User talk:Maven: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 59: Line 59:
:Give me some details, what's desired, and I'll create one.
:Give me some details, what's desired, and I'll create one.
:i.e. - Clock-like Movements or only reacts to physics. --[[User:Mark WiseCarver|wisemx]] 13:22, 18 Nov 2005 (PST)
:i.e. - Clock-like Movements or only reacts to physics. --[[User:Mark WiseCarver|wisemx]] 13:22, 18 Nov 2005 (PST)
::The original discussion was at [[Talk:Physics Entity Overview]]. In short, the goal was to create a variable-length pendulum that could be parented and that, if possible, reacts like a rope rather than like a rigid body. I ended up faking it with a [[phys_lengthconstraint]] hanging from a [[func_movelinear]] hanging from a [[phys_ballsocket]], but it's still an interesting problem.
::By the way, this was for a giant [[Wikipedia:Toy Crane Machine|claw machine]] I made for [[HL2 Kids]]. It's fully functional except that it's too difficult. When I have the time and inclination again, I hope to improve its grip and submit it. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 10:36, 21 Nov 2005 (PST)

Revision as of 11:36, 21 November 2005

Archives of this page: 16 Sep 2005 – 16 Oct 2005 | 16 Oct 2005 – 27 Oct 2005


Third-party templates

I'm gonna make templates of those alpha and beta things in your sandbox, I think they're good to have and look decent enough as they are. If you don't want me to, sorry. --Charron 12:58, 28 Oct 2005 (PDT)

No problem. Either AndrewNeo or I would have gotten to it eventually; you've saved us the trouble. —Maven (talk) 13:22, 28 Oct 2005 (PDT)
In hindsight, I'm surprised we waited so long to make these. They should have been obvious when we were setting up mod posting rules. --Charron 10:57, 31 Oct 2005 (PST)
  • Just glad I can help contribute new ideas :) Also, I think the checkmark looks funny. It's kind of obvious it's not avaliable for download, if there's no download link. --AndrewNeo 11:24, 31 Oct 2005 (PST)
It doesn't bother whether it's present; if nobody wants it, remove it. For the large form, if the check stays, it should be next to the main icon rather than under it (I didn't know how to do that). —Maven (talk) 11:42, 31 Oct 2005 (PST)

Template:If doesn't seem to like equal signs in the optional parameter value. I'm starting to think that using Template:If was a bad idea. —Maven (talk) 11:42, 31 Oct 2005 (PST)

Work-around: if the download link contains =, enclose it in a nowiki tag: <nowiki>=</nowiki>. —Maven (talk) 11:52, 31 Oct 2005 (PST)

If

if what?—ts2do (talk) 19:01, 30 Oct 2005 (PST)

Template:If. —Maven (talk) 19:01, 30 Oct 2005 (PST)

Help!!

c:\Program Files\Valve\Steam\SteamApps\SourceMods\PWSRC\src\dlls\game_player_manager.cpp(7) : error C2440: 'static_cast' : cannot convert from 'void (__thiscall CGamePlayerManager::* )(inputdata_t &)' to 'inputfunc_t'

Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast

ts2do (Talk | ›) 17:05, 6 Nov 2005 (PST)


NVM It seems I have to derive my class from CBaseEntity—ts2do (Talk | ›) 17:11, 6 Nov 2005 (PST)

Third Party Templates

I was looking into adding something like in the bottom of my sandbox, to point to the page on Valve's storefront. Maybe it could be a part of the bottom of the third party templates? --AndrewNeo 11:24, 31 Oct 2005 (PST)

How about making that a separate template? —Maven (talk) 11:27, 31 Oct 2005 (PST)

Templates in sigs

e icon never changes though...it'd be too cluttersome without it—ts2do (Talk | ›) 19:11, 9 Nov 2005 (PST)

How about using <sup>([[User talk:Ts2do|Talk]]&nbsp;|[mailto:tsdodo@gmail.com &nbsp;])</sup> instead? That produces:

(Talk | )

and doesn't use transclusion. There are several reasons why someone might change the template—including bad reasons, such as someone just trying to figure out what it does. Plus it's a juicey spammer target. —Maven (talk) 19:44, 9 Nov 2005 (PST)

Or <span></span> should provide the same effect as the empty font tags, and is short and more readable. —Maven (talk) 19:52, 9 Nov 2005 (PST)

ts2do (Talk | @) 20:08, 9 Nov 2005 (PST)

Hey, that's nice. —Maven (talk) 20:53, 9 Nov 2005 (PST)

Rgr, thanks :) MenZa

What happened, menza?—ts2do (Talk | @) 06:03, 10 Nov 2005 (PST)

Moving pendulum

Just noticed your aged question at the bottom of me talk page - sadly, I never figured out a proper solution, and went with something a bit different. I imagine it's possible with the addition of new physics entities or some horrible hacking around with springs and things (see that lowering lift in one of the later City 17 maps as an example) but done 'properly'? Nah... --Cargo Cult (info, talk) 11:24, 18 Nov 2005 (PST)

Give me some details, what's desired, and I'll create one.
i.e. - Clock-like Movements or only reacts to physics. --wisemx 13:22, 18 Nov 2005 (PST)
The original discussion was at Talk:Physics Entity Overview. In short, the goal was to create a variable-length pendulum that could be parented and that, if possible, reacts like a rope rather than like a rigid body. I ended up faking it with a phys_lengthconstraint hanging from a func_movelinear hanging from a phys_ballsocket, but it's still an interesting problem.
By the way, this was for a giant claw machine I made for HL2 Kids. It's fully functional except that it's too difficult. When I have the time and inclination again, I hope to improve its grip and submit it. —Maven (talk) 10:36, 21 Nov 2005 (PST)