Temple+ New Feats

Discussion in 'General Modification' started by WinstonShnozwick, Sep 18, 2016.

Remove all ads!
  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    255
    Test it and see? I believe the thrown animation will simply be the ground model of the item (as if it were dropped) rotating and arcing through the air towards the target. EG. The axe and dagger throwing animations are both viewable in v2brute, the cleaver throwing animation however isn't, yet when you throw the cleaver in game it looks like a cleaver... I suspect a throwable longsword will look like a longsword, same for shordswords, bastard swords and anything else you want to throw, molotov cocktail potion bottles anyone?
     
    Last edited: Nov 20, 2016
  2. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
  3. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    Installing my working full 2012 version of VS to begin testing :cool:

    @Sitra - Just noticed two more files I came across while adding more mind blades to the game, would you be able to add extenders for meshes.mes and inventory.mes?

    Also, I guess I never said anything, but I should probably publicly stake my claim on the proto id's 4800-4804 for mind blades. I may end up using more id's following that depending on what other psionic classes entail, so to be safe, assume for now 4800-4899 are used.
     
    Last edited: Nov 20, 2016
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,745
    Likes Received:
    375
    Just saw this: gonna disagree with Allyx, protos.tab col 65 has a thing which decides the animation type of a thrown object. Eg, Al's cleaver is decried there as 'throwing_ax'. So you have to use an existing animation.

    Test it by all means and let us know.
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    255
    I did actually see that column today Ted, afaik the only weapons that were throwable in ToEE were daggers and cleavers, but pick up a goblins' hand axe in the IWD mod and throw it, it's not the cleaver animation being used.
     
  6. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    I am unable to build or run the current Templeplus project in VS2012

     
  7. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,627
    Likes Received:
    538
    Why are you using 2012 and not the latest release...?
     
  8. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    My copy of 2012 was a version I was sure wouldn't kick me out of trial or anything. Is the version of VS the reason the project won't build?
     
  9. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,627
    Likes Received:
    538
    That's what it says, yeah.
    And really there's no reason not to install 2015...
     
  10. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    Got 2015 working finally, and now it's giving errors that kill running ToEE at this part of the code.
    Code:
     #if _ITERATOR_DEBUG_LEVEL == 2
            if (size() <= _Pos)
                {    // report error
                _DEBUG_ERROR("vector subscript out of range");
                _SCL_SECURE_OUT_OF_RANGE;
                }
    
    This is with a clean reinstallation patch 2 of ToEE with co8 8.1 NC
     
  11. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,627
    Likes Received:
    538
    At what stage does that file? Does it fully compile?

    If not, have you downloaded and extracted the dependency files?

    If it does, make sure you don't have a python error (look at the templeplus.log file).
     
  12. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    Fully compiles, no errors, only warnings, checked the log. It gets to pic related where it's starting the game.
     

    Attached Files:

  13. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,627
    Likes Received:
    538
    Can you post the log?
     
  14. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
     
  15. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,627
    Likes Received:
    538
    I meant the game log (templeplus.log). See support instructions in sig where to find it if you don't know where it is.
     
Our Host!