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UberGuy (FT) 01-21-2003, 11:34 PM Here's a direct feed from my homepage. Please note that PilotMode III is a derivative work and I do not claim ownership of it.
"I've released a beta mod of an existing script. I call it PilotMode III. For those unfamiliar, PilotMode was a vehicle sensitivity script written by Crunchy. PilotMode II was a rewrite by Barbarian to include TACII vehicles and fix some bugs. PilotMode III takes Barbarian's work and adds FoV management for 1st and 3rd person in each vehicle, as well as separate mouse sensitivities for 1st and 3rd person.
This script should restore your normal (on-foot) FoV when you eject, die, or are otherwise removed from your vehicle. It only changes your FoV when you're the pilot - gunner positions are unchanged from your "normal" FoV setting.
Thanks to ZProtoss for the idea and a lot of the testing.
It's tough to be sure this will work well with all the FoV scripts out there, since they can get into timing contests to reset the FoV. I updated UberZoom and UberFoV to be compatible. I had a few people test it, and it works with propack and MortFoV. I don't feel totally comfortable that it's fully compatible, however. That's why I'm calling it beta until plenty of people try it out.
I also updated HudManager. I somehow got back a bug I know I'd corrected. I've got too many darn edits of things laying around I think. Nothing major - mostly just console spam. Thanks to Kaiten Commander for pointing it out."
You can find PilotMode here (http://scripts.tribalwar.com/uberguy/files/pilotmode/pilotmode3.zip) (no script page yet). The updated HudManager is here (http://scripts.tribalwar.com/uberguy/hudmanager.htm).
|Rx|Diogenes 01-21-2003, 11:35 PM Did you put a hook for ZoomControl? Don't force me to change to UberZoom for my weapon FOVs UberSoft ;)
UberGuy (FT) 01-21-2003, 11:36 PM UberSoft! lol
What's ZoomControl? I'll test to make sure it's friendly. :D
[Edit] Ok, found it. Old-school Crunchy script. I'll test it out. Should be ok, but if not I'll add it to my code to work around hostile FoV takeovers. :)
Halide 01-21-2003, 11:56 PM rofl
I use zoomControl and whenever I respawn, I have to press zoom to get it to the right fov (I didn't use to have to do this). That's the only conflict I see. Cool script on the otherhand :]
UberGuy (FT) 01-22-2003, 04:36 PM Intersting. I definitely need to look at ZoomControl. This thing shouldn't interfere with spawning at all. :(
Mad Monk 01-22-2003, 06:03 PM a couple of people have reported problems with pilotmode (the original) not saving preferences properly. did you happen to come across anything like that? (Nordramor and Jaeth are the two people i heard with the problem)
and <3 for Uber for explaining to me the errors of my fov resetting ways.
|Rx|Diogenes 01-22-2003, 06:13 PM Originally posted by UberGuy (FT)
Intersting. I definitely need to look at ZoomControl. This thing shouldn't interfere with spawning at all. :(
// #autoload
// #name = DioFixFOV
// #status = release
// #author = Diogenes /UberSoft®
// = support/loadout.cs
// #description = Cheap On-Spawn FOV Fix
function FixZoomControl(%val){
setFov($pref::Player::def aultFov);
}
callback.add(PlayerSpawn, FixZoomControl);
It doesn't have an onspawn hook to set defaultfov proper.
UberGuy (FT) 01-22-2003, 06:14 PM You know, I bet I know why. It used to only check for one variable per vehicle to decide if it knew all the prefs for a vehicle. If it didn't find that one it would load default values for all the prefs for that vehicle.
Because I added variables mid-development, I had to switch over to checking every variable to get it to process my new ones.
If indeed I have surmised the orginal problem, it should be gone.
o ya, when I opened the console it said stuff like "fov is not at right auguments" or something :[
Barbarian 01-23-2003, 12:24 AM :bigthumb:
About the prefs thing, I've run into trouble before when many scripts are cramming stuff into clientprefs.cs with $pref:: -- the last PilotMode II update (December) I did moved the prefs to a seperate config file, and had a crude process to make sure they got deleted from clientprefs.cs
Don't know if you've got the time to do this right now, but PilotMode __ could use another major rewrite--there's a few vehicle mods out there, what it really needs is a drop down type menu to select vehicles from, instead of the fixed buttons for just base/base++ and TAC, and a mechanism to detect vehicle types in game, like on boarding a vehicle, to allow for other mods... that's beyond what I'm capable of doing with T2 scripting right now, at least the drop-down menu thing
UberGuy (FT) 01-23-2003, 03:06 AM Originally posted by Barbarian
:bigthumb:
About the prefs thing, I've run into trouble before when many scripts are cramming stuff into clientprefs.cs with $pref:: -- the last PilotMode II update (December) I did moved the prefs to a seperate config file, and had a crude process to make sure they got deleted from clientprefs.cs
Don't know if you've got the time to do this right now, but PilotMode __ could use another major rewrite--there's a few vehicle mods out there, what it really needs is a drop down type menu to select vehicles from, instead of the fixed buttons for just base/base++ and TAC, and a mechanism to detect vehicle types in game, like on boarding a vehicle, to allow for other mods... that's beyond what I'm capable of doing with T2 scripting right now, at least the drop-down menu thing
Hrm, that's a bummer. I though I based this off of your latest copy. :hrm:
The dropdown probably isn't so hard to add to my version. I redid the GUI code so that there is really only one pane whose values are modified to reflect the vehicle tab that's clicked. It would be easy then to make the vehicle list a dropdown - the code for the pane wouldn't change, just the vehicle selection method. If you have a compiled vehicle list I could look into the dropdown upgrade. I'm not sure I want to get into the autodetection game, but we could expand the list for sure.
I've now looked at zoomControl and don't understand what it and PMIII could be doing to interact. They don't overlap at all. us0r, are you saying that you can be running around on foot with your preferred FoV and when you die and respawn (no vehicle involved) your FoV doesn't stick (resets to 90)?
Dio, are you recommending that I should add spawn FoV control to PMIII? I figured people would already have something that did that (like ZoomControl).
dirtYbird 01-23-2003, 03:26 AM :bigthumb:
|Rx|Diogenes 01-23-2003, 04:06 AM Originally posted by UberGuy (FT)
...
I've now looked at zoomControl and don't understand what it and PMIII could be doing to interact. They don't overlap at all. us0r, are you saying that you can be running around on foot with your preferred FoV and when you die and respawn (no vehicle involved) your FoV doesn't stick (resets to 90)?
Dio, are you recommending that I should add spawn FoV control to PMIII? I figured people would already have something that did that (like ZoomControl).
I've yet to install this, I just wanted to make sure it played well before using (testing) it. us0r's problem I think is exactally as you state it. Might not belong in PilotModeIII, but it's one of those fixes that my copy of T2 "needed". Maybe it should be added to the end of loadout.cs, if it's included have it add that callback (rename my dumb function). IMHO T2 should be reseting the pref called "DefaultFOV" every time you spawn hence the name "default".
If you're going to add it to loadout.cs, let me know. I decided I want to add the onItemRecieved callback and grenade type to that script (instead of putting that logic in DioScav). If you want to update it, I could throw that change together tomorrow or whatever.
UberGuy (FT) 01-23-2003, 09:10 AM Sure, shoot it to me. uberguy@tribalwar.com
I still can't understand how PMIII could break us0r's ZoomControl FoV fix. All FoV fixes I am aware of contain the following code.function ClientCmdDisplayHuds()
{
parent::ClientCmdDisplayH uds();
schedule(150, 0, setFov, $pref::player::defaultFov );
schedule(1000, 0, setFov, $pref::player::defaultFov ); // safety net
}
PMIII does not package ClientCmdDisplayHuds(). It does package schedule(), but not in a way that sould bother the above code. In fact, Propack contains this exact code and ZProtoss tested with that successfully.
I R confused.
|Rx|Diogenes 01-23-2003, 09:33 AM See what I PM ya in IRC.
jtherrien 01-23-2003, 09:59 AM Unfortunately the script doesn't work for me. :/ When I go to the scripts menu to configure everything, there is no options tab like there is supposed to be. Perhaps there's a script incompatibility... but I don't know where to start.
UberGuy (FT) 01-23-2003, 10:08 AM Make sure you don't habve an old version of Pilot Mode installed. I'm not sure why that would break it, but it sounds like a bad idea.
Other than that maybe try redownloading it. That's a pretty severe problem that I will certainly hear more of it it's actually broken in the script itself.
Stilgar 01-23-2003, 10:10 AM Current support.vl2?
Well, before I installed this script whenever I respawned, I would see in third person that my fov changed without me pushing zoom or anything. Now it stays at 90 :[
vgRD
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