Author Topic: Smoke's Modding Guide  (Read 43344 times)

Offline DoomMarine23

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Re: Smoke's Modding Guide
« Reply #30 on: October 11, 2017, 08:04:52 PM »
Yeah I just use the desktop application to be honest.

https://desktop.github.com/

Offline Smoke39

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Re: Smoke's Modding Guide
« Reply #31 on: December 27, 2017, 01:15:23 AM »
I've discovered that values don't get loaded into GameVariables from save files unless their key had already been added to GameVariables (namely, in main.txt), so I added a note about it to the kDict reference.

While I was at it, I also finally got around to updating the kAI page with the unlisted flags that Behemoth clued me into a while ago.

Offline Dinomite

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Re: Smoke's Modding Guide
« Reply #32 on: December 28, 2017, 05:24:13 PM »
Smoke, what drives you to put so much effort into a mod for such a obscure game? It's a good thing, but does it not bother you that there are not that many players who can enjoy your mod? (Due to the game not being that well known)

Offline Smoke39

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Re: Smoke's Modding Guide
« Reply #33 on: December 29, 2017, 12:29:35 AM »
It's fun.

Offline Duke64

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Re: Smoke's Modding Guide
« Reply #34 on: December 29, 2017, 12:43:39 AM »
Dinosaur Hunter
"Its time to make tracks"
"You are tiny grasshopper"
"Suck it down"
"Boo, No soup for you"
"Arrrgghhhh"
"I live again"

Offline Smoke39

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Re: Smoke's Modding Guide
« Reply #35 on: February 05, 2018, 12:34:16 AM »
Added some info to kCModel and kActor::CanSee(), based on some experiments with raycasting.  The new CModel info is from a post Kaiser made on steam a long time ago, but I tried to rephrase the function descriptions to be a little clearer now that I've finally done some actual testing.

Offline Smoke39

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Re: Smoke's Modding Guide
« Reply #36 on: September 03, 2018, 06:30:20 PM »
I update stuff occasionally as I refine my understanding: https://github.com/Smoke39/turok/commits/master

Offline Smoke39

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Re: Smoke's Modding Guide
« Reply #37 on: March 07, 2019, 03:25:56 AM »
After a fair bit of experimentation, I think I've reverse-engineered the details of how kActor::MeleeObject() works.  I also documented kActor::InteractActorsAtPosition(), which can, for example, be used to implement custom alternatives to MeleeObject().

Offline DoomMarine23

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Re: Smoke's Modding Guide
« Reply #38 on: March 07, 2019, 03:56:57 PM »
Glad to see you've continued with this. When I get the time, maybe this weekend or next week, I am gonna look into documenting a few functions as well.

Offline Smoke39

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Re: Smoke's Modding Guide
« Reply #39 on: March 08, 2019, 03:16:36 AM »
Clearing out a backlog of stuff I accumulated while working on my first map:

Figured out which params are which with kActor::SpawnParams().

The levels section has been massively expanded.  In addition to a bunch of handy reference info, of particular note are a couple of quirks with triggers:
1. enemy Target TID can only trigger other actors on death, not level scripts
2. event sectors can only trigger level scripts if there are no actors with a matching TID

 

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