Dual wielding mutator (work in progress, need help)

Developer discussion of experimental fixes, changes, and improvements.

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Postby MirceaKitsune » Fri Apr 17, 2009 12:00 pm

alpha wrote:Where can I test this?


The link to the patch is in the first post at the end. Here it is again.
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Postby divVerent » Fri Apr 17, 2009 12:38 pm

Without "earning both guns", I really don't want it... also it should be possible to throw both guns away separately.

Please also test:
- reload of camping rifle
- uzi firing speed
- g_weapon_stay 1 and g_weapon_stay 2 modes
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Darcshadow7 » Fri Apr 17, 2009 3:43 pm

Where do i put this .patch file? :?
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Postby MirceaKitsune » Fri Apr 17, 2009 4:55 pm

divVerent wrote:Without "earning both guns", I really don't want it... also it should be possible to throw both guns away separately.

Please also test:
- reload of camping rifle
- uzi firing speed
- g_weapon_stay 1 and g_weapon_stay 2 modes


Earning both guns will be hard, since some sort of second weapon owning state would need to be implemented for each weapon. I'll try looking into that when I return from my trip, but as I said I would appreciate it a lot if an advanced coder could look into it too and try to help at this point.

As for the tests: Reloading the rifle looks ok though it still takes the same amount of time. I could have made it take longer but the animation would end as soon and the weapon would just appear unusable for 2 seconds after reloading (same issue if you set g_balance_campingrifle_reloadtime higher from what I seen). The UZI and all weapons with continuous firing had the same speed since I didn't realize they use a different firing code, but now they fire faster as well (twice as fast was too much but half as fast looks very good). g_weapon_stay currently work ok with the mutator at any value... this will need to be tested once earning the second weapon will be implemented.

I released version 1.4 of the patch fixing the UZI problem and anything else forgotten in the code that I that could find. Patch seems to be safe and stable at least in local games with bots so feel free to put it on servers and play with it. Just for the note I set it to default 0 like every other mutator, so you need to enable it from the Mutators menu at startup.

Darcshadow7 wrote:Where do i put this .patch file? :?


.patch files are SVN source code patches, you must be running the game from SVN in order to use them.
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Postby Darcshadow7 » Fri Apr 17, 2009 5:26 pm

Oh. :|
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Postby Darcshadow7 » Sun Apr 19, 2009 5:58 pm

Ok.. Its been a while, what is the current status on this project?
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Postby tundramagi » Sun Apr 19, 2009 7:07 pm

Darcshadow7 wrote:Ok.. Its been a while, what is the current status on this project?

The same as the alternative-gib project: dead, always to remain half completed, never to be revived.

We don't have enough programmers.

Also in programming it takes like a whole day to do even a SIMPLE thing. I know, I've done a bit of programming myself. In the time it takes to make some tiny simple thing in programming you could have completed a nice map or 2.
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Postby [-z-] » Sun Apr 19, 2009 7:09 pm

It's been 2 days... and it's the weekend, how about you relax and have some courtesy?
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Postby tundramagi » Sun Apr 19, 2009 7:26 pm

The gib stuff has been more than that. None of us can code worth a damn. We don't have the domain specific knowlege. If we want to know how to check if a player is of a perticular playermodel we can't because we don't know how to compare or how to call any of those functions or what they are or how to find out.
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Postby MirceaKitsune » Sun Apr 19, 2009 9:59 pm

tundramagi is referring to this topic. I deeply hope that project will be revived as well since many of us are hoping for it and half was already done, but I understand the situation and that we mustn't rush things. It would indeed be wonderful if we had more devs, but for now we must handle things how we can sadly.

On the other side I have to confess that in my opinion more of the current coders could try getting involved and helping out when they have time and energy to. Much could be done if other people were more eager to participate as well, since we could really use the help (not referring to this topic specifically). I'm not being spoiled about it, I know this is a free project and people have lives, but I think more effort could try being put overall from time to time. Besides, I don't think coding is such a big burden after all... I actually find it pretty fun :)

As for this mutator, I am currently away for the Easter (as I wrote in a previous post) and don't have the SVN here so I will try to continue in a week when I get back home. I got an idea on how the weapon owning code would need to be done and hope I'll find a way to implement it once I return home if luck sticks with me.
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