Author Topic: Half Life 2: On-Calc  (Read 67120 times)

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Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #150 on: April 09, 2010, 08:48:48 pm »
Mhmm, so far, in Wabbitemu, if I start it up, Asm(prgmHL2 just says "Done" :/

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Re: Half Life 2: On-Calc
« Reply #151 on: April 09, 2010, 08:49:22 pm »
Use MirageOS.

Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #152 on: April 09, 2010, 08:50:18 pm »
Oh ok x.x, I am so used to everyone else making their Axe programs running no-stub x.x
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Re: Half Life 2: On-Calc
« Reply #153 on: April 09, 2010, 08:51:06 pm »
Lol, no problem
I should tell people that kind of thing first.

Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #154 on: April 09, 2010, 08:54:00 pm »
Ooooh wow!  *runs off to download*

Offline Will_W

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Re: Half Life 2: On-Calc
« Reply #155 on: April 09, 2010, 08:54:43 pm »
Are there any advantages to a non-nostub axe program?
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Re: Half Life 2: On-Calc
« Reply #156 on: April 09, 2010, 08:55:13 pm »
Let's it show up in shells, as well as get a fancy icon and description.
« Last Edit: April 09, 2010, 08:57:00 pm by SirCmpwn »

Offline Will_W

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Re: Half Life 2: On-Calc
« Reply #157 on: April 09, 2010, 08:58:41 pm »
Some Ion progs work as no stub also I think.
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Re: Half Life 2: On-Calc
« Reply #158 on: April 09, 2010, 08:59:29 pm »
technically, i could change it to run no-stub as well
so could you, with calcsys.

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Re: Half Life 2: On-Calc
« Reply #159 on: April 09, 2010, 09:04:11 pm »
Some Ion progs work as no stub also I think.
Not all of them and some will crash. Galaxian works pretty well no-stub, but Ztetris will cause a RAM clear on exit. I think Galaxian also caused certain errors on later OSes.

I guess maybe a no-stub and Mirage version could be a good idea in the future.

Btw nice so far, you might want to fix a few collision detection bugs, though, such as character sometimes getting stuck into the floor when falling from very high or his head in the ceiling when jumping very high. But again I doubt you'll just this high in final version so I guess this migth not be a problem as much :P
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Offline calc84maniac

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Re: Half Life 2: On-Calc
« Reply #160 on: April 09, 2010, 09:05:47 pm »
Some Ion progs work as no stub also I think.
Not all of them and some will crash. Galaxian works pretty well no-stub, but Ztetris will cause a RAM clear on exit. I think Galaxian also caused certain errors on later OSes.

I guess maybe a no-stub and Mirage version could be a good idea in the future.

Btw nice so far, you might want to fix a few collision detection bugs, though, such as character sometimes getting stuck into the floor when falling from very high or his head in the ceiling when jumping very high. But again I doubt you'll just this high in final version so I guess this migth not be a problem as much :P
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Re: Half Life 2: On-Calc
« Reply #161 on: April 09, 2010, 09:05:55 pm »
*comes back from Demo*

Me likes very much! :) Especially the handling of the player, how you dont just move by increments, but an accelerated way thats smooth and natural feeling ^^

Mmm one thing i did notice is that if you go from the bottom back to the top by pressing up, your head can go through the ceiling and get stuck, but im pretty sure thats only because jumping isn't fully implemented yet :) But seriously awesome Demo, especially the object handling.

Offline Will_W

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Re: Half Life 2: On-Calc
« Reply #162 on: April 09, 2010, 09:07:03 pm »
A timer would help with the collisions.  You can detect if things have passed each other, then calculate what time it happened, and calculate where the objects were at that time.
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Re: Half Life 2: On-Calc
« Reply #163 on: April 09, 2010, 09:57:18 pm »
*comes back from Demo*

Me likes very much! :) Especially the handling of the player, how you dont just move by increments, but an accelerated way thats smooth and natural feeling ^^

Mmm one thing i did notice is that if you go from the bottom back to the top by pressing up, your head can go through the ceiling and get stuck, but im pretty sure thats only because jumping isn't fully implemented yet :) But seriously awesome Demo, especially the object handling.

Thank you very much!
I don't expect to have the player move fast enough (ie get that high or drop that far) to experience this type of problem.
And this is how I do the collisions witht the map:
1) The resulting vector is calculated with inertia+requested change
2) The vector is added to the current position
3) The current position is checked to see if it intersects any tiles
    3a) Yes?  X/64/7*7*64 or Y/64/7*7*64 will do the trick
    3b) Save the resulting position to the object data
Timers is a good idea, but the way I have it set up here has support for outrageously fast movement, if I wanted it.

The reason this took so long is because I had to (A) get it to work on several different maps (the engine can handle multiple maps), (B) had to make it work over many different objects at once, and (C) work it all into dynamic speed.

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Re: Half Life 2: On-Calc
« Reply #164 on: April 09, 2010, 10:32:23 pm »
You could always implement a kind of terminal velocity feature or the like, to prevent too high of speeds.