Sirius wrote:But I guess the hard part are the blockers and the Wall colliders.
No, that's the easy part. It is just a question of reading SDL variables from the vault.
My guess is the problem would be with controlling the animations.
Sirius wrote:But I guess the hard part are the blockers and the Wall colliders.
nathan2055 wrote:And what is the difference between UU and Alcugs?
nathan2055 wrote:And what is all this about Drizzle wall conversion?
nathan2055 wrote:Finally, if everyone is missing it so much, why hasn't anyone made the code to repair it?
Because it's hard. Nobody wanted it enough to go and patch the exe with some disassembler, and all the attempts to do it purely in prp and Python failed.Finally, if everyone is missing it so much, why hasn't anyone made the code to repair it?
nathan2055 wrote:First, I have footstep sounds when I used flymode.[...] And what is all this about Drizzle wall conversion?
Chacal wrote:There are many modifications you can make to your uru installation to get the Wall almost working. It is mostly converting and copying some objects and files from a UU installation. Drizzle automates that (or it could do so, actually I don't know if it does).
diafero wrote:And Chacal is right, controlling the animations would be the issue. Python can trigger an animation, but as far as I know it can not control it, i.e. it's a "fire and forget", and there is no way to cancel the animation. Just do "/anim MaleDance" and you will see that (a) there is no smooth transition and (b) the animation can not be cancelled. There's PtEmoteAvatar() to get those effects, but it only works on actual emotes. What you'd need here is something that disables gravity, but leaves the avatar under the player's control to some extend (like ladders, but with more freedom in your movement).
nathan2055 wrote:Has anyone thought of /flymode and /jump being used for the climb?
Sirius wrote:Hey - just found how to hear the grsnTrainingWallMusic01 yesterday !I thought it wasn't used by the game
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