• Receiver- A new, realistic FPS from Wolfire Games
    969 replies, posted
[QUOTE=Webby2020;36442986]Clips =/= magazines there is a difference.[/QUOTE] This. A M1 Garand for example used a clip. A Gewehr 43 used a mag. (Don't ask it was the two guns I first thought of when teaching myself the difference.)
[QUOTE=PrusseluskenV2;36442789] A slide lock doesn't prevent rounds from being extracted, you pillock. If you pull back the slide the round will come out no matter if you're planning to engage the slide lock or not. [editline]22nd June 2012[/editline] if pressing R while holding T makes rounds eject for you then you're doing something wrong[/QUOTE] No, the game is broken. Try this: With a gun ready to fire, 9 rounds in, hold T and press R. No round is ejected. Press and hold T to release the slide (do not release T). While still holding T, press R. No round is ejected. This is what is to be expected. Now: With a gun ready to fire, 9 rounds in, hold T and press R. No round is ejected. Press T to release the slide. Release T. Press T again and hold, then press R. A round is ejected.
I can check for rounds repeatedly and it never ejects on me
Okay, the slide lock is really finicky - it seems to happen randomly, about 30 to 50% of the time it will improperly eject a shell. Really annoying.
I'm pretty sure it's because you're holding R and not tapping it - but I could be wrong. I'll play with it ingame and see if it's really problematic and then try to fix it up in the code
I just had a game where the slide lock worked 100%, and then a game where it didn't. They might be doing something stupid like counting frames to see if you're "tapping" R instead of using an actual time interval - which means the behavior would be frame rate dependent.
I can't really check that without being at my home PC :v:
it works 100% for me? [editline]22nd June 2012[/editline] [QUOTE=Webby2020;36442986]Clips =/= magazines there is a difference.[/QUOTE] if you are referring to my post then i did point out that the 1911 use magazines and cannot use clips
Okay, found some useful information about the bug: When a round ejects incorrectly with the slide release key down, the round ejects within the first 50 milliseconds of pressing R. When a round ejects correctly with the slide release key up, the round takes much longer to eject after pressing R.
• hold t • hold r • wait until slide is locked back • release t and r • tap t again to forward slide are you sure you're not doing something wrong? it never ejects for me when i do it that way it's either you or a peripheral of yours
[QUOTE=superstepa;36438182][video=youtube;KGFlU4jftZQ]http://www.youtube.com/watch?v=KGFlU4jftZQ[/video][/QUOTE] He mentioned the OST in the video? Where can I find it? Finding the downloads for Overgrowth and this can be annoying enough.
[QUOTE=PrusseluskenV2;36443715]• hold t • hold r • wait until slide is locked back • release t and r • tap t again to forward slide are you sure you're not doing something wrong? it never ejects for me when i do it that way it's either you or a peripheral of yours[/QUOTE] Explain to me why holding the slide lock key would cause a round to eject faster (0 ms) than not holding the slide lock (200 ms).
[QUOTE=That Ninja;36444002]He mentioned the OST in the video? Where can I find it? Finding the downloads for Overgrowth and this can be annoying enough.[/QUOTE] [url]http://bandcamp.antonriehl.com/album/receiver-music-from-the-game[/url]
[QUOTE=Night-Eagle;36444144]Explain to me why holding the slide lock key would cause a round to eject faster (0 ms) than not holding the slide lock (200 ms).[/QUOTE] Pretty sure it's just a bug. I was confused by it earlier but holding T for like 1 second before pressing R almost always makes it work.
I had it happen a few times as well. I just do what TamTamJam said. It mostly fixes the problem. Seems it is FPS dependent or something.
[cpp] if(slide_stage == SlideStage.PULLBACK || slide_stage == SlideStage.HOLD){ if(slide_stage == SlideStage.PULLBACK){ slide_amount += Time.deltaTime * 10.0; if(slide_amount >= kSlideLockPosition && slide_lock){ slide_amount = kSlideLockPosition; slide_stage = SlideStage.HOLD; PlaySoundFromGroup(sound_slide_back, kGunMechanicVolume); } if(slide_amount >= 1.0){ PullSlideBack(); slide_amount = 1.0; slide_stage = SlideStage.HOLD; PlaySoundFromGroup(sound_slide_back, kGunMechanicVolume); } } } [/cpp] Found this in the code, looks like it is time based, and if Unity uses FPS to measure time... (This I don't know since unity is shit)
Unity isnt that bad, you need to know the time to calculate the FPS in the first place
ok so here's this object I have called "sniper_rifle" [IMG]http://puu.sh/CZ33[/IMG] uses the same goddamn script as the colt and the model is clearly different there's this script in the Player object that has a very clear option for what the weapon will be [IMG]http://puu.sh/CZ4b[/IMG] and yet [IMG]http://puu.sh/CZ4P[/IMG] I don't get it
magazine_obj maybe?
just the model for a filled magazine it's not even defined as the code as it's looking for children of the model (slide and safety and shit) tobba just informed me that each room has hardcoded player objects and I'm not a masochist so I might just end up making those player objects defunct and using their coordinates to spawn a new player object (the single prefab I edited) lord knows what I want to do is still sado-masochistic though
[QUOTE=Protocol7;36449638][cpp] if(slide_stage == SlideStage.PULLBACK || slide_stage == SlideStage.HOLD){ if(slide_stage == SlideStage.PULLBACK){ slide_amount += Time.deltaTime * 10.0; if(slide_amount >= kSlideLockPosition && slide_lock){ slide_amount = kSlideLockPosition; slide_stage = SlideStage.HOLD; PlaySoundFromGroup(sound_slide_back, kGunMechanicVolume); } if(slide_amount >= 1.0){ PullSlideBack(); slide_amount = 1.0; slide_stage = SlideStage.HOLD; PlaySoundFromGroup(sound_slide_back, kGunMechanicVolume); } } } [/cpp] Found this in the code, looks like it is time based, and if Unity uses FPS to measure time... (This I don't know since unity is shit)[/QUOTE] Seems innocent enough. I would check where the ejection is being triggered relative to where that slide lock snippet is - can the ejection occur before this block of code's conditionals are checked? Another (slim) possibility is that some floating point numbers somewhere are NaN or infinite. At any rate, backseat coding is difficult enough. That makes backseat debugging...ugh. Thanks for looking, though.
I got the gun drones to work These things are fucking TERRIFYING when flying towards you firing 5 bullets a second with rediclously bad accuracy [img]http://dl.dropbox.com/u/4838268/ZScreen/2012-06/Screenshot-2012-06-23_07.22.25.png[/img]
Do you need a specific version of Unity to work with this? I'm tempted to model a shotty or something for you, just so you can test. I've got other stuff to work on at the moment, so it'd have to wait until later. FYI: Build 5b came out today: [Quote=David]Changelog: - In-game options menu when you press escape (volume, mouse invert, mouse sensitivity, lock gun to center, hold/toggle crouch) - Fixed gun sight picture so all sights are level[/Quote]
finally sight picture isnt screwed up
Those tazer bots scare my shitless.
[QUOTE=Brt5470;36452501]Those tazer bots scare my shitless.[/QUOTE] They scare my shit more.
Fuckin love the concept of this game. Pre-ordering Overgrowth was worth it. Just needs a couple more firearms to pick from and he should make walk speed be controlled by scroll wheel.
Would I be correct in saying that the piles of ammo are calculated at run time, and not in any way pre-defined? I'm trying to add shotgun shells to the game but unity just keeps telling me that I haven't defined shell_obj although I clearly have >:( God this is awkward!
[QUOTE=tommo120;36460393]Would I be correct in saying that the piles of ammo are calculated at run time, and not in any way pre-defined? I'm trying to add shotgun shells to the game but unity just keeps telling me that I haven't defined shell_obj although I clearly have >:( God this is awkward![/QUOTE] The coordinates are predefined. The amount of ammo and if a tape will show up or not are random.
I thought so. The thing that's confusing me is I [I]should[/I] have everything I need to add shotgun shells in, but every time I launch I get an error saying that shell_obj is not defined. I tried to copy how they had done the .45 rounds. Also I added you on steam, thought you might like someone to discuss modding with :D
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