Death Punch Studios filling positions.

HUDS3.png
 
here's an example of how Groove calls for an image in one of his 1.4 configs

Code:
echo("                                                                        BACKGROUNDZ");

$vhud::Background::Texture::flaghud = "FlagHUD.png";


function vhud::vBackground::create()
{
	if ( $vBackground::Loaded )
		return;
		
	$vBackground::Loaded = true;

	vhud::create( "ScriptGL::vBackground", "0% 0%", "0% 0%", vhud::vBackground::render );
	HUD::New("ScriptGL::vBackground", 0, 0, 80, 30);
}

function vhud::vBackground::render()
{
	if($Scriptgl::CurrentGui != "playGui")
		return;
		
	if(!Control::getVisible("ScriptGL::vBackground"))
		return;

	%pg = Control::getExtent("PlayGui");
	%x = getWord(%pg, 0);
	%y = getWord(%pg, 1);
	
	%size = glGetTextureDimensions($vhud::Background::Texture::right);
	%dx = getWord(%size,0);
	%dy = getWord(%size,1);
	
	glEnable($GL_BLEND);
	glDisable($GL_SCISSOR_TEST);
	glBlendFunc($GL_ONE,$GL_ONE_MINUS_SRC_ALPHA);		
	glAlphaFunc($GL_GREATER,$GL_ZERO);
	glEnable($GL_TEXTURE_2D);
	glColor4ub(255,255,255,255);

	glDrawTexture($vhud::Background::Texture::flaghud, $GLEX_SCALED, 700 , 4 , 1.0, 1.0);	

	glLoadIdentity();

}



vhud::vBackground::create();

Notes:

-thats for 1.4 & GreyHounds ScriptGL - it won't work without it

-if you're just drawing a set image and don't need to resize/move based on resolution you can take out the lines about getExtent and GetTextureDimensions and the %x %y stuff

-the glLoadIdentity(); should probably be higher up (at least above the glDrawTexture)

and that vHUD doesn't link to a normal HUD so u can't drag it around (it was my backdrops so i had it placing them based on resolution - no need to drag)
 
@lee: if you want to get the physics right I suggest you read everything andrew's written here:

Andrew - Tribes 1 Physics, Part One: Overview

i wouldn't expect him to lend you a minute of his time though

Very nice. Skimming through it for about 5 minutes I already have some of those features implemented on my own, I just need to tweak them to be closer to Tribes 1. The Skiing should be easy to implement too.

If I can I am going to do everything exactly the same, I want the physics to be exactly like T1.
 
What he has there wouldn't directly apply to all engines. Not like you can copy and paste physics code, and expect it to feel exactly the same. :rofl: Dumbest shit I've ever read.
 
What he has there wouldn't directly apply to all engines. Not like you can copy and paste physics code, and expect it to feel exactly the same. :rofl: Dumbest shit I've ever read.

Yeah i know, but it does help.

I can see that when jumping they add forward force also. Right now i currently only add upforce.

I wont be able to copy and paste is but still it will help alot. Infact alot of it is TOO simple, I would have to "dumb" my Playercharacter physics down alot if i wanted it to be spot on.

These are the following things ive noticed so far, which will help out alot to get the same T1 feel.

1. There is a difference in forward/backward force than sideways force.
2. They multiply the sideforce while using jets to give more lateral movement in the air, one thing i was having problems with but solved in a different way.
3. They jump by adding an impulse force. My way of jumping is just by translating the position up a certain amount.
4. Skiing is an effect of lowering friction the longer the player has been in the air, not by reducing friction a static amount.
 
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Yeah i know, but it does help.

I can see that when jumping they add forward force also. Right now i currently only add upforce.

I wont be able to copy and paste is but still it will help alot. Infact alot of it is TOO simple, I would have to "dumb" my Playercharacter physics down alot if i wanted it to be spot on.

These are the following things ive noticed so far, which will help out alot to get the same T1 feel.

1. There is a difference in forward/backward force than sideways force.
2. They multiply the sideforce while using jets to give more lateral movement in the air, one thing i was having problems with but solved in a different way.
3. They jump by adding an impulse force. My way of jumping is just by translating the position up a certain amount.
4. Skiing is an effect of lowering friction the longer the player has been in the air, not by reducing friction a static amount.
This is fantastic, the more you write the more clueless you sound.
 
Pure anecdotal. If you know the ins/outs of the engine you're working with, I'll give you that, even then ... I'd be hard pressed to ever mutter the words of 'HERES T1 PHYSICS IN A JAR'.
 
yeah andrew was dumb



nofix hating and dare jumping on the bandwagon

i have little doubt that dare could not actually comprehend what he read (not that it was technical reading)
 
yeah andrew was dumb



nofix hating and dare jumping on the bandwagon

i have little doubt that dare could not actually comprehend what he read (not that it was technical reading)
Not to put too fine a point on it, but the best you can gather from that video is what skiing looks like, now what it feels like.
 
sure, but for people like dare to talk shit about that blog when it's a pretty good top level over view of the inner workings of tribes physics that are not readily apparent

well its just dumb
 
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