I've had a quick think about this and I have come up with the following.
It's probably not all useful, but may be for future reference.

* Don't adjust self.origin.  This is, apparently, bad.  The movement
code in the engine needs to be the only thing that alters it.  There is
a builtin ``setorigin'' that does what you need, I believe.  This calls
the code in the engine that lets it know what's going on.

* There are ways to check that a hull will fit in a given space.  One of
the best, I've found, is the extension function ``tracebox''.  I use it
a lot in the AGRIP code now.  It's like traceline but it takes into
account the physical size of what you're tracing, as opposed to treating
it as a single point (which is, of course, good for checking if players
and stuff will collide).

Please remember I'm trying to keep up with your development on the
portability side for your mod; make sure you don't change things much or
you'll have a lot of backporting to do when I've finished.  It will be
good for everyone when you can use all of our code w/o needing to do any
manual updates, but the price is that you'll have to ease up on
develoopment or backport changes, when I'm done.  Last time I got it
working and this time I expect I can get it working w/o any duplicate
code, since you explained the whole function overriding technique.

This will make your mod a valuable model for future developers and I
intend to make it easy for you to update to our code by simply
developing in a directory inside your checked-out CVS repository and
being able to do a ``cvs update'' to get all our latest code.  No reason
why that shouldn't be possible :-).  I just want to ensure that my
effort is going to have a real use in your mod as well as a reference
for future modders.  I'm really busy at the moment but I hope I'll be
able to get it done soon.

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>

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