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Post action in action. I've been trying to parse archetypes for the relevant information so it's completely compatible with anything, but it might have to go into args along with a new script, so far this part of the shotgun is a predefine/exception in the script itself.edit: and yeah I know, muzzleflash got janked at some point.
This is getting out of hand. You know you can use the Joints system to create smooth animations with a single bin model. Jointed elevator button from Secmod which is publicly available. It's not hard.
Using frame-based animation also allows precise control over easing, which joint-based animation does not.
Since you're already looking into making some of the underlying features more extendible, can you have a look at adding some of the stuff from my newdark wishlist?It will go a long way to ensuring mod compatibility going forward.https://www.systemshock.org/index.php?topic=12296.msg148823#msg148823
I think the elevator button is due to emission changes through the animation, which I'd also like to see more control over.
This is the last time I'm gonna bother making suggestions for SCP because it's just pointless.
The only real downside of using model-based animation is that there's no mechanism for pre-caching all the models, so animations can be a bit stuttery the first time they play. Well, it's no worse than shader compilation stutter, and most gamers seem willing to put up with that.Oh, and there's no native support for model animation sequences longer than 4 or 5 frames. You have to either chain together multiple objects with corpse links, or use a script to manually switch models.
Why not just dynamically change the Self Illumination property to change the emission brightness? Much easier than fighting with frame-based animation sequences. And smoother, too.
And having massive amounts of .bin's in the one obj folder
Meh, modern games have a hundred times as many asset files as SS2.