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Code_Man
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- Birthday 11/30/1989
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Now that you mention it i recal dif being something of that sort, however i can tell you that those might be not very editable unless you have the .map source for those. I can assume its either some bsp derived format or just a custom model format, i know a bit about quake/hl technicalities but usually once its compiled its troublesome to decompile back to the original.
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Buying is not an option for me and github was never a thing for me. I have found the issue, were some missing lines in the scripts for the animation data, i copied those over from the repo and it works now. there is still a weird issue of setImageAnimPrefix not being found, i have the vague recollection of someone else mentioning this. Im still happy i have working running and idle anims atleast, it looks so much less bad with even some animations. I think someone should look into player landing without an animation causing a crash, that shouldnt happen for lack of an anim. I decided i will go down the route of doing as much as possible programistically and see where this takes me, it may not be easy or optimal but i want to see how far one could take things. Thank you again for your model, it will prove very helpful in the future, im sure.
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With some luck his game might find himself a good niche to sell in, sure competition is tougher than ever, but sometimes good things find customers. And those screenshots are real good selling points for me, you might use more variations in map conditions and see how those look.
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Progress is going well, with animations somewhat fixed, there is some issue of setAnimPrefix or whatever not being a function, which i know was working in the old version. I got weapons positions and the other node data and geometry mostly done, i still need to improvise a model for the shock gun, sadly i have no working revolver for the thief and no silenced pistol for the spy so far. Character tweaking is going along ok too, i expect to have a reasonable balance with good but not too good movement, also some effects need working on but i have rifle soldiers and engineers done, for the demo. I want to squeeze in another map, which should go quickly, the other maps are coming along fine too, i hope to have atleast decent prototypes soon. There are quite a few maps i want to make, most inspired by another red alert game and with some more classic red alert stuff too. My hope is by next week to have a playable demo done, the most i need is to fix the interface, which i hate the most. Its also a bit poor in terms of props and assets so far, its not that i dont have them, i just dont have them on hand right now and i dont want to stall or fill up with needless props. Bots still have some slight glitches and i want to make the code more split up to have more functionality, but im having quite fun with those so far, even if they are monotone. Game mode code is mostly working ok too, theres some questions on my part at what to do when the game ends, but that is not essential. Vehicles still need some meching on but i think there will be a handfull in. Im too lazy to post screenshots but i changed the lightning on one map to dusk so the light effects are really well visible, t3d really does well with realtime lightning and effects i will certainly use that.
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Glad to see you making progress in working with file formats, thats always useful to have around.
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Good news i managed to fix the animations, some script stuff was missing appearently, i dont care to know what exactly it was. I also found out why stuff looks so dark, i had brightness set too low on the maps. Just noticed too that the vehicles are too large in scale so will fix that and hope it doesnt mess up the vehicle balancing too much. I am pushing forward to a demo asap, with all classes including mechanic and shock trooper each with one weapon. The ranger and gaz will also be included and the truck, maybe the few tanks that proove not too undrivable too. There will be a atleast two maps with each a different game mode, with (crappy)bot support, three if things go well. As for the buildings and other stuff, i will try to squeeze in as much as i can for the next release, it mostly comes down to material and texture sorting and stuff. Im just doing weapon rigging and map finalizing, also code polishing and the dreadfuil ui stuff that is basically all it comes down for now. Theres some slightly experimental stuff i might throw in too, but usually those dont work well out of the box.
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Wow those look fantastic, if they drive as good as they look you got yourself a total seller and the map looks sweet too.
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Looks like someone stole freds ride. The lightning looks real nice in that shot.
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Just got to read that link, good one that gave me quite the laugh. I just noticed your github repo is gone, i dont know if you ditched it or it ditched you, but im i need of the script file for the paintballer. Dont feel like downloading ubergame for one file, i already downloaded sources for your model assets some time ago but dont have them on this machine. Also you might be quite right about the being innovative part, i dont know either for now i want to go with least amount of work no matter how crappy it looks. Being able to use 3rd person models in 1st person out of the box is a definite upside but as you said there is no perfect way and i dont know where things will go. Nor have i been able to figure out why 1st person animations dont work, from the github repo, there is no appearent big magic there.
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Wanna post a little update to show some more and disclose more intel. Good news is i got the ranger very nicely working and some other vehicles like the gaz for the soviets almost too. Bad news is i still havent figured out the animations part, i might end up using duions paintball once i get it working with the script. Im remaking the map el alamein from battlefield 1942 for comparison and because it is my favorite map, so if you played that you know where about its headed. I havent gotten yet to test bots with vehicles, but last i tried in 4.0prevewiev5 the bots would turn the steering either 1,0 or -1 what amounted to them driving only straight, would be awesome if that was fixed. For the demo i will keep things real simple and because it will take even longer to balance than to implement new stuff i will hold back on fancy gameplay mechanics. Eventually infantry weapon accuracy will be affected by energy and energy together with recharge and repair levels affected by damage level along with movement allowances. After that i would like to have a veterancy system to give players certain perks depending on class, similar to how enemy territory had that of sorts. Here are some screenshots of some vehicles, i dont know why its so dark, but i know the lights are misplaced and still need to work on that system, glowsticks will not be included in the game. The tanks are still flakey but getting there i think and the maps will be done quickly, its just i havent bothered to use different terrain materials yet and put in props. Also i made a entry in the t3d games page, once its approved il put in some better looking promo content.
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That looks and sounds great, wish you much success with it. Sounds like hell of fun and the map just looks fantastic, i bet its gonna be lots of fun. I enjoy just riding around in the jeeps i just managed to make on crappy sandy open terrain, that there must be on wild ride.
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Thats a very neat idea, looks funny as hell. Yeah i gathered you didnt have much of a plan, but i suppose putting in some sort of gameplay of any sort and all the fancy stuff and call it a day is good too. The springs/tires api in t3d is really sweet, i havent even started exploiting it, theres so much to do from damagable wheels to vehicle modding. Its great to hear you have a guide coming up, i managed to sorta get some things working on my own, so i wont need it i guess.
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Hi and welcome to the forums. Since im a gamedev and not an engine dev i cant say anything about the audio issue. However i can tell you that .ter files are very simple and even if very old can be fixed trivially, they are just one channel bitmaps, id look into that that, incase it does not work for some reason. I have no idea what .dif files are, the mission files are .mis, which are just plaintext declarations for objects and their properties.
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Good thing you mention this duion, i havent considered this perspective. Personally i prefer having all pieces as single files and gluing them together programmistically, since i rather reuse single stuff and less data in the files means less potential breakage. I rather have a single file for each model and anim and edit those without having to touch any other data, but thats just my prefed approach, i can totally see how different needs have other solutions. Im still having a real hard time getting the 1st and 3rd person anims to work, i checked the files and they are the same, i probably missed something real stupid, il keep trying it will work eventually. It looks like most here are still learning those things themselfs, we will see where this leads to, im sure there are many cases and solutions that can be found yet.
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Those look very cool, sounds like you guys make lots of headway, looking much forward to that.