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Duion

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Everything posted by Duion

  1. Try grouping the weapon types, swords, daggers, polearms etc so you have one group of animation for all weapons of one kind. Animations will automatically blend.
  2. Testing the new paintball game mode, player, weapons and animation. cdut_KBz2pU
  3. mount0 is the default mount node, but you can mount to anything, like bones also.
  4. I think he means a forum for development talk, not for updates. So basically an Unterforum for Uebergame.
  5. On the old steering committee we had a Trello board ( https://trello.com/b/CsoHkTbH/torque-3d-mit-community-contributions ) for this, but it got stuck in limbo due to inactivity of the community.
  6. A smooth good splatmap can cover the seams to some extend.
  7. Did you modify the zones and portals or are you just playing around?
  8. The advantage of modules is that level designers without modeling skills can produce levels also and they can be reused and build big levels fast. Less models often save performance, but it is always a tradeoff on what you want. If you want to make a simulator with huge outdoor areas you have to make each house as one mesh, but when you do just a simple indoor level, it does not really matter, since you have a high budget left. But when you have a big outdoor scene with many modules, you may as well use zones, but I never really tried them.
  9. Where I can change to Hello Kitty theme?
  10. The good side of using small tiles is, if you have level designers without access or skill to use a modeling program or want the players to be able to modify things ingame, in that case small modules come in handy. For example I made my first level DesertRuins with modular pieces, so people can modify it, but in the end I realized it did not save me time, since in that time I could have also modeled everything individually in one piece in blender, maybe it would even have been faster to make all in the modeling app.
  11. You can have normal mapped bullet holes, since they are decals and not particles.
  12. Animation workflow is a bit complicated, but I never experienced such an issue, does this happen with older versions of Torque also? Or what does the issue consist of?
  13. One more: http://media.moddb.com/images/games/1/37/36411/tg_fields_night_01.jpg
  14. This time with rain setting: http://media.moddb.com/images/games/1/37/36411/tg_fields_rain_01.jpg
  15. The joy of level design: http://media.moddb.com/images/games/1/37/36411/tg_fields_dawn_01.jpg
  16. What setup are you running? Does the dedicated server build work for you or are you using a regular one only launched as dedicated? What operating system are you using it with?
  17. Has anyone yet compiled and run Torque on Linux 64 Bit yet? If so, can I get a short guide how to do it? I could not find out how to set it up on this cmake thing. Does the machine where I compile on need to have a 64 Bit Linux installed?
  18. Yes I already made a bunch of searches and there is a bunch of locations where they get saved and loaded and it is not that it is set different elsewhere, since the set number gets displayed on the server list, it just gets ignored sometimes. I made a few more tests and I could save the server from overpopulating most of the time, by creating a buffer zone, by reducing the maxplayers a bit more, so it is not that bad if a few more join than planned.
  19. I know that variable and I made an options menu where you can set it and it also sets it properly, the point is just, that sometimes more player than the limit make it on the server.
  20. I think I have a problem with my game, it seems like the the MaxPlayer limit which is set in scripts/server/prefs.cs as $Pref::Server::MaxPlayers does not work, this means unlimited amount of players can join servers, even if set to 1 or 0 you can still join the server. Maybe it has to do with a change I did where I put the prefs into the users home directory, you can view it here: https://github.com/Duion/Uebergame/commit/aaf79d7d772f48e9fbc48db3fe018061b17b6ac6 Update: I made a test where I hosted a server with 1 player max, so nobody should be able to join, the first few people got blocked from joining, but after a while some people were able to join the server anyways, so I wonder where this comes from. If someone wants he can install my game and try it out.
  21. There is a foam.dds so it is a texture. You would need too many particles to cover all the water, they are just used when objects enter the water like the player.
  22. @Janders The last version I tested had not all functions working. I planned to switch, but it was not stable enough, I will wait until he says it is stable enough to use.
  23. Just make notes while you change or implement something, you don't need to write a full documentation, maybe someone else will help out with it, but people need to know where to start.
  24. Some features look promising, especially the drag and drop function would be cool, but I'm really losing the overview of all those features. Do you keep notes on what you changed and how it's intended to work? I don't expect a full detailed documentation, but you have to consider, that others may find it hard to get used to new features, new layouts and changes, so a basic guide would help a lot.
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