Problems with Flat-Life Created 16 years ago2008-11-08 06:24:14 UTC by Rimrook Rimrook

Created 16 years ago2008-11-08 06:24:14 UTC by Rimrook Rimrook

Posted 16 years ago2008-11-08 06:26:40 UTC Post #258260
I just got all of the updated files for version 1.2 and loaded it in just fine, except for the FGD. Hammer kicks out an error saying:

Error Parsing c:/SIERRA/hl2d/flatlife.fgd; Line 5959; Expected Integer.
Error Parsing c:/SIERRA/hl2d/flatlife.fgd; Line 5989; Expected Integer.

Within line 5959 and 5989 is the trigger_set_physics which allows for the enabling of walljump, doubljump, etcjump.

A tweak of the FGD could fix it, but I've looked over it and I don't really understand the script. It looks like it would work to me, but it needs experienced investigation.

An easy fix is to use the console command hl2d_physics command, but every combonation of the syntax I type in, it tells me this:

Syntax: hl2d_physics <walljump 0|1> <doublejump 0|1> <jumpheight 0-999>

and no matter what I type in, it repeats that as if I had typed it wrong or somehting, and the command doesn't go through.

Could someone provide an example of how to type that command in exactly so I can at least trigger it using Spirit's trigger_command entity?

Also, reloading after death crashes Flat-Life. Spirit 1.2 I'm guessing?
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-08 09:17:23 UTC Post #258263
Did a quick check, and you're right. The fgd is borked.

[quote]
frags(integer) : "Player Speed" : ""
[/quote]

The "frags" integer input has a default value of "", which is a string.

[quote]
frags(integer) : "Player Speed" : 0
[/quote]
Changing it to an integer should fix the problem. Strange, though, as my Hammer seems to completely ignore the problem. :P

For the console command, note that everything has to be put within quotation marks, ie:
hl2d_physics "1" "1" "99"
The death crash is also strange, I though I fixed that problem back in 1.0 :(. Does it always crash?

I probably should fix up 1.3 and release it properly :P
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2008-11-08 12:00:49 UTC Post #258266
I probably should fix up 1.3 and release it properly tongue - :P
good idea, and also you could fix up mp mode and custom models. they dont work for flags or costum powerups, well basically, custom models dont work. also for some reason in my red vs blue map all the bots that i spawn end up in my team and if i switch my team they all switch with me aswell so i get none in the enemy team :(
Skals SkalsLevel Designer
Posted 16 years ago2008-11-08 12:42:26 UTC Post #258269
You should fix it up for Linux! :<
Daubster DaubsterVault Dweller
Posted 16 years ago2008-11-08 14:14:49 UTC Post #258272
Skals, those bugs has been noted and will be fixed if I ever finish 1.3 :)
You should fix it up for Linux! :<
I would if I knew how :P
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2008-11-09 07:01:49 UTC Post #258287
I'm experimenting with custom player models. If you can clean it up, maybe we can work together a little to get some better player animations. Like when the player jumps, or stand and float upwards on a ladder. These things erk me.

Also I swear you said you made the player model play the jump animation again on a walljump or doublejump. Oh well, a minor thing to tweak I guess.

If anything, ask Daubster what version of Spirit he's using for the base of 6D, its stable and I think its 1.5a4 or something crazy like that. 1.2 had some flaws remaining. Also ask him about the FMod thing being only triggered through the console and not map entities. A strange and pointless thing we found a while back. The MOD music is nice, but I would like to write my own tracks and use mp3s.

Why all of a sudden? I did some commission work with a guy on his 2D side scroller. I was inspired to try something with this. Also helped him clean up his mod a little script wise. Something that HL needs is a "if falling and hadn't jumped, play fall animation." so when you walk of an edge, you don't keep running and your legs kick at ever increasing speeds. For a ladder, get the player to face the ladder properly, not angled up or down like when you aim up or down, and play a different walk cycle animation which in turn would be a climbing one. Perhaps you can look at the swimming code to see how to change the animations up. I think its possible.

-- TL;DR -- Persuading Chickenfist to clean up Flatlife.

EDIT: Also, I had recently played Little Big Planet and was surprised how simple, pretty, and fun it was. This mod would be killer to have a grav gun powered by some 6D code. With Daub's permission tho, its still in the works and its ever evolving with refining and rewritings. That would add a new level depth to the mod. It wouldn't steal 6D's thunder though, it'd be using the code differently. I'm not worried of fact that it would be out before 6D either, the Unreal3 engine was used before Unreal Tournament 3 had even came out.

EDIT2: I fixed the player's looking animations. Now the player can look and aim straight up and down without wobbling around. Also, I made a spiffy somersault jump that looks fucking awesome, and so far everything is working perfectly. Still, the above mentioned tweaks need to be done, but the jump animation needs to play when the player is ducking and jumping. Just another tweak. None of what I had done was very hard, all I do is play with the rig and animation files, which is really easy and fun. :)

My what a long post.

-- TL;DR -- Fix the animations, some more refined animation had already been added.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-09 16:55:49 UTC Post #258308
Hehe, nice to see someone taking a little interest in Flat-Life ^^
Also I swear you said you made the player model play the jump animation again on a walljump or doublejump. Oh well, a minor thing to tweak I guess.

If anything, ask Daubster what version of Spirit he's using for the base of 6D, its stable and I think its 1.5a4 or something crazy like that. 1.2 had some flaws remaining. Also ask him about the FMod thing being only triggered through the console and not map entities. A strange and pointless thing we found a while back. The MOD music is nice, but I would like to write my own tracks and use mp3s.
Actually, ever since version 1.0 RC1 (or so) Flat-Life is based on Spirit 1.5a4, and there is an entity that plays mp3s - ambient_fmodstream.

The jumping animation should play again when doublejumping, but I never succeeded in playing any animation on walljump. Mainly because the walljumping is handled in the part of the code shared between the server and the client, and you can't really do much other then changing velocity in there. Which by the way pretty much the reason why player animations in the Half-Life code is pretty hard to work with, but it's probably possible with some work though (as almost everything is) :P

Everything in your edits would be most appreciated and awesome if you would share with me :)
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2008-11-14 02:18:08 UTC Post #258313
Cool.

There are 77 player animations, most of them are similar and are blend poses because HL doesn't have any dynamic way of handling any of it. It'd be tedious but I could go through and re-adjust the existing animations and perhaps add more if they are needed. That'd be a good first step.

EDIT:

3 bugs I found:
  • Reloading after death really is broked.
  • Can't push Func_Pushables to the left.
  • Monsters sometimes fail to move and interact, or use the nodes.
...is anyone listening?

Either way, what would be nice is a ClipAll brush that would clip bullets, monsters, players, etc. Just like the clip brush but for everything. It will have its uses, since using the clip brush will still allow bullets and monsters to walk through. But it can't be an entity like func_clipall, it would be nice to spam it where ever needed without fluffing up the entity count.

Oh, one more: make it somehow where the the spread of the bullets from the various weapons don't go into the background or forground but stay on the 2D plane.

Also, ADD A FUCKING OPTION TO TURN OFF FALL DAMAGE!!!

TL;DR -- Just complaining.
Rimrook RimrookSince 2003
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