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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Visible Inventory 5: Now Faster! [B26]
Huh, well, never mind about it 'not really being vanilla' then. I'm still not too concerned about immediately updating to add it, but I'll try to remember it for the next significant list revision.
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Sat Sep 17, 2011 6:47 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: Visible Inventory 5: Now Faster! [B26]
it very well could be like what you said but i dont really understand how to do it either so :/
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Sat Sep 17, 2011 8:00 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Visible Inventory 5: Now Faster! [B26]
So I herd u liek bug reports. Spammed the hell out of that in the Lua console in Dummy Assault.
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Sun Sep 18, 2011 2:40 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Visible Inventory 5: Now Faster! [B26]
There are lots of actors on the scene at a time in dummy assault, when that error starts happening.
If someone notices a particular circumstance where one actor causes this error, it'd be great if you let me know.
Or maybe it's happening because there are too many actors? That would seem odd since all of the scripts should be pretty independent. Maybe I'll try eliminating the global variables.
No matter the case, at least it's not a game-breaking problem. It doesn't even really seem to negatively impact anything but spamming the console.
Last edited by Azukki on Sat Sep 24, 2011 3:57 am, edited 1 time in total.
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Wed Sep 21, 2011 12:12 am |
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Pantera1993
Joined: Wed Jul 06, 2011 5:11 pm Posts: 226
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Re: Visible Inventory 5: Now Faster! [B26]
I get the same error too, pretty much any time I spawn an actor with the codes attached.
Never mind, that's not when I get the error...
EDIT: When a weapon is shot out of the actors hands, the console goes on a rampage spamming an error that says something like "holding is a nil value".
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Wed Sep 21, 2011 11:13 pm |
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saymana11
Joined: Mon Sep 26, 2011 9:46 pm Posts: 51
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Re: Visible Inventory 5: Now Faster! [B26]
Erm..so..I wont be able to use any mods with this? I didnt fully understand the text
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Mon Oct 03, 2011 1:44 am |
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Kanedoom
Joined: Wed Jul 20, 2011 10:45 pm Posts: 55
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Re: Visible Inventory 5: Now Faster! [B26]
saymana11 wrote: Erm..so..I wont be able to use any mods with this? I didnt fully understand the text Weapons from mods will not appear on the actors, and they will only appear on "VANILLA" actors.
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Mon Oct 03, 2011 5:52 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Visible Inventory 5: Now Faster! [B26]
Like Kane said, modded actors will not have anything in their inventory displayed. Also, modded guns won't display on the actors that do have their inventory displayed.
So the visible inventory feature itself won't apply to mods, but this mod is compatible with all other mods, to my knowledge.
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Mon Oct 03, 2011 9:13 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Visible Inventory 5: Now Faster! [B26]
I'd just like to point out that I am ashamed to only come out now and say that this work is quite deliciously awesome. My compliments to the brainpower of Azukki and all other involved parties.
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Mon Oct 03, 2011 10:40 am |
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Skeggy
Joined: Mon Aug 22, 2011 3:12 am Posts: 102
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Re: Visible Inventory 5: Now Faster! [B26]
:'( Sorry if i'm missing something here but
Abortion in file /Users/admin/Development/CortexCommand/cortex/Managers/FrameMan.cpp, line 505, because:
Failed to load palette from bitmap with following path:
Base.rte/palette.bmp
The last frame has been dumped to 'abortscreen.bmp'
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Mon Feb 06, 2012 3:48 pm |
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Shakatuko
Joined: Mon Oct 10, 2011 12:50 am Posts: 75 Location: Look behind you... Haha I tricked you, I am in Brazil.
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Re: Visible Inventory 5: Now Faster! [B26]
Is there any way to add custom actors to the mod? Making it work with them? And how about custom weapons? Oh, and a compatible mode for Brutality mod would be very nice. Sorry if I was too 'boss-like'.
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Mon Feb 06, 2012 3:52 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Visible Inventory 5: Now Faster! [B26]
Well Skeggy, if I remember correctly, this mod doesn't use or modify the palette image, so I don't think that problem could be related to this mod, unless you installed this mod to an older build of CC. Look in the base.rte folder and see if there's a palette image in there. If not, plop the attached one in and maybe it'll be fixed. If not, I'd just suggest a reinstall of CC. Shak, download the demo version, and copy over basically all of its files to the mod you want to add the feature to. Include the new .inis in the Index.ini of the mod before any other files, copy the sling and holster attachable attachments from the demo actor and his leg, onto the actors you want to have the feature. Then delete the demo actor. That should probably work. To add new weapons, you'll need to open the lua files, look at the weapons list, look at the sprites, and follow the pattern to add your devices. If you add stuff to the middle or beginning of the list, you'll need to redo the numbers on the lua list and the filenames of the sprites so the entire thing is one sequence. Also, change the framecount on the holster and sling in the .ini file respectively. Brutality mod compatibility, egh, if someone else wants to do it I'll gladly link to it in the OP of this thread, but I don't think I'll do it. I'll make note of the incompatibility, though.
Last edited by Azukki on Tue Feb 07, 2012 12:26 am, edited 1 time in total.
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Mon Feb 06, 2012 10:23 pm |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: Visible Inventory 5: Now Faster! [B26]
Brutality mod is uncompatable because it modifies many of the actors .ini files. I would LOVE to see a version that does work with it though, as I love the brutality mod.
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Mon Feb 06, 2012 10:41 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Visible Inventory 5: Now Faster!
I made a stand-alone version like Azukki's "demo model", ot runs from a script attached to a brain and is compatible with all actors. I sent it to Azukki a while back but it doesn't look like anything has been done with it so I thought I might as well post it. Problem is that Lua attachables appear to behave slightly unusually, they don't rotate or flip with the parent and they will always be behind the parent object. Also it may add a bit of lag and appears to crash CC frequently (well when an actor is destroyed), you've been warned. I made this when B26 came out to test if lua attachables worked... they work but they're not great.
Attachments:
File comment: use a "Brain Case Lua" to enable holsters
Visible Inventory.rte.rar [98.53 KiB]
Downloaded 216 times
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Fri Mar 23, 2012 7:38 pm |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: Visible Inventory 5: Now Faster! [B26 ONLY]
Sorry for the 2-month bump...but...is there any way that [B26 ONLY] changes to B27?
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Sat Jun 16, 2012 3:36 am |
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