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From: R.Fries <te...@rf...> - 2006-07-10 06:50:16
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hey, i have found a descreption of the mdc-model-file-format: http://themdcfile.planetwolfenstein.gamespy.com/ the next link is the google-cache entry, because for most gamespy-links you need an account there http://72.14.221.104/search?q=cache:WopyCJePlZEJ:www.planetwolfenstein.com/themdcfile/MDC_File_Format.pdf+idpc+mdc+format&hl=de&gl=de&ct=clnk&cd=2 now i know why i could not match it to the md3-fileformat. for the model-designers: look at the original silencer.md3 in the et-pak0.pk3. You have to use the same position, and you should do so. Then you can do yourself a quick test how your weapon is looking in 3personview in otc6. For the colt(a pistol) copy it over the ss_colt.mdc. You loose the animations, but you can see it now in the hands of the player. Until you have no shader specifyed it will be drawn in color orange. I have done this with "name"s deagle, and after some rotations and moves it looks good now. Link to pic will be posted in the tce-forum. Changes in game are now: shooting range is taken from ammoTable and the colt is shooting less than 100mtr. Shooting range and damage is taken from the ammoTable and its the same for aimed/not-aimed shooting. The flash got no more smoke, only fire-pyro for the explosion and if the player is in the flash-damage-range he is 1.5 seconds blinded plus some more time, how much he could be damaged. The little flash-damage is still subtracted from the players health, but some told me it might be only done if the player is very close at the flash-explosion. In game-play shows sometimes very different flash-damage-effects and it seems to be a question how the map was designed. You might have noticed such things in tce(test) too, throw a nade into a room and get flashed through the wall too. In oasis in the tunnel from allies to axis is a wooden horse/donkey trailer. A flash behind this wooden thing has very small damage(this damage is not what the player might get, its the in game calculation of the impact from one entity to another). For testing the ammo-sharing, i have put the 2 mp's to use the same ammoslots. bad things: the hit-boxes are really too big, they box of the head has the same values like the body. I did only a quick look about it and its by far not so crowded like the weapons-specific stuff was. If we now have to modify range, damage, spread, ammo-sharing, weapon-model - its all done in one place. After the "bug" with the lost aiming of the colt (i disabled some debug-flags to have no messages for the force-otc6-test-server), i think about doing the registering of the weapons with a simple flag in the ammotable too and not hardcode it into the mod. weapon-spread is disabled at the moment to get a look about the accuracy of the shooting for different weapons. lol - you can now even do leaning if in prone.... did not notice that we enabled it when we enabled the shooting in lean-mode. enough at the moment, kind regards, test-dr -- Ruediger Fries, te...@rf... |