Some technical notes on the space station test cog:
- The sector thrusts push the player toward all surfaces except the two circular-like sections on the opposite ends of the station. There is no sector thrust in the middle of the station, i.e. in the air.
- The game engine's floor (default mat) is next to a slant with a gray texture. The modified physics should keep the player standing as if he were standing on the two floors it sits between. I usually notice a slight twitch when entering or exiting the slant (explained later). The same goes for the game engine's ceiling (gray circle within octagon texture), except there the floor has a slant on either side of it.
- There is a "pit" on one of the game engine's walls. If the player walks over either of its two larger edges into it, the player auto-aligns to the pit's wall before correctly aligning to the pit's bottom. Aligning to the wall should not happen. I have not successfully found an elegant way of handling this situation. An inelegant workaround is to require the level to have a 270+degree angle between the wall and floor/slant where the sector thrust changes direction.
- Note that the game engine's walls and ceiling can use the standard floor sounds (normal, metal, ground, water). (This was probably already known, but noting it just in case it was not documented.)
- The test gob has an unused cog called
sector_gravity.cog, which was my earliest method for the changed physics. It uses the entered and exited messages for each floor and slant. This would mean linking all of the floors and slants of the level to the cog (which I dislike, as my other thread posts have at least alluded to).
- To align the player properly on a slant, 5 passes are made through the pulse because the only way I could think of aligning the player properly was to attach him to the floor (auto-aligning him) and then reattaching back to the slant (without auto-aligning). Using a separate object to do this and then teleporting the player to the object works, but the auto-aligning attachment seems to need something in the game engine processing between pulses. Without the engine processing between certain steps of the attachment, the auto-aligning uses a previous alignment that the player had, as if the game engine sets a flag to remember the current auto-alignment.
- Note that if you fire the bryar pistol, it's projectile does not go in a straight line, but is affected by the sector thrusts. (This might have been known already.)
Some general notes:
- One of the reasons for going to all of this trouble is to make it as easy as possible for making space station levels (hint hint).
- I am trying to allow all kinds of mods, such as those with a jetpack or grappling hook, to be playable within the space station levels.
- I think it would be fun to have players start or respawn on the game engine's walls and ceiling, without really knowing where the "true" floor is.
Trying to keep my forum posts short,