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Postby jim » Sat Nov 08, 2008 4:00 am

Sounds interesting. Maybe add some more stuff into the rooms above the cellar, look so empty.
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Postby GiffE » Sat Nov 08, 2008 6:05 am

You can achieve a much nicer looking flashlight in DP using cubemaps.
viewtopic.php?t=820&highlight=flashlight

The .skin float tells which cubemap to use, so 200 will need: cubemaps/200px.tga

In that file it should be entirely black then put a white spot in the middle. The white spot will be the flashlight.
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Postby ajay » Sat Nov 08, 2008 10:42 am

Cheers GiffE, have implemented. Its definitely smoother. Just tinkering with brightness, which is easy

cont: I've settled on 256 which makes things remain spooky :wink: . Before I spend too long tinkering, failing, spotting an obvious mistake, tinkering some more, then eventually failing - is it theoretically possible to dynamically adjust the brightness, e.g. could I simulate failing batteries?
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Postby GiffE » Sat Nov 08, 2008 1:57 pm

newflashlight.light_lev = 1024;
not working?
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Postby Urre » Sat Nov 08, 2008 4:30 pm

ajay: sure, just add some code which alters the light_lev of that light.
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Postby ajay » Sat Nov 08, 2008 5:49 pm

Excellent, I'll get on it; it will be a nice gameplay feature to have your torch fading and eventually going out, while you have to search for batteries.
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Postby ajay » Sat Nov 08, 2008 8:44 pm

So, is this how to do it:
- change this line
newflashlight.light_lev = 1024;
to
newflashlight.light_lev = battery;
battery having a starting value of 512 (prob)
- then for every 120 of time, battery is reduced by 50
- it'll be increased to 512 when obtaining a battery pick up

it'll not be particularly realtime accurate, although i guess i can tinker with as i develop the game
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Postby Chris » Mon Nov 10, 2008 8:02 pm

http://www.youtube.com/watch?v=Gzqzp43ojz8

choppy towards end, may have better video later with more in it.
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Postby MeTcHsteekle » Mon Nov 10, 2008 8:57 pm

looks cool, i like the viciousness of the mutant zombie things :D
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Postby CocoT » Mon Nov 10, 2008 9:07 pm

Yeah, that looks very nice, Chris! :D
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Postby Chris » Sun Nov 16, 2008 9:36 am

Image
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Postby ajay » Sun Nov 16, 2008 8:20 pm

Sort of got my torch battery working. I haven't been able to get ti fading over time, bt I have got it 'running out', which is preventable if turned off, you know like a proper battery like!
Simple for some, but well tricky for me! All I got to do is now have a battery pick up to boost it, which should be simple, and have it have its own parm, to carry it thru' levels. Marvellous!
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Postby jim » Sun Nov 16, 2008 10:03 pm

This inventory looks good. I watched the video too. I liked.
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Postby GiffE » Sun Nov 16, 2008 10:39 pm

That looks excellent Chris. What does the cone do :D
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Postby avirox » Mon Nov 17, 2008 12:24 am

ajay wrote:So, is this how to do it:
- change this line
newflashlight.light_lev = 1024;
to
newflashlight.light_lev = battery;
battery having a starting value of 512 (prob)
- then for every 120 of time, battery is reduced by 50
- it'll be increased to 512 when obtaining a battery pick up

it'll not be particularly realtime accurate, although i guess i can tinker with as i develop the game


Cool, something like that may work nicely with QuakeLife. For some reason I've been putting off coding in a flashlight which is quite odd given that it's a mod with half-life in mind. Unfortunately I don't exactly have DP at my disposal, as the HLBSP support is somewhat broken now. Some day though if LH fixes it up a better flashlight can be constructed in QC than valve's own code, I'm sure!
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