[quote=jallen;17262481]yeah, but you have to press forward and left and turn left, then forward and right and turn right and it will make you pick up serious speed.
[highlight]warning - loud[/highlight]
[media]http://www.youtube.com/watch?v=sg-p2usw9os[/media]
that's not me, i can't do it [i]that[/i] well yet...[/quote]
dueghdueghdueghdueghdueghduegh
[QUOTE=Gaygod;17262857]dueghdueghdueghdueghdueghduegh[/QUOTE]
Why is all of my posts case lost in your quote.
There are no upper case letters...
[quote=jallen;17262481]yeah, but you have to press forward and left and turn left, then forward and right and turn right and it will make you pick up serious speed.
[highlight]warning - loud[/highlight]
[media]http://www.youtube.com/watch?v=sg-p2usw9os[/media]
that's not me, i can't do it [i]that[/i] well yet...[/quote]
dafbdsbaehagfhsdabn
[editline]11:10AM[/editline]
That happens when you type your reply in all caps, kind of a bug.
[QUOTE=Jallen;17262956]Why is all of my posts case lost in your quote.
There are no upper case letters...[/QUOTE]
i did it on purpose to fuck with you
that's what my life has become
[editline]04:32PM[/editline]
and wtf compwhizii is a mod, what the christ
[QUOTE=Gaygod;17263709]i did it on purpose to fuck with you[/QUOTE]
Genius.
[QUOTE=MADmarine;17261216]Thanks man,
The FOV thing is something I don't know how to fix, as I rely on OpenGL to handle the window size, aspect and FOV. If I crank it up a bit things start to get a bit trippy:
FOV of 90
[img]http://filesmelt.com/downloader/Screenshot_22.png[/img]
At present it's at 45 which seems to have the best results. I'm gonna make a .cfg file soon though so people can customise whatever screen options they want.
The collision detection and FPS controls are all basic I know, I'm gonna be working on them soon. I think I might remove jumping altogether as it doesn't really serve any purpose, it was just left over from previous work.[/QUOTE]
I think it only looks trippy because of the size of the screenshot.
Also, when you move your mouse up to look up, you eventually stop looking up and start looking down like it looped around or something.
[QUOTE=Ortzinator;17263948]I think it only looks trippy because of the size of the screenshot.
Also, when you move your mouse up to look up, you eventually stop looking up and start looking down like it looped around or something.[/QUOTE]
I don't get what you mean by the size of the screenshot, it pretty much looks exactly like that whatever resolution you play at. At full screen on 1440x900 you can definitely tell something is wrong.
And yeah that bug with the mouse has been annoying me for a while, it would be nice to be able to look completely up but I think I may just have to put a limiter on it.
[QUOTE=VoiDeD;17229452]
You can see more examples here: [url]http://deadcode.info/maps/[/url][/QUOTE]
I should feel bad for not being friends with any of these guys I think
[QUOTE=ddrl46;17260633]
Sort of chat thing.[/QUOTE]
What's the GUI made with?
[QUOTE=NovembrDobby;17261908]Is it bad to re-create small(ish, using them for spheres) vertex buffers every so often at runtime?[/QUOTE]
Not sure about creating new ones, but filling old ones with new verts wouldn't be bad
[QUOTE=MADmarine;17264136]I don't get what you mean by the size of the screenshot, it pretty much looks exactly like that whatever resolution you play at. At full screen on 1440x900 you can definitely tell something is wrong.[/QUOTE]
Maybe you're just not used to it.
[QUOTE=MADmarine;17259835]So has anyone tried out Mazia yet? Any feedback?[/QUOTE]
I just tried it. I don't know if it's just me, because jallen didn't mention it, but everytime I touched a wall, I got stuck to it sorta, and everything got jittery. One time I got completely stuck on the steps for the flagpole, and one time I somehow went through the mesh and got stuck inside a box.
[QUOTE=ryandaniels;17264986]I just tried it. I don't know if it's just me, because jallen didn't mention it, but everytime I touched a wall, I got stuck to it sorta, and everything got jittery. One time I got completely stuck on the steps for the flagpole, and one time I somehow went through the mesh and got stuck inside a box.[/QUOTE]
Yep, the collision detection is awful I'm aware, I haven't done much 3D collision before so it's gonna take some time for me to learn it and apply it.
Also, could you add a convar for the mouse sensitivity? I had to move my mouse a lot to rotate a little.
[url]http://spamtheweb.com/ul/upload/120909/51776_crimegame2.php[/url]
Added more stuff, you can now break and enter while taking part in theft.
[QUOTE=Overv;17265600]Also, could you add a convar for the mouse sensitivity? I had to move my mouse a lot to rotate a little.[/QUOTE]
Yep, good idea, thanks.
[QUOTE=Parakon;17265658][url]http://spamtheweb.com/ul/upload/120909/51776_crimegame2.php[/url]
Added more stuff, you can now break and enter while taking part in theft.[/QUOTE]
Nice, collision detection needs work, way to jumpy.
I just couldn't steal the TV, I felt so bad.
[QUOTE=iPope;17266388]Nice, collision detection needs work, way to jumpy.
I just couldn't steal the TV, I felt so bad.[/QUOTE]
I was able to steal the TV, but I had troubles depositing it in the money bag.
[QUOTE=Jallen;17261449]I still don't understand why bunny hopping works in games like quake live :sigh:[/QUOTE]
When a character lands, they don't lose their momentum for a split second, until they start walking again (Which has a speed limit), however, while in the air you can have a VERY high velocity for the character, so that proper damage is judged from a high fall. Or something like that :)
[QUOTE=compwhizii;17267737]Progress: [url]http://compwhizii.net/EventStats/r2/index.php?p=mods/DEADBEEF[/url][/QUOTE]
Isn't it spelled "banners", since it's "banned" and not "baned"?
[QUOTE=compwhizii;17267737]Progress: [url]http://compwhizii.net/EventStats/r2/index.php?p=mods/DEADBEEF[/url][/QUOTE]
Very nice, you could add something that tracks global stuff, so you can see a nice graph of the amount of bans over a month or something.
[QUOTE=ZomBuster;17268126]Very nice, could you add something that tracks global stuff, so you can see a nice graph of the amount of bans over a month or something.[/QUOTE]
For everyone?
[editline]03:59PM[/editline]
[QUOTE=noctune9;17268006]Isn't it spelled "banners", since it's "banned" and not "baned"?[/QUOTE]
Yeah probably. Let me get a dictionary.
[QUOTE=compwhizii;17268140]For everyone?
[/QUOTE]
Yeh just add everything up. Maybe even something where you can choose data and then compare them in a graph
Coded threaded loading. Starting with threaded loading of shaders..! Here's some pics of with and without shaders loaded..
[img]http://img.garry.tv/Botch/12Sep2009_001.jpg[/img]
[img]http://img.garry.tv/Botch/12Sep2009_002.jpg[/img]
[img]http://img.garry.tv/Botch/12Sep2009_003.jpg[/img]
[img]http://img.garry.tv/Botch/12Sep2009_004.jpg[/img]
[img]http://img.garry.tv/Botch/12Sep2009_005.jpg[/img]
[img]http://img.garry.tv/Botch/12Sep2009_006.jpg[/img]
[QUOTE=garry;17269400]Coded threaded loading. Starting with threaded loading of shaders..! Here's some pics of with and without shaders loaded..
...[/QUOTE]
That is pretty cool, sort of how UE3 works, loading the base first then the shader and detail textures after joining the game.
Also, do you have your own GUI system or did you base it off of something?
It's my own GUI system. It isn't much though TBH.
Tried messing around with Box2D. Took me days to figure out that angles was measured in radians, The documentation is incomplete as fuck.
Now this happen:
[media]http://www.youtube.com/watch?v=BA459RQGZUw[/media]
I can't figure out what I've done wrong...
Anyone seen this symptom before?
[QUOTE=TehBigA;17269672]That is pretty cool, sort of how UE3 works, loading the base first then the shader and detail textures after joining the game.[/QUOTE]
The textures are procedurally generated and thus get calculated dynamically after loading the map.
[QUOTE=Sippeangelo;17269832]Tried messing around with Box2D. Took me days to figure out that angles was measured in radians, The documentation is incomplete as fuck.
Now this happen:
[media]http://www.youtube.com/watch?v=BA459RQGZUw[/media]
I can't figure out what I've done wrong...
Anyone seen this symptom before?[/QUOTE]
[CODE].SetRotation((angle * (180.0f / 3.1415926f)) * -1);[/CODE]
Try this.
Or just try to multiply your own angle to radian value with -1.
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