.rar (FOR MODDING PURPOSES ONLY!!)
Thanks
-Wham
Damn I should probably put something fancy in this bit huh?

Offline JoeBlo

Re: Whams Arena Thread
« Reply #34 on: July 13, 2010, 10:09:42 AM »
you have made a mistake somewhere

I know its time consuming but 1 thing at a time will save loads of headaches

if FB's works fine keep using it and just do the transparency stuff last

Offline Trovaner

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Re: Whams Arena Thread
« Reply #35 on: July 13, 2010, 12:16:43 PM »
setting *UNYIELDING to True would also work...
That would be setting the vaue to '1' wouldnt it?
Yes. In programming 0=False and everything else equals True (but for simplicity, it is recommended that you use the value 1 for True).

The current problem has to do with your light objects. You set *LIGHT_COLOR to 0.000000 but it needs to be a hex number. If your trying to make it white light, just set it to 0xFFFFFF.

BTW, please don't add unnecessary zeros. In your new GMF, there were many values that could have been simplified (such as using "1" instead of "1.000000"). The extra zeros just end up making the file bigger than it needs to be.

Offline JoeBlo

Re: Whams Arena Thread
« Reply #36 on: July 13, 2010, 08:36:43 PM »
I believe the extra zeros were put there by Serges compiler.. it appears to decompile to greater decimal places

Offline Serge

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Re: Whams Arena Thread
« Reply #37 on: July 13, 2010, 08:41:14 PM »
BTW, please don't add unnecessary zeros. In your new GMF, there were many values that could have been simplified (such as using "1" instead of "1.000000"). The extra zeros just end up making the file bigger than it needs to be.

This has no effect on the compiled file whatsoever (everything's a 32-bit float). The zeros are put in depending on how your OS implements the IEEE 754 standard. I can add code that simplifies the numbers if that's really a problem.
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Offline JoeBlo

Re: Whams Arena Thread
« Reply #38 on: July 13, 2010, 08:49:20 PM »
thats cool.. I personally like them as it keeps all the values in line (vertex's etc) rather then having them all over the place becasue some numbers a whole and some arnt

Offline Madiaba

Re: Whams Arena Thread
« Reply #39 on: July 14, 2010, 01:31:43 AM »
Though it really isn't an issue for me, I like them simplified (for the *TM_ROWs and vertices) cause it's easier to see the actual parameters as a whole (gestalt).  But if it's easier to leave them there to take/line up 'numeric slots' then just leave them.  Bottomline IMHO: whatever is easier to code, Serge.  New/Missing syntax is more important....

Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...