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-   -   Messiah engine source code revealed! (http://forums.filefront.com/general-gaming/43571-messiah-engine-source-code-revealed.html)

Cydronate April 22nd, 2000 02:38 AM

Messiah engine source code revealed!
 
Wow, this is juciy! The Messiah souce code here it is:

/*
Actors:
Bob1
Halo
*/


///////////////////////////////////

#define _WeakLittleBaby 8
#define _WeakLittleEvilBaby 9

Fun Stuff

Command 1_#when starting game_crash!
Command 2_when going through doors_crash!
Command 3_when playing movie_no sound!
Command 4_if 800 mhz with 128 mb of RAM detected _ reduce 200 fps!
Command 5_when playing movies_crash to desktop!
Command 6_reduce some more FPS!
Command 7_Crash some more
Command 8_display blue screen of death, every 5 minutes
Command 9_when patch is applied, increase the frequnecy of crashes
Command 10_crash for no reason what so ever

Actor(Bob1)
{
file(bobHeader);
startstate(statenormal);
startaction(BobIdle);
rank(_WeakLittleBaby);

//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,0);
float(_declare,AIUsage,0);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIANo CloseUpReaction);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);

/*
if(vkey==key_a)
{
call(PlaySequence,0); //play end sequence

//call(wCheckViewCollision,-1,-1,-1,0);

#crash some more

_pREtty cool huh?



[This message has been edited by Cydronate (edited 04-23-2000).]

JohnDon3ille April 22nd, 2000 09:16 AM

thx - that's really cooool!! Next time I buy a Shiny game, I will only READ the code instead of trying to play it! I wonder if the DAIKATANA-Bugs will give us as much fun as this game (or Ultima9:-))

JAKhammer April 22nd, 2000 09:46 AM

Quote:

Originally posted by Cydronate:
Wow, this is juciy! The Messiah souce code here it is:

/*
Actors:
Bob1
Halo
*/


///////////////////////////////////

#define _WeakLittleBaby 8
#define _WeakLittleEvilBaby 9

Fun Stuff

Command 1_#when starting game_crash!
Command 2_when going through doors_crash!
Command 3_when playing movie_no sound!
Command 4_if 800 mhz with 128 mb of RAM detected _ reduce 200 fps!
Command 5_when playing movies_crash to desktop!
Command 6_reduce some more FPS!
Command 7_Crash some more
Command 8_display blue screen of death, every 5 minutes
Command 9_when patch is applied, increase the frequnecy of crashes
Command 10_crash for no reason what so ever

Actor(Bob1)
{
file(bobHeader);
startstate(statenormal);
startaction(BobIdle);
rank(_WeakLittleBaby);

//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,0);
float(_declare,AIUsage,0);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIANo CloseUpReaction);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);

/*
if(vkey==key_a)
{
call(PlaySequence,0); //play end sequence

//call(wCheckViewCollision,-1,-1,-1,0); //fade to black
//call(wCheckViewCollision,0,0,-2,-1); //fade to white
//call(CDSwap,7,0,100,60); //example: new track, newloopstate, new vol, fade time
//call(HUDTimerSet,1800); //example: starts displaying and counting down from 60 seconds :: call once, not every frame!
}


if(vkey==key_b)
{
//call(wCheckViewCollision,-1,-1,-1,0); //fade to black
//call(wCheckViewCollision,0,0,0,0); //fade to white
//call(CDSwap,7,0,100,60); //example: new track, newloopstate, new vol, fade time
//call(HUDTimerSet,1800); //example: starts displaying and counting down from 60 seconds :: call once, not every frame!
}
*/


#include "messiahscripts\BobGen.hxx"

}

Actor(EvilBob)
{
file(EvilBobHeader);
startstate(statenormal);
startaction(BobIdle);
rank(_WeakLittleEvilBaby);

//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUAlwaysRun|_AIUFindHost) ;
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPo ssesion|_AIANoCloseUpReaction|_AIANoBoneCollision) ;
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);

float(_declare,firefeet,0);

float(_declare,ScaleEBob,1); //evil bob only


printi("Evilbob target: ",VAIhastarget);
printih("Evilbob targetclass: ",VAItargetclass);
if(VAItargetclass==_AIclassAngel)
{
print("clearing target");
call(AIclrtarget);
}


#include "messiahscripts\enemies\CopGen.hxx"

if(VActiveTime==1)
{
spawnactor(EvilHalo,0,0,0);
call(CheckForPickup,4,_ClassPickup);

ChangeMaterialFlags(_or,7,_SXMChromaKey,255);

//call(SubtractHealth,0,-3000); //bob full health after a depossess (just for now)
}

if(Vaction==EBobHeelTap)
{
if(VFrame>=25)
{
call(SetParticleSetID,"s1r8");
float(_sub,ScaleEBob,0.13);
scalebonematrix(0,ScaleEBob,ScaleEBob,ScaleEBob,_S XBoneAttAbsolute);
}
if(VFrame==32)
{
KillActor();
}
}


if(VTrigger!=_DIRwalking)
{
if(VTrigger==_DIRforward| |Vtrigger==_DIRleft| |Vtrigger==_DIRright| |Vtrigger==_DIRsideleft| |Vtrigger==_DIRsideright| |Vtrigger==_DIRbackward)
{
spawnparticle(fx_evilfire,20,emptyvector,EmptyVect or,-1);
if(firefeet==0)
{
sample(SFXGenericBurn,-1,25);
}
float(_set,firefeet,1);
}
else
{
if(firefeet==1)
{
samplestop(SFXGenericBurn);
}
float(_set,firefeet,0);
}
}
else
{
if(firefeet==1)
{
samplestop(SFXGenericBurn);
}
float(_set,firefeet,0);
}
}

Actor(chotdwarf)
{
file(ChotdwarfHeader);

rank(_RankSergeantL);

startstate(statenormal);
startaction(BobIdle);

//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUAlwaysRun|_AIUCrowdArou ndLeader);
float(_declare,AIAbility,_AIAJump|_AIAFlashVisors| _AIASpecialSecondaryWeapon|_AIANoCloseUpReaction|_ AIANoBoneCollision);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);

#include "messiahscripts\enemies\CopGen.hxx"
}


Actor(Halo)
{
file(HaloHeader);
startaction(nomove);

//float(_declare,HaloTrans,30);
vector(_declare,HaloPos,0,25,0);
vector(_declare,HaloPos1,0,0,0);
vector(_declare,HaloPos2,0,0,0);
vector(_declare,HaloPos3,0,0,0);
vector(_declare,HaloPos4,0,0,0);
vector(_declare,HaloOuterPos,0,0,0);
float(_declare,RndAngle,0);
float(_declare,Fader,255);
float(_declare,FaderDirection,-20);

vector(_copy,HaloPos4,HaloPos3);
vector(_copy,HaloPos3,HaloPos2);
vector(_copy,HaloPos2,HaloPos1);
vector(_settoactorpos,HaloPos1);


if(VState==StateAttached)
{
print("incoming ",incoming);
if(InComing==0)
{
call(ModelAmbient,255,255,255);
}
else
{
// vector(_copy,CharOffset,HaloPos1);
// vector(_addy,CharOffset,-80);
// vector(_set,TmpVector,0,0,0);
// vector(_setx,TmpVector,Fader);
// spawnlight(HeavyCopSearchLight,-1,CharOffset,TmpVector,EmptyVector,90);
call(ModelAmbient,255,Fader,255);
float(_add,Fader,FaderDirection);
if(Fader<0)
{
float(_set,Fader,0);
float(_inv,FaderDirection);
}
elseif(Fader>255)
{
float(_set,Fader,255);
float(_inv,FaderDirection);
}
}


if(VSniperMode==0 && VFirstPerson==0)
{
call(ChangeAlpha,40);
//call(ReDrawActor,halopos1);
//call(ChangeAlpha,30);
//call(ReDrawActor,halopos2);
//call(ChangeAlpha,20);
//call(ReDrawActor,halopos3);
//call(ChangeAlpha,10);
}


//limit length of halo trail ----->
/*
vector(_declare,halot,0,0,0); //tmp pos
vector(_declare,halon,0,0,0); //new pos
vector(_declare,halod,-1,-1,-1); //delta

vector(_copy,halot,halopos1);
vector(_sub,halot,halopos2);
vector(_normalize,halot); //yarK

vector(_copy,halon,halot);
vector(_mul,halon,halod);
vector(_add,halon,halopos1);
//call(ChangeAlpha,10);
call(ReDrawActor,halon);

//vector(_set,halod,-1,-1,-1);
//vector(_copy,halon,halot);
//vector(_mul,halon,halod);
//vector(_add,halon,halopos1);

//call(ChangeAlpha,20);
//call(ReDrawActor,halon);

//vector(_set,halod,0,0,0);
//vector(_copy,halon,halot);
//vector(_mul,halon,halod);
//vector(_add,halon,halopos1);

//call(ChangeAlpha,30);
//call(ReDrawActor,halon);
*/
//<------limit length of halo trail


if(vrnd<50 && VSniperMode==0 && VFirstPerson==0)
{
float(_rnd,RndAngle,4096);
vector(_vectorfromangle,HaloOuterPos,RndAngle,20);
vector(_add,HaloOuterPos,HaloPos);
SpawnParticle(fx_Halo,0,HaloOuterPos,emptyVector,-1);
}

if(vtrigger==_DIRdepossesion)
{
killactor();
}

if(VRank==_WeakLittleBaby)
{
if(Vstate!=StateOnFire)
{
//vector(_declare,bbbcolor,120,75,000);
vector(_declare,bbbcolor,10,20,30);
SpawnLight(LomnilightAllSets,0,EmptyVector,bbbcolo r,EmptyVector,250);
}
}
}
}

Actor(EvilHalo)
{
file(EvilHaloHeader);
startaction(nomove);

//float(_declare,HaloTrans,30);
vector(_declare,HaloPos,0,25,0);
vector(_declare,HaloPos1,0,0,0);
vector(_declare,HaloPos2,0,0,0);
vector(_declare,HaloPos3,0,0,0);
vector(_declare,HaloPos4,0,0,0);
float(_declare,RndAngle,0);
vector(_declare,HaloOuterPos,0,0,0);

vector(_copy,HaloPos4,HaloPos3);
vector(_copy,HaloPos3,HaloPos2);
vector(_copy,HaloPos2,HaloPos1);
vector(_settoactorpos,HaloPos1);

if(VState==StateAttached)
{
if(VSniperMode==0 && VFirstPerson==0)
{
call(ChangeAlpha,80);
//call(ReDrawActor,halopos1);
//call(ChangeAlpha,30);
//call(ReDrawActor,halopos2);
//call(ChangeAlpha,20);
//call(ReDrawActor,halopos3);
//call(ChangeAlpha,10);
}


//limit length of halo trail ----->
/*
vector(_declare,halot,0,0,0); //tmp pos
vector(_declare,halon,0,0,0); //new pos
vector(_declare,halod,-1,-1,-1); //delta

vector(_copy,halot,halopos1);
vector(_sub,halot,halopos2);
vector(_normalize,halot); //yarK

vector(_copy,halon,halot);
vector(_mul,halon,halod);
vector(_add,halon,halopos1);
//call(ChangeAlpha,10);
call(ReDrawActor,halon);

//vector(_set,halod,-1,-1,-1);
//vector(_copy,halon,halot);
//vector(_mul,halon,halod);
//vector(_add,halon,halopos1);

//call(ChangeAlpha,20);
//call(ReDrawActor,halon);

//vector(_set,halod,0,0,0);
//vector(_copy,halon,halot);
//vector(_mul,halon,halod);
//vector(_add,halon,halopos1);

//call(ChangeAlpha,30);
//call(ReDrawActor,halon);
*/
//<------limit length of halo trail


if(vrnd<50 && VSniperMode==0 && VFirstPerson==0)
{
float(_rnd,RndAngle,4096);
vector(_vectorfromangle,HaloOuterPos,RndAngle,20);
vector(_add,HaloOuterPos,HaloPos);
SpawnParticle(fx_Halo,0,HaloOuterPos,emptyVector,-1);
}

if(vtrigger==_DIRdepossesion)
{
killactor();
}

if(VRank==_WeakLittleBaby)
{
if(Vstate!=StateOnFire)
{
//vector(_declare,bbbcolor,120,75,000);
vector(_declare,bbbcolor,10,20,30);
SpawnLight(LomnilightAllSets,0,EmptyVector,bbbcolo r,EmptyVector,250);
}
}
}
}


#crash some more

_pREtty cool huh?


Man are you BORED or what? http://forums.voodooextreme.com/biggrin.gif

-PuppetMaster- April 22nd, 2000 10:08 AM

We have the source code... but wheres a level editor??? lol.. Shiny! I want to make Messiah mods!! http://forums.voodooextreme.com/smile.gif

Felix of Mars April 22nd, 2000 12:11 PM

If only all my source code looked that good *hehe*

Felix.

Torg April 22nd, 2000 12:48 PM

uuuuhhmm.... you mean you have the SCRIPT code, not the SOURCE code....

big difference =)

Cydronate April 22nd, 2000 01:10 PM

hehe

I doubt any programmers at Shiny can tell the difference

;8-)

Cydronate April 22nd, 2000 01:15 PM

All programmers at Shiny are all too busy trying to get some people to play Unreal Tournament with them, instead of thinking of a friggin' descent patch for this **** crammed game

Note to Shiny; no one gives f**k (well, maybe a few people) about playing UT with you. we just need a fix for this game

Felix of Mars April 22nd, 2000 02:01 PM

Well I though it looked a bit too neat to be source code... But what would I know I can't even display a 3D box on screen yet :-)

Cydronate April 22nd, 2000 04:41 PM

Hehe

This is just a scrip that I found in one of the folders of Messiah, and I opened it in NOTEPAD. Yes I knew it is NOT the source code. I just copy pasted a bunch of incoherent lines. But that was not the point.

---Take a second look at my message (the very first one on this thread). I added a bunch of so called "commands" (i know it is kinda stupid) just to get a point across.

They are right in the beggining; I thought people would see it right away, well, it seems the joke's on me since few people actually saw these humorous "commands" that I added. If you didn't, take a second look.

Torg April 22nd, 2000 11:51 PM

Since you are seeing so many crashes... mind posting your dxdiag?

It'll be more useful than adding joke script commands.

Cydronate April 23rd, 2000 02:14 AM

Hey Torg

Don't worry bud, I tried everything. The game is somewhat "playable" for me. Then again, I am much much more tolerant on crashes.

I don't mind getting crashes every 2 minutes, really I don't, since Messiah is actaully a pretty damn cool game. But what throws me off is after I kill Father Prime, and the fat Satan starts talking to me, the game crashes to desktop at the same frame every single time. This kind of crash I cannot avoid or tolerate.

And i have tried everything suggested by everyone (including your's, Torg) and nothing worked. It is simply unplayable, and is worth nothing.

Felix of Mars April 23rd, 2000 03:00 AM

Sounds like you need to borrow my computer then it hardly ever crashes but when it does I know about it :-)

Felix.

p.s. I am not just talking about games crashing it... taking the CD out within about a minute of access crashes it cos the CD is still accsessing even though the data lights off :'(

Cydronate April 23rd, 2000 02:18 PM

Well you see, some people call me the Game God, because all I do 99 percent of the time is playing games

So I would say I have enough experience to tell if it's MY comp that is the problem, or it's the sloppy game engine.

You tell me what conclusion you draw, if 50 games work fine on your comp, then this game comes along that does not work....

Hmmm, you are right! it's my comp that's the problem. And the other 99 percent of the people that have bought Messiah and had major problems also, have bad comps.
Oh yeah, there was this guy who had a 800 mhz comp, with 256 mb RAM and a Geforece, and he got slow downs with Messiah!!!

I should have told him that it's his comp that sucks not the game, makes sense huh?

--I'm surpirsed Shiny didn't erase my thread, because they had censored my last posting
Face it, the game simply has problems, and as I had stated earlier, I have tried EVERYTHING! There is nothing you could tell me that no one else has before.

Torg April 23rd, 2000 09:22 PM

You haven't tried posting your dxdiag.

My machine at home crashed out consistently after about 15 minutes of play, until I got less leaky Aureal Vortex2 drivers.

Cydronate April 24th, 2000 12:37 AM

Go here http://rezabbs.tripod.com/messiah/

scroll the page down till u get to dxdiag

there;

Danziger April 24th, 2000 09:10 AM

Ooooooooooooooooh... somebody here is lazy in cutting and pasting.

Danziger :^)

Cydronate April 24th, 2000 05:14 PM

OOOH, someone's got **** for brains ahem*can you say Dangelier?

Torg April 24th, 2000 10:52 PM

Are you running in D3D or Glide primarily?

D3D with -v to disable mip-mapping has yielded best results to our knowledge.


Is your virtual memory dynamic or fixed?

If fixed, how much is it set to?

Is the Banshee AGP or PCI?

Where did you get those AWE64 drivers?
Driver filedate indicates a newer version than what Creative are offering on their site.

You say you get crashes all the time, does this also happen with -s on the command line to disable sound?

So as you see, I don't have any straight up solutions to your problems. But if you would take the time to answer these questions I would be very grateful.


Cydronate April 24th, 2000 10:53 PM

These are Microsoft certified drivers

I run primeraly in Glide (resulotion does not stay though, how come?)

My VM is dynamic

Banshee PCI

---> is there anyway to make the game run faster withought sacrificing the graphix?


[This message has been edited by Cydronate (edited 04-24-2000).]

Danziger April 25th, 2000 06:47 AM

OOOOhhhhhhhhhhhh.... there's your problem:

It's a Voodoo Banshee.

Here's your solution:

Ask people who have Voodoo Banshees.

I hope this helps you. If not, you can always pull the plug.

Read a book. You'll actually learn something for a change, Corn Flake.

Danziger :^)

Danziger April 25th, 2000 06:53 AM

Use D3D HAL.

Danziger :^)


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