Carsten wrote:Hi Tatwi,
What system do you use? Windows? Linux?
Would you mind upgrading to r625 that I've recently uploaded? (Especially if you're using Linux.)
Windows 7 64bit, MS Visual C++ Express 2010, Python 2.7.3, Scons 2.2.0, and just upgraded to Cafu r625.
Once I make the following change in CompilerSetup.py
envCommon=Environment(TARGET_ARCH="x86");
the source package compiles completely OK just by typing scons at the windows command line. When I move the EXE files to root Cafu dir and change the path in CaWe to the r625 dir, everything runs/works great. However, when I make changes to HumanPlayer.cpp and recompile with scons, all I end up with is object code in
F:\Cafu-src-r625\Games\DeathMatch\Code\build\win32\vc10\x86\release
DeathMatch.lib rather than DeathMatch.dll
Time stamps show that the DeathMatch.lib is updated, yet when running Cafu (from CaWe or directly), the speed changes are not applied. Obviously I am missing the linking stage to make the DLL and I am not sure why, but it looks like the game can run using the .lib too?
Sorry, I'm clearly a bit lost on the simple things. That first year college C++ experience I had more than a decade ago is showing lol... I tried reading up on scons, because I have never used it before, what I could find was more advanced than what I understand.
Carsten wrote:
This looks right, and I just tried the exact same change (lines 450 and 451), and it worked exactly as intended: reckless speed for the human player
Did it properly, without errors etc., recompile and link?
No errors when using scons. The "IDE" seems to function.
Carsten wrote:
Code: Select all
BoundingBox3dT(Vector3dT( 400.0, 400.0, 100.0), // Roughly 32*32*72 inches, eye height at 68 inches.
Vector3dT(-400.0, -400.0, -1728.8)), // 68*25.4 == 1727.2
The first two numbers in the two vectors define the lateral dimensions of the bounding-box when looking at the player from bird's eye view. The players eye/camera is at 0, so that the bounding box extends 100.0 units above the eye (to account for the parts of the head that are above eye level), and 1728.8 units below (the height of the body below eye level).
Unfortunately, this code is not very well written, and if you change the 1728.8, you have to do this in three or four places in
HumanPlayer.cpp
. Just search for them and replace them all with the new number (better yet, create a global static variable, and replace the 1728.8 with the new variable).
Thank you! Now the numbers make sense! lol... I sat there for a long time looking at that code wondering what it was describing and how I should interpret it. I'm going to add your comment here as a code comment.
![Smile :)](./images/smilies/icon_smile.gif)
Good idea about making global static variable for it. I may do the same for the movement speed as well.
Speaking of movement speed, am I the only person to notice that holding WA or WD causes the character to run at a 45 degree angle roughly twice as quickly as normal? I haven't looked too closely at this, but it would seem that doing this adds the forward and sideways movement values together and then does not divide them by 2. Not really a problem, just something I noticed.
Thank you for all of your help. I am sure you have loads of other things to do!