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Everything posted by Jerad2142
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That dog is doing some things from nightmares right now lol. I've seen it twist up into some sort of ball a few times, and the gun recoil seems to stretch the middle of the body out right now lol. The purpose of the jump was of course to hold spacebar so the dog would run slower (but it lagged so I had to do it again).
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That was my fault, I told you to name it CK, but turns out you can only have a single letter IE: H_R_Human instead of H_CK_Human. This does mean we're limited to 36 Skeletons, a few more if it also accepts special characters. Yeah it worked but only backwards and forward anims.. Shall try it again sometime.. So I'm guessing this dog does not have idle/jump animations. I think the forward animation is good perhaps a bit more movement in the spine as suggested Well try my hand at it. Idle, damage, death, jump, land animations I do last because they're the easiest and least stressing to do lol.
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That was my fault, I told you to name it CK, but turns out you can only have a single letter IE: H_R_Human instead of H_CK_Human. This does mean we're limited to 36 Skeletons, a few more if it also accepts special characters.
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As some of you know I've made Cats, Deer, and Bears for Renegade, now I'm moving to make Dogs. Unlike the previous animals I actually except that some other mods on this engine might want to make use of these. I've made the run animation so far; however, (as much as I'll probably hate myself for doing this) I'd like to ask what you guys think of it so far, this is the state when tweaking the animation is easiest, give it a few more days and I'll be a huge pain in the ass to change. Just keep in mind that my skills at animating are quite limited, so don't expect everything suggested to be fixed. Added crouch and walk animations. Added strafing, jumping, and aiming tilt animations.
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Nah, there are very few maps you can drop really far in a vehicle worst case 0 gets you is the same thing you see with infantry when they fall for a long time. But if you want it to be interesting set it to be negative, once it gets moving, the negative "drag" only adds to the speed, shit can get crazy fast
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I think I always liked UT original better, it also had more resolution options than UT2k4, on the flip side in the original UT if you can't get it to lock at 60fps you end up with a dynamic game speed "feature."
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In all fairness Renegade does have dynamic lighting, I think you mean dynamic shadows (plenty of engines out there have dynamic lighting and static baked on the terrain, even in Unity (Unless you go pro) your forced to pre-compute light maps).
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I used to use my full real life name on-line, never been too worried about having bad shit put out about me (at least not because of things I post on Renegade Forums). But now I use Jerad2142 as its my in game name. Jerad is my first name, and 2142 is my favorite video game.
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And don't forget to give it some air drag so it can't just keep going faster and faster while falling.
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Hmmm, I think I've seen this before, you must live near me.
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Granted, but in an effort to balance your laziness with productivity the universe just gives up and you end up accomplishing nothing. I wish for the drama between w3d hub and bhp to be over.
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There is also a small trade off due to multiple draw calls used by the alpha cap and the tread for the rest of the wheel. In addition of the performance hit sometimes those alpha maps like to show up in front of static sorted meshes, we used to have an issue in ECW where the fans on one of the submarines used to show through the water (which is a 4 pass (with 2 textures on each pass) static sorted mesh).
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There is of course plenty of value to knowing how to make low poly models, there is a certain art when it comes to saving polys and still having the model look good. For example there are a lot of 3D models that I'd have bought from 3d modeling sites and put into ECW if it wasn't for the creator of them carelessly deforming a mesh or whatever they did to make something that could have been 1,000 polys 100,000.
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Haha, actually made the original before I meet blazea, then my hard drive died and I had to remake it later. Yeah we're trying to get the ECW server back on-line, but at this rate I might end up being able to port it back to 4.2 before that lol.
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Inspired by a game called Comet Buster, C&C Asteroids is just a 3D version of the good old asteroids game (its played on a 2D playing field however). It features things like powerups and bosses, and can do multiplayer up to 8 players. Jump to about 17:20 for the most action: , Originally I made this in Renegade 4.0, but eventually I moved it to ECW as I had more control and functionality, assuming I can get a few more network calls added I suppose it can be moved back into 4.2. I think I might wait until 4.3 to actually release back into Renegade as the player super weapons as well as starting the game and other functions require a lot of key hooks.
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you are confusing field of view with screen resolution In 4.X screen resolution does change your FOV.
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Those are some nice vehicles.
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I hope that's just the recording software making the video choppy.
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wheeled ren vehicles have gears (is it called gears? idk) dont you think this can be adjusted to your likes? for the tracked vehicles maybe TT could implent gears. or what kind of acceleration you mean? and for those eyecandy dudes, have you ever played playstation one games? they are still damn fun! Try giving your tanks more mass (I'm talking like 200,000 instead of 20,000 or whatever value most Ren tanks run. If you bump it up high it will take them longer to get up to speed, same holds true to aircraft.
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Honestly, if I were moving to another engine last thing I'd do is build on top of another mod, its painful enough dealing with all the things the original devs of the engine did wrong, much less a group of people who modded on top of all that. BUT, I suppose if you love reviving/working on dying games/engine and you are tired of W3D RenegadeX would be the next best jump.
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Very little, I temped all the Renegade characters because I put my control scripts on them by hand, so all the work it'd really take is to remake the PT's presets for the character presets of TSR, AR, or APB instead (or BFD if its running 4.2). The vehicles aren't Ren vehicles so those don't need to be switch. Only thing I'd worry about is it being possibly too easy or too hard (due to weapon damage differences and character health differences between the mods). It does need the fix I made for identifying the head bone of infantry I made 40 days ago, otherwise the deer like to twist up all weird when they look at things. This would require ECW to be moved to 4.2, and right now I'm very lazy about that, so many conversion mistakes I could make when moving the 120k 3.4.4 lines of code to the 4.2 version could leave things broken in months.
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I've got a server hosting it 24/7, you can join/download it with 4.X. And if your running the http://www.renegadeforums.com/index.php?t=msg&th=40910&start=0&'>scripts 4.2 public beta you can play it locally (but as with our teams work this map is better with more players). http://www.renegadeforums.com/index.php?t=msg&th=40910&start=0&
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Lighting is static, we just have multiple levels with different times of day, although I forgot to do that for the last release. I love that lense flare
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By definition I do have time and money invested in this, the material result I'm getting from this is the satisfaction of having made something that people play. You whip out your stuff in a 10th of the time it takes most people, so you can't judge amount of content to amount of time spent, just because you make more doesn't mean they didn't spend more time doing it. As for you having no issues dropping it for better things, if I remember correctly you didn't exactly leave APB in a drama free way. I'm not attached to the engine I'm attached to my work and don't want to spend time remaking it. I understand that you want me to move onto a better engine because I can (and when I have worked with them do) create better looking things; however, my desire to create a new project is pretty much null at this point, and I spent 1/10th the time modding as I once did. ECW is Standalone, and I have full access to the TT source so I could continue to work if I desired to even if all sorts of horrible things happened. No matter what engine you build something on, eventually it won't work anymore. And I honestly like the gameplay style of C&C Renegade, if I didn't I wouldn't have touched the engine to begin with.