Talk:Realistic Simulated Bullets
Sorry about Orange Box, now it only for EP1 engine. I'm too busy now and can't work on it
Any more progress on this? Potentially going to be using this in a project of mine just wondered if any of the bugs have been sorted before I get stuck in? --R1zeeK 20:33, 26 October 2009 (UTC)
The only problem I had with implementing this into the OB engine are the CVars in the bullet_manager.cpp. A way around this would be to change the Callback functions like so
static void BulletSpeedModifierCallback_t(IConVar *var, const char *pOldString, float flOldValue)
Note the IConVar *var and the float flOldValue. Change it so that each of the 3 functions look like that. That should fix the ConVar issue but will cause a slightly different issue inside the function.
All of the pointers in the function will be unrecognized because its using the old ConVar. You can comment all of that out or take some time to fix it.
- Note Be careful with the functions and pointing to ConVar when using IConVar. I had multiple crashes just trying to launch the game.
Hope that helps. --Dragondx11 21:17, 13 February 2011 (UTC)
Fixed bugs with freezing and crashes of the game. Modified algorithms of bullet fly and penetration. Also added fun cheat - SuperRicochet, activates by possible value of 'sv_bullet_unrealricochet' CVar.
I don't want to sound too demanding, as I can appreciate the work that went into this, but I'm very interested in learning why it works rather than just copy/pasting it into my mod. Is there any way a tutorial can be written up, or maybe just some more documentation added to this page? I might not want all of the features of this code, and I also want to modify it to allow for weapon scripts to define penetration on a per weapon basis... I'd be happier to do this myself than to have it done for me, but better understanding this code would help in that effort. vecima 16:15, 12 March 2009 (UTC) (EDIT: forgot to sign my message)