Author Topic: Smoke's Modding Guide  (Read 43400 times)

Offline Gazer

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Re: Smoke's Modding Guide
« Reply #20 on: February 14, 2017, 04:23:33 PM »
I figured out the problem, 2 bad models - out of 16 total that I added. Sheesh I'm relieved it's not a bad fix. I say mapping for this thing is a real chore. I guess I'm spoiled from using Radiant in the past. There was a lot of people working on the same thing who generated a lot of solutions to problems. It's astonishing the scripting work you've done Smoke.

Thanks - Gazer
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Offline raul

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Re: Smoke's Modding Guide
« Reply #21 on: May 17, 2017, 11:13:46 PM »
Thank you so much Smoke39, this guide is pretty handy!

Offline Smoke39

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Re: Smoke's Modding Guide
« Reply #22 on: June 23, 2017, 07:24:18 PM »
Finally added an explanation of native classes (kex-prefixed), and how they work with internal script classes (k-prefixed) and user scripts (the stuff we can change): https://smoke39.github.io/turok/scripts.html#ControlStructure.  It can be kinda confusing, so I hope I was able to make things a little clearer, rather than even more confusing.

Sometime I'd like to put together a proper reference on actor defs, with info on all the native classes.  Currently you can kinda get a feel for what's delegated to the scripts by looking at the callbacks in ScriptObject, ScriptObjectPlayer, and ScriptObjectWeapon, but I think it'll help people develop an intuition seeing examples of the other side of that -- what's handled natively.

Offline Smoke39

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Re: Smoke's Modding Guide
« Reply #23 on: September 11, 2017, 07:21:05 PM »
Added info on actor initialization to ScriptObject, and info on the persistent bit (mostly in ScriptObject, plus some functions in kActor).

Offline Smoke39

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Re: Smoke's Modding Guide
« Reply #24 on: September 24, 2017, 02:46:01 AM »
Added some info on player lock as it pertains to cutscenes and weapon state.

Offline Smoke39

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Re: Smoke's Modding Guide
« Reply #25 on: September 25, 2017, 01:28:09 AM »
Wasted a bunch of time today trying to figure out what was wrong with my math, only to eventually figure out that the "kVec3 *= kQuat" operator is broken, so I added a big ol' warning to the kQuat page.

Offline BehemothProgrammer

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Re: Smoke's Modding Guide
« Reply #26 on: September 25, 2017, 02:44:19 AM »
Oh wow that sucks. I'm going to have to see if it's the same in T2 since it's pretty much the same.
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Offline Jay Doomed

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Re: Smoke's Modding Guide
« Reply #27 on: September 25, 2017, 12:20:41 PM »
Good work Smoke nice to see more helpful info keep it up.
"Whatever it is, it doesn't belong in this world."

Offline DoomMarine23

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Re: Smoke's Modding Guide
« Reply #28 on: October 11, 2017, 11:38:19 AM »
Assuming you're still maintaining this guide, I'm gonna dig through some of the undocumented stuff and write up some notes that hopefully will be some use.

I'll submit some github pull requests as soon as I get something worth showing. This guide is way too useful, its only fair to give back. lol
« Last Edit: October 11, 2017, 11:45:37 AM by DoomMarine23 »

Offline Smoke39

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Re: Smoke's Modding Guide
« Reply #29 on: October 11, 2017, 07:18:20 PM »
I dunno shit about using github.  I guess it'll be a learning experience. :b

 

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