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  1. Spring E. Thing

    No BLJs

    From: Spring E. Thing Enabling this script as a mod when hosting a server for SM64-CoOp DX will prevent the famous 'Backwards Long Jump' glitch from being possible. Server hosts have access to the chat command /no-blj. Executing this chat command proving either an argument of on or off will...
  2. Spring E. Thing

    Lua - Implement New Camera Cutscenes?

    I'll keep that in mind, TY! I haven't started work on any of this due to a mix of IRL obligations and a game release that has me hooked, but as of like 2 hours ago I'm back on it and I'll be getting to the subject of this thread likely within a day or two.
  3. Spring E. Thing

    Lua - Implement New Camera Cutscenes?

    Thanks a ton again, Emerald! Your help in this area of the forums has been invaluable during my development time when source code analysis just won't cut it. I'll be trying some of this stuff out in a few hours and I'll update ya if I get stuck again. The cutscene I'm making is super basic and...
  4. Spring E. Thing

    Lua - Implement New Camera Cutscenes?

    TL;DR I want to add a cutscene int to my .lua that isn't present in vanilla SM64. After adding the cutscene, I want to start the cutscene from .lua, I want player input to still work during the cutscene, I want the cutscene to remain focused on some Object in the game world, and then I want the...
  5. Spring E. Thing

    Behaviours - INTERACT_COIN Hitbox Not Working?

    TY for the consise and simple help, worked like a charm! I actually already had the OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE flag set in the bhv_generic_init() method so that wasn't a problem, but changing the object list to OBJ_LIST_LEVEL was all I needed for functionality. I won't even need a model...
  6. Spring E. Thing

    Behaviours - INTERACT_COIN Hitbox Not Working?

    TL;DR I've done a lot of digging into how coins work in the SM64 Decomp source and largely deduced how the interaction between Mario and coins works. I've made a behaviour that sets a hitbox to replicate this, and I can prove the hitbox works already with obj_check_hitbox_overlap(), however for...
  7. Spring E. Thing

    Lua Moveset Edit - 1 Player Works Fine, More Than 1 Player Breaks Everything

    TL;DR Thank you so much for the help, it worked! Alright so I've had my time to read over the post in question and implement all the advised changes. Most important of all I'd like to start off my clarifying that the suggested changes worked perfectly, so thanks a ton for that, huge burden off...
  8. Spring E. Thing

    Lua Moveset Edit - 1 Player Works Fine, More Than 1 Player Breaks Everything

    Incredibly thorough response! I haven't had time to read through it all yet since I pretty much just woke up, but I'll add another post once I've had a chance to with any further questions, Just wanted to let you know ASAP that I rly appreciate the help : )
  9. Spring E. Thing

    Lua Moveset Edit - 1 Player Works Fine, More Than 1 Player Breaks Everything

    DOWNLOAD THE SOURCE FOR THIS POST HERE TL;DR My .lua moveset edit has wildly different behaviour between a server with only one player present and a server with multiple players present. I'm quite sure the reason is that I don't understand peer-to-peer network topology very well, but I need a...
  10. Spring E. Thing

    Lua Debug Methods - Visualize a vec3f?

    That's actually the method I'm currently using (spawning an object representing the vec3f and rotating accordingly), just figured there may or may not be something better suited. Oh well, ty anyway!
  11. Spring E. Thing

    Lua Debug Methods - Visualize a vec3f?

    Hey guys, just wondering - are any debugging methods provided with the Co-Op DX .lua definitions beyond log_to_console()? In particular, I'd really like to visualize a vec3f in world space as though a line drawn to the screen, but I'm not finding any methods for this right now. Should a method...
  12. Spring E. Thing

    Lua Global Namespace Confusion - Why Does This Throw An Error?

    Nice, and for the record your solution worked perfectly, all I have to do is then locally set a flag for each player to say the hook response has executed at least once and then the hook simply won't run again for future levels then I'm all set. TYSM!
  13. Spring E. Thing

    Lua Global Namespace Confusion - Why Does This Throw An Error?

    As I understand it, your solution of the HOOK_ON_LEVEL_INIT hook would work because that hook will happen pretty much for the first time immediately after the server is done loading and therefore after all .lua files have been read and not just main.lua, right? Regardless, I'll give it a shot now.
  14. Spring E. Thing

    Lua Global Namespace Confusion - Why Does This Throw An Error?

    TL;DR Global functions in one sibling .lua file of main.lua work whereas global functions in a different sibling .lua file of main.lua outputs an error to the console about not existing. Why? I've got a directory of .lua files for my mod that so far has sibling files that look like this: In...
  15. Spring E. Thing

    Custom Meshes & Animations - Where To Start?

    TL;DR Culling was caused by non-binary weighting for the mesh's weight painting, see below for more details. So I randomly remembered a tidbit of info from years ago that SM64's engine cannot handle weighting on meshes that are part of an armature that is non-binary. That is to say that vertex...
  16. Spring E. Thing

    Custom Meshes & Animations - Where To Start?

    TL;DR The model's now loading in, but about a quarter of the polys are culled. How come? Ah, that'd do it I guess. I'll fix that now and report back shortly, probably in an update to this post. UPDATE Success! The model is now loading in, thanks a ton! A little bigger than I'd like but that's...
  17. Spring E. Thing

    Custom Meshes & Animations - Where To Start?

    Good question. In Blender, my both my Armature and its data are named car_geo with my Object and its mesh data named car. In the exporter panel, it is much the same: In Lua, this is how I'm loading the model, with the script this is in being in the same directory as the actors subdirectory...
  18. Spring E. Thing

    Custom Meshes & Animations - Where To Start?

    TL;DR Exporting with an export type of 'C' and my decomp repo set to a local pull of the Co-Op DX repo produces an 'Error' mesh in-game. Is this the fault of my export or the fault of my Lua? Alrighty, it's tomorrow now, and I did as EmeraldLockdown suggested. Switching my export type to 'C'...
  19. Spring E. Thing

    Custom Meshes & Animations - Where To Start?

    Ah gotcha, didn't expect that kind of functionality from Co-Op DX just reading my .lua, awesome all the same! It's pretty late here now so I won't try this right away but you can expect a test of this first thing tomorrow and anything that may come about from it.
  20. Spring E. Thing

    Custom Meshes & Animations - Where To Start?

    TL;DR I clicked the 'Export Armature Geolayout' button with the export type set to 'Insertable Binary' and the game crashes upon trying to host a server with a Lua file that reads the exported .bin file. Hey guys, back again, just trying to get to grips with Fast64, got to a point where I can...