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Testproj doesn't work!

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rev1
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Testproj doesn't work!

Post by rev1 »

I saw the vid, i liked it, i started RPG mode, type: /testproj and nothing happens!
what is wrong? it also doesn't say: unknown command: testproj
what is wrong? :?: :?: :?:
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Re: Testproj doesn't work!

Post by arcones »

Hmm, I thought I was the only person having problems with that! I can't get it to work either!
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Re: Testproj doesn't work!

Post by Hirato »

(a) the player's type isn't ENT_CHAR (default)
(b) you've no effects declared

so sayeth the code!

Code: Select all

		rpgchar *d = game::player1->getchar();
		if(!d || !effects.length()) return;
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Re: Testproj doesn't work!

Post by rev1 »

uhm...
could work... let me try.
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Re: Testproj doesn't work!

Post by rev1 »

no, doesnt work. i guess because the code is wrong, im gonna change it.
and what does sayeth means?
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Re: Testproj doesn't work!

Post by rev1 »

And still nothing...
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Re: Testproj doesn't work!

Post by rev1 »

Sure the red things are right?
rpgchar *d = game::player1->getchar();
if(!d || !effects.length()) return;
And another wierd thing: when i use the in game cfg reader, I can't see the last sentence.
And doesn't there need to be something in the brackets?
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Re: Testproj doesn't work!

Post by Venima »

Open "RPG-MODE.bat" to run the rpg mode. (just incase there's something wrong with the sandbox launcher)

Firstly make sure you are hitting the console button and entering "/testproj"

Doesn't work? Right. Go into data and look at the "game_rpg.cfg" (open with notepad)

does it have this roughly near the top:

Code: Select all

//entity types, see r_type
ENT_CHAR = 0
ENT_ITEM = 1
ENT_SPELL = 2
ENT_OBJECT = 3

//equipment slots
EQUIP_LHAND = 0
EQUIP_RHAND = 1
EQUIP_FEET = 2
EQUIP_LEGS = 3
EQUIP_TORSO = 4
EQUIP_MISC1 = 5
EQUIP_MISC2 = 6

//set equipable slots, see r_item_slots
SLOT_LHAND = 1
SLOT_RHAND = 2
SLOT_FEET =  4
SLOT_LEGS =  8
SLOT_TORSO = 16
SLOT_MISC1 = 32
SLOT_MISC2 = 64
SLOT_HEAD = 128

//item types
//NOT IMPLEMENTED
ITYPE_ORNAMENT = 0
ITYPE_CONSUMABLE = 1
ITYPE_QUEST = 2
ITYPE_MELEE = 3
ITYPE_RANGED = 4
ITYPE_THROWN = 5

//spell types see r_spell_type
STYPE_TARGET = 0
STYPE_CONE = 1
STYPE_SELF = 2

//the numbers associated to the engine's particles
PART_WATER = 1
PART_SMOKE = 2
PART_STEAM = 3
PART_FLAME = 4
PART_FIREBALL1 = 5
PART_FIREBALL2 = 6
PART_FIREBALL3 = 7
PART_STREAK = 8
PART_LIGHTNING = 9
PART_EXPLOSION = 10
PART_EXPLOSION_NO_GLARE = 11
PART_SPARK = 12
PART_EDIT = 13
PART_MUZZLE_FLASH = 14
PART_MUZZLE_FLASH2 = 15
PART_MUZZLE_FLASH3 = 16
PART_SNOW = 20

//dynlight types
DL_SHRINK = 1
DL_EXPAND = 2
DL_FLASH  = 4

//decal types
//DECAL_EMPTY = 0 //DO NOT USE
DECAL_BURN = 1
DECAL_STAIN = 2
DECAL_RIPPLE = 3
does it have this at the bottom:

Code: Select all

loop i 0xFF [
	r_proj_new
	r_proj_flags (rnd 4)
	r_proj_deathdecal (at "-1 1 2 3" (rnd 4))
	r_proj_kickback (rnd 20)
	r_proj_gravity (- 200 (rnd 401))
	r_proj_trailpart (at "1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 20" (rnd 17))
	r_proj_projpart (at "1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 20" (rnd 17))
	r_proj_deathpart (at "1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 20" (rnd 17))
	r_proj_trailcol (rnd 0xFFFFFF)
	r_proj_projcol (rnd 0xFFFFFF)
	r_proj_deathpartcol (rnd 0xFFFFFF)
	r_proj_lightcolour (* (rnd 0xFFFFFF) (if (rnd 2) -1 1))
	r_proj_trailfade (+ 1 (rnd 16000))
	r_proj_deathfade (+ 1 (rnd 16000))
	r_proj_deathlightfade (+ 1 (rnd 16000))
	r_proj_lightradius (+ 64 (rnd 192))
	r_proj_deathlightflags (rnd 7)
	r_proj_deathlightinitcol (* (rnd 0xFFFFFF) (if (rnd 2) -1 1))
	r_proj_trailsize (+f .05 (divf (rnd 295) 100))
	r_proj_projsize (+f 1 (divf (rnd 1500) 100))
	r_proj_deathpartsize (+f 1 (divf (rnd 1500) 100))
]
If either of those bits of code are missing that would explain it.

Other than that it's beyond my knowledge
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Re: Testproj doesn't work!

Post by rev1 »

To "Some" reason i found game_rpg as a text file, i changed it to a cfg file, and it works now, thanks!
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Re: Testproj doesn't work!

Post by rev1 »

And how to make a spell of the code you get?
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