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From: Florian M. <flo...@gm...> - 2006-07-26 11:44:43
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Florian Mayer wrote: > I just got Rev 105 and found out that the console is kinda broken, you > don't see what you're typing in nor does /kill work(which I really like > to test, for I can change weapon and don't need to nade myself to get > it), is that done on purpose or is this a bug? > --name > > sry just forgot to delete the profile file, sry :) --name -- Best regards Florian Mayer Get my GPG public key at http://florianmayer.fl.funpic.de/name/name.gpg |
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From: Florian M. <flo...@gm...> - 2006-07-26 07:19:30
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I just got Rev 105 and found out that the console is kinda broken, you don't see what you're typing in nor does /kill work(which I really like to test, for I can change weapon and don't need to nade myself to get it), is that done on purpose or is this a bug? --name -- Best regards Florian Mayer Get my GPG public key at http://florianmayer.fl.funpic.de/name/name.gpg |
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From: Florian M. <flo...@gm...> - 2006-07-12 10:15:15
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cause .raw doesn't save the scale :/ -- Best regards Florian Mayer Get my GPG public key at http://florianmayer.fl.funpic.de/name/name.gpg |
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From: R.Fries <te...@rf...> - 2006-07-12 07:33:46
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hey, its still not clear to me, but maybe someone knows more about it. What is this? one md3-file done with blender. The cubes are put a bit below the grid-surface and a bit to the right (in opposite to the green-axis). I did this because i still have no clue how the different files of a weapon act together. I put the md3-file over: models/weapons2/colt/v_colt.mdc models/weapons2/m16/v_m16.MD3 at my first tests i never saw anything (and tried it with a real weaponmodel...) but when playing around with the weapon-onscreen-positions it suddenly was drawn. I have to set /cg_gunX 15 (it seems to disappear totally below 10 - ..why?). Like you can see, there are still other parts of the weapon drawn - from the other files. They look like the anim-parts for weapon-reload. Normaly you dont see them, because the main-weapon is drawn over this - maybe the designers left it in to have a clue how to anim the hand-movement with the changing of the weapon-magazine. the pictures are: the blender weapon-model (.... 5 cubes ..) next as the m16, un-aimed and aimed(raised) next as the colt, un-aimed and aimed i first thought, the tags are crucial to put the weapon on the right place and tried different "tag_weapon" positions, nothing happened .... This is done with no "tag"s in the md3-file, only the cubes. @name: problem of resizing, did not finde anything - seems you have to scale it first in blender -- to milkshape - to md3 there.... for your export-way. last, i modified the python-plugins to read/write md3-files for blender - they are working better, but still it could happen, blender crashes in the export. Thats my 3rd day of python coding .... and i dont know anything about the blender api. Limitations: the et-engine can only process model-surfaces with up to 1024 vertices(points), and up to 2050 triangles (?not quite shure, but got this error msg. when loading such a thing in otc6). Thats for the designer, you have to use more smaller surfaces. The limit of surfaces for one model (something around ?256.. 512?..- a lot for weapon-design!). Next !urgent! if you export to md3, it might happen a surface gets a lot more vertices. Reason could be bad-exporter-code and for shure one part is the scaling of the md3-format. The points are saved as whole numbers (no fraction) and are multiplied by 64 to not lose details too much. But this can introduce new points for triangles, who normaly share the same( i dont speak about the pentium calc.bug...:-)). thats enough for now.. happy .. fraggin... - test-dr -- Ruediger Fries, te...@rf... |
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From: Florian M. <flo...@gm...> - 2006-07-11 23:15:24
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Just finished getting the bomb into et(without textures though) by exporting it as a .raw, then importing it into Milkshape, and exporting it as md3. But I'm having the problem that it's not properly scaled, but I am not able to resize it in Milkshape(what a crappy program :) ), so my question is: Are you coders able to scale and or rotate it in the code? Tnx PS. I'll try to get the textures working greetz name -- Best regards Florian Mayer Get my GPG public key at http://florianmayer.fl.funpic.de/name/name.gpg |
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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... |
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From: R.Fries <te...@rf...> - 2006-07-09 05:27:17
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Am Samstag 08 Juli 2006 22:14 schrieb Florian Mayer:
> I'm sorry but I think the export didn't work :(
> Need to try it again, sry folks
hey name(florian),
pls. what design-prog. you use: i guess blender
and then did you use the export-plugin for md3? Have you tried to do a import
of the exported md3?
What works for me: blender vers. 2.41 with pyhton-md3 import/export plugins
i can for example import the nice head: models/players/hud/head.md3
i cannot import a lot of the other md3-files with mdc extensions(i checked it,
there are different formats, sometimes only a shifted offest by 4 bytes,
sometimes the internal offset-values are wrong = the reading function dont
checks them and believes the parts are tied together in one way).
What dont works for me: export in blender to md3 and try to import this again,
thats why i am at the moment looking at the pyhton-plugin how to correct
this.
Pls. tell me if your version works(then i might have an older plugin... )
by the time: thats why i asked for the raw-triangle-format, not for the
md3-file - i cannot import it back in blender - i can write out the
raw-format with my own little tool and your glock.md3 shows:
filename: glock.md3
108 header
108 - header models/mapobjects/mymodel/glock.md3 frames 1, tags 0, surfaces
0, skins 0
frame-of:108 tag-of:164 surf-of:164 eof:164
press return to go on ...
164 - frame FRAME1
press return to go on ...
last 164
looks like a frame part without any surfaces(mesh), triangles,vertices....
if anyone wants my test-read-md3-kind thing - he shure can get it, but be
aware and dont ask me - its only a help if you look at the different
md3-structure parts and if you can modify it in programming-c....
kind regards, test-dr
--
Ruediger Fries, te...@rf...
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From: Florian M. <flo...@gm...> - 2006-07-08 20:15:08
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I'm sorry but I think the export didn't work :( Need to try it again, sry folks -- Best regards Florian Mayer Get my GPG public key at http://florianmayer.fl.funpic.de/name/name.gpg |
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From: Florian M. <flo...@gm...> - 2006-07-08 20:12:57
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I've managed to export the glock as .md3, though it hasn't got animation and isn't ready for ingame use, but maybe you can do something with it ;) --name -- Best regards Florian Mayer Get my GPG public key at http://florianmayer.fl.funpic.de/name/name.gpg |
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From: Marcelo F. <mar...@gm...> - 2006-07-08 16:15:27
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hey test. > welcome to the world of programming, - lol I entered this world 7 years ago, but thx. > KISS > > you know? > Keep it simple, stupid. > Keep it small and simple. > Keep it sweet and simple. > Keep it simple and straightforward. > Keep it short and simple. > Keep it simple and smart. > Keep it strictly simple. slackware.. sweet. :D I used to love this "way of life". lmao. > and now take what you want..? Why not use what is already around? no one said not to use what is already around. As I said, it would require (big) changes not a complete reimplementation. > At the > moment you have 2 slots in the limbo to do some selections? Is this done nice > with the pull down list? Is this done nice with the selection of the slots > (1=heavy weapon at the moment, and 2=light, pistols)? Do we really know if > the players will like it later? wasn't the idea to select not q heavy weapon and a pistol and (...) but any combination of guns that the player can carry? > Last question first: No, we dont, we have to > give it a try and see what other think if they use it. Ok? that's why I sent this message to the list. I belive all of you have played TC:E and ET, so... > Next, what if you > do something like showing all possible models (excluding the ammo-packs) and > do some selection made by the count of the ammo-packs for this weapon? Make > this sense? Should a user select a weapon even without any ammo? not really. But for a first alpha release that's ok. We would have to implement some sort of search when doing this because if 2 guns use the same ammo-pack it would be nicer to put all those packs on the same place. So making sure that the user did select at least 1 ammo-pack would require more work. Ofcorse, one could bring to this topic one idea of how do this without all this work. Questions and problems without answers won't help anything. > Next > problem, if the user selects different Weapons - how to put these in his > key-bind-weapon-system? Do we need something like 1 = mp, 2 = pistol, 3 = > knife, 4 = flash (by the time, we have made the first flash-wipe-out the user > screen thing), and so on... - - KISS? simple: 1 - heavy weapons (mp, ak, sniper rifle, ...). 2 - Pistols. 3 - Knifes. 4 - fragmentation granade. 5 - smoke granade 6 - flash bang. Pressing the key again would cicle trought the weapons you have selected for that category. > How do you select your weapons when > playing tce(test)? Never thought about? This slot-thing with weight/speed > relation is something that is the design-conception - not the user interface. Sure. But the interface have to reflect the game design. As far as I understood what I told was the idea of this game. > If you dont know, i will give it a try: > a player selects his weapons with key-binds 1,2,3,...8,9,0. > so you have 10 slots to fill up with weapons. you really dont need to use all > at the beginning. The player selects the weapon for the slot and the minimum > ammo is one filled mag. Player can select this weapon with more mags. At the > first, without weights, try something like select only 10 items (or more, > hope you wont hardcode it ...). For example: > at key-bind-slot 1: select a mp with 3 mags = 4 items > at key-bind-slot 2:select a pistol with 2 mags = 3 items > at key-bind slot 3: select nades 3 = 3 items and now its over to select any > more. If player likes he would have his selection on other > key-bind-slots.....and you know this key-bind-slot thing could always > overwritten with special bindings of the player-config, if you look in the > code the weapons are put on internal slot-numbers similiar like this > 1,2,3-key thing. And if you dont know how to start then first write down how > it is done at the moment and i am shure you will get some ideas. interesting idea but the only change from TC:E is that the player can select the ammount of ammunition he has. Is that what you were talking about all the time? Sry if I got it wrong. but don't you think it'd be nice to have one ak47 and one mp5 and no pistol or nade? It's faster to switch guns than to reload. And those guns are more powerful than pistols. I can see a lot of situations where it would be pleasant to have this setup. > kind regards, test-dr > cp. goes to dustpuppy, so i dont have to tell it all again. he's on the list now. take care. -- Marcelo C. Freitas / ]eVe[gsa.OgRo(BR)* Open Tactical Combat 2006 http://sourceforge.net/projects/otc6 AdaOS http://www.adaos.net Profile no last.fm: http://www.last.fm/user/eVeOgRo IM's: MSN: bat...@ho... ICQ: 24263609 Jabber: Og...@ja... GTalk: mar...@gm... Yahoo: baterausp |
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From: Marcelo F. <mar...@gm...> - 2006-07-07 17:06:47
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Hello all, test-dr wrote: > For example it would be > nice to select the amount of ammunition someone wants to carry with the > selected weapon. The ammoTable should get a additional column with the > weight-points for each weapon and its ammunition and the limbo should show > how much the user can carry and how much this slows down his movement. It's clear that the limbo menu will require big changes and that those changes will reflect the changes that are being made on the game. But we first need to decide exactly how to organize those changes. As I can see it would be like this: The player will have "W" slots for weapons and "A" for ammunition - both values configured by the server admin. Each weapon would also have "w" as it's required weapon losts count and each ammo pack would have it's "a" required slots. (During the game the player could get one weapon or it's ammuniton, but that's another topic) Also, each of those itens could have a weight that would be translated into slowing down the player. Then, someone with only a knife would run a lot faster than someone with a sniper rifle and 1000 ammo paks. :D So the limbo rerquires: . weapon selection (should we put each mod of the gun here or put the modifications elsewhere?). . free weapon slots count. Only the weapons that fit on the left slots can be selected (the other ones are still showed up, but inactive for selection). The player could start empty-handed and would pick the weapons during the game. . amount of ammo selection. . free ammo slots count. The ammo selection menu would have 2 arrows - one poiting up and another down. The down arrow would be active ultill ammountOfAmmoX <= 0 and the up arrow would be active until requiredSlotsForAmmoX > avaliableAmmoSlots. The player could start the round without any gun or any ammo pack. He would have to pickup something during the game. It's dumn but can make our job a lot easier. What do you think? -- Marcelo C. Freitas / ]eVe[gsa.OgRo(BR)* Open Tactical Combat 2006 http://sourceforge.net/projects/otc6 AdaOS http://www.adaos.net Profile no last.fm: http://www.last.fm/user/eVeOgRo IM's: MSN: bat...@ho... ICQ: 24263609 Jabber: Og...@ja... GTalk: mar...@gm... Yahoo: baterausp |
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From: Marcelo F. <mar...@gm...> - 2006-07-06 15:49:30
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Gints, Try to reply your messages to the list. lmao Even thought it's a pain in the ass to change the entire code, I think it might be healthy to change the old functions whenever we find one that needs it. It's not one of the main task (and shouldn't be at all) but should make our job easier in the future. take care. 2006/7/6, Gints Polis <gin...@cc...>: > Marcelo Freitas wrote: > > Hey guys! > > > > I've noticed that some BIG declarations are made using only 1 > > line. I find it's difficult to read. Thus I'm proposing a guideline on > > this for all developers to follow. > > > > I'll explain it by example. > > > > > > -- OLD DECLARATION --- > > void Bullet_Fire(gentity_t *ent, float spread, int damage, qboolean > > distance_falloff ); > > -- END-- > > > > -- PROPOSED DECLARATION -- > > void Bullet_Fire ( gentity_t *ent, > > float spread, > > int damage, > > qboolean distance_falloff ); > > -- END-- > > > > > > what do you think? > > > For newly added functions it's sounds good of coarse... > > > > > > > > > -- Marcelo C. Freitas / ]eVe[gsa.OgRo(BR)* Open Tactical Combat 2006 http://sourceforge.net/projects/otc6 AdaOS http://www.adaos.net Profile no last.fm: http://www.last.fm/user/eVeOgRo IM's: MSN: bat...@ho... ICQ: 24263609 Jabber: Og...@ja... GTalk: mar...@gm... Yahoo: baterausp |
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From: Marcelo F. <mar...@gm...> - 2006-07-05 23:39:22
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Hey guys!
I've noticed that some BIG declarations are made using only 1
line. I find it's difficult to read. Thus I'm proposing a guideline on
this for all developers to follow.
I'll explain it by example.
-- OLD DECLARATION ---
void Bullet_Fire(gentity_t *ent, float spread, int damage, qboolean
distance_falloff );
-- END--
-- PROPOSED DECLARATION --
void Bullet_Fire ( gentity_t *ent,
float spread,
int damage,
qboolean distance_falloff );
-- END--
what do you think?
--
Marcelo C. Freitas / ]eVe[gsa.OgRo(BR)*
Open Tactical Combat 2006
http://sourceforge.net/projects/otc6
AdaOS
http://www.adaos.net
Profile no last.fm:
http://www.last.fm/user/eVeOgRo
IM's:
MSN: bat...@ho...
ICQ: 24263609
Jabber: Og...@ja...
GTalk: mar...@gm...
Yahoo: baterausp
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From: Gints P. <gin...@cc...> - 2006-07-03 08:57:40
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http://dslyecxi.com/bestoftactical.html |
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From: Gints P. <gin...@cc...> - 2006-07-01 10:08:52
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Hi, I would like to change some files for which I do not have rights. index.php in httpdocs and README in SVN root. Pls put thease files in places if you see them ok. Gints _______________________________________________ fails.lv - Latvijas un pasaules IT jaunumi Tev! |
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From: Marcelo F. <mar...@gm...> - 2006-06-30 20:44:59
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Gints, I agree with you but I think we have to change the structure of the code first. -- Marcelo C. Freitas / ]eVe[gsa.OgRo(BR)* Open Tactical Combat 2006 http://sourceforge.net/projects/otc6 AdaOS http://www.adaos.net Profile no last.fm: http://www.last.fm/user/eVeOgRo IM's: MSN: bat...@ho... ICQ: 24263609 Jabber: Og...@ja... GTalk: mar...@gm... Yahoo: baterausp |
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From: Gints P. <gin...@cc...> - 2006-06-30 08:12:07
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Hi, May be we should make special SVN directories for maps and models? Gints |
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From: Marcelo F. <mar...@gm...> - 2006-06-27 21:33:40
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Hey,
This was created so all developers can talk to each other in a
organized place. This is supposed to be a high traffic list. :)
--
Marcelo C. Freitas / ]eVe[gsa.OgRo(BR)*
Open Tactical Combat 2006
http://sourceforge.net/projects/otc6
AdaOS
http://www.adaos.net
Profile no last.fm:
http://www.last.fm/user/eVeOgRo
IM's:
MSN: bat...@ho...
ICQ: 24263609
Jabber: Og...@ja...
GTalk: mar...@gm...
Yahoo: baterausp
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