Project X Forums



It is currently Fri Apr 26, 2024 1:43 pm

All times are UTC




Post new topic Reply to topic  [ 53 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Fri Jan 11, 2013 6:32 pm 
Offline
User avatar

Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
-raffie- wrote:
Hmmmmm, I'm still getting that same error... also tried enabling/disabling wp_tazer, no difference.


bleh.. looks like wp_tazer uses "tazer_lightningBeamSprite " and we need both, "tazer_lightningGlowSprite" and Beam.. bleh.. where i was looking ? o0
so i`ve fixed my lib here.

all set to "tazer_lightningBeamSprite", which is loads from tazer



*deleted*

sorry, everything is BS.
both "tazer_lightningBeamSprite" and "tazer_lightningGlowSprite" need as different srpites. i cant use only one of them.
They both contains inside wp_tazer.pxl u can check it your own. in LEd.exe those variables declared at row 35 and 36. later they load files which is sprites that we need.

wp_tazer simply didn`t included into archive provided with scheme. So i will simply fix that. apparently problem in that. Probably u have different wp_tazer lib or smth.. i have wp_tazer created 10.06.2012, 193 Kb (198 351 bytes).

here is that lib. Sorry for previously posted p_weappack1_weaps - its no need to be fixed.

_________________
Things to impress.


Top
 Profile  
Reply with quote  
 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Fri Jan 11, 2013 8:06 pm 
Offline
User avatar

Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
also... by while testing it (set new scheme with my weaps attached only) i found that electric grenade try to load file for sprite called "explosion_8_50.png", which is included only into my sfx library. apparently it will make error when sfx is off.
it weights 242Kb and i don`t want to override my weappack_1_graphics, becouse people will need load them again.
i`ll just make separated lib for that file which will be needed only if sfx lib off.

here you go, explosion_8_50.png lib and wp_tazer lib.

_________________
Things to impress.


Top
 Profile  
Reply with quote  
 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Fri Jan 11, 2013 8:11 pm 
Offline

Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
OK, yes the Tazer lib i use has a different file size (198.196 bytes), i believe i have the latest versions of Killburn's weaps that he posted here (wp_tazer in that packages matches my filesize)

_________________
http://twitch.tv/wormsdotam | http://worms.am/hl | http://worms.am/zombieshopper | http://worms.am/golf | http://worms.am/holywar


Top
 Profile  
Reply with quote  
 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Fri Jan 11, 2013 8:12 pm 
Offline
User avatar

Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
ok let me check.

_________________
Things to impress.


Top
 Profile  
Reply with quote  
 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Fri Jan 11, 2013 8:14 pm 
Offline

Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Using the wp_tazer you just posted solves the problem, no more error.

_________________
http://twitch.tv/wormsdotam | http://worms.am/hl | http://worms.am/zombieshopper | http://worms.am/golf | http://worms.am/holywar


Top
 Profile  
Reply with quote  
 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Fri Jan 11, 2013 8:28 pm 
Offline
User avatar

Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
i`ve downloaded that archive and learning it i understood that your tazer is very old and glitchy even.

Comparing with tazer lib that i posted proofs that:

in old lib, tazer used global variables "CSoundFile* tazerLoopSound" and "CSoundFile* tazerHitSound" which are loading files: "electricity_loop.wav" and "electricity_zap.wav". But entire lib doesn`t contain that files. I found them into wpsounds.pxl. old lib doesn`t have wpsounds in required list. "My" tazer has it in required list, which i understand as fixment. Apparently, lib i provided is latest. And second argument is modification date.
08.01.2012 vs 10.06.1012.

use Kilburn`s latest lib i uploaded and be happy. Issue closed.

_________________
Things to impress.


Top
 Profile  
Reply with quote  
 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Sat Jan 12, 2013 3:48 am 
Offline
User avatar

Joined: Wed Nov 14, 2012 3:58 am
Posts: 75
Location: Texas, US
PyroMan wrote:
also... by while testing it (set new scheme with my weaps attached only) i found that electric grenade try to load file for sprite called "explosion_8_50.png", which is included only into my sfx library. apparently it will make error when sfx is off.
it weights 242Kb and i don`t want to override my weappack_1_graphics, becouse people will need load them again.
i`ll just make separated lib for that file which will be needed only if sfx lib off.

here you go, explosion_8_50.png lib and wp_tazer lib.


I downloaded this and i still get the error. This is driving me insane

PXS : CError : TDP : ParseNext : method FirstFrame@ is redeclared
at Lib: wp_tazer.pxl: Script: tazer:51



SOLVED - i had an old ...electric.pxl JESUS that was a tearjerker.... ;p

/me is happy

_________________
"Can't you see? It's better to die on your feet than live down on your knees."


Top
 Profile  
Reply with quote  
 Post subject: Re: PyroMan Weaps (ver. 1.2)
PostPosted: Sun Jan 13, 2013 1:48 am 
Offline
User avatar

Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
added weaps detailed description.

_________________
Things to impress.


Top
 Profile  
Reply with quote  
 Post subject: Re: PyroMan Weaps (ver. 1.3)
PostPosted: Mon Jan 28, 2013 2:41 pm 
Offline
User avatar

Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
updated to 1.3 with new SpriteBuilder animations.

_________________
Things to impress.


Top
 Profile  
Reply with quote  
 Post subject: Re: PyroMan Weaps (ver. 1.3)
PostPosted: Wed Jan 30, 2013 2:02 am 
Offline

Joined: Tue Jan 29, 2013 1:37 am
Posts: 24
Code:
PXS : CError : TDP : ParseNext : Unexpected operator : ,
at Lib: p_weappack_1_weapons.pxl: Script: pyro_weaps1_script:3


Image
(pack downloaded from post #1)

_________________
The Company - Amiga Games!


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 53 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 70 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Skin by Lucas Kane