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Open The Sky Project(Images!)
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Topic: Open The Sky Project(Images!) (Read 81105 times)
Death_First
Turrets: +4/-6
Posts: 141
Re: Open The Sky Project(Images!)
«
Reply #210 on:
November 23, 2007, 01:43:42 PM »
Quote from: Rocinante on November 23, 2007, 09:34:18 AM
Quote from: Redsky on November 23, 2007, 07:54:23 AM
Hmmm, i may be stupid but not that stupid. I mean: whan i run server using cmd you wrote me and than open tremulous i cant find my server in local.
Code:
ERROR: G_ParseSpawnVars: found & when expecting {
This should probably be split off as a separate topic, in the Servers section maybe? (Mods? Anyone? Bueller?)
That said, this error is 90% of the time (or more, I dunno for sure) indicative of a mismatched QVM and tremded. You'll want to make sure the tremded executable you're running matches the QVM you're trying to run; for most modified servers, I believe this is TJW's tremded (available
here
.)
Yea that could be the problem try replacing yours with tjw's
Quote from: Redsky on November 23, 2007, 07:54:23 AM
Quote from: Death_First on November 22, 2007, 08:59:03 PM
Quote from: Redsky on November 22, 2007, 06:11:18 PM
cant find my server in local
edit:ohhhhhh i no what you meen. You need to set it so you can see hidden files and folders.
Hmmm, i may be stupid but not that stupid. I mean: whan i run server using cmd you wrote me and than open tremulous i cant find my server in local. maybe it turns of or something? the blue consol is still open
(oh man i would realy like to have overcome this problems so i could finish my model)
Thanks for all your help Death_First
Should codes end in this way(in blue consol):
Code:
------------------------------------------------------------
InitGame: \sv_minRate\5000\g_suddenDeathTime\55\g_maxGameClients\0\sv_maxclients\24\timelimit\60\sv_maxPing\0\sv_minPing\0\sv_maxRate\15000\sv_hostname\Tremulous 1.1.0 Server\version\tremulous 1.1.0 win_mingw-x86 Aug 27 2006\protocol\69\mapname\niveus\sv_privateClients\0\sv_allowDownload\0\g_needpass\0\gamename\base
********************
ERROR: G_ParseSpawnVars: found & when expecting {
********************
----- Server Shutdown (Server crashed: G_ParseSpawnVars: found & when expecting {) -----
Resolving master.tremulous.net
master.tremulous.net resolved to 208.116.49.110:30710
Sending heartbeat to master.tremulous.net
Sending heartbeat to master.tremulous.net
==== ShutdownGame ====
ShutdownGame:
------------------------------------------------------------
---------------------------
Hunk_Clear: reset the hunk ok
Hitch warning: 1061054 msec frame time
No redsky it shouldnt end that way in the console
It should look like this
Code:
----------------------
sv_privateClients = 40
sv_allowDownload = 1
g_needpass = 0
gamename = balance
g_suddenDeath = 0
------------------------------------------------------------
fs_game: balance
!readconfig: loaded 6 levels, 2 admins, 0 bans, 0 commands
2 teams with 2 entities
file not found: models/players/vandal/locdamage.cfg
-----------------------------------
-----------------------------------
Hitch warning: 720404 msec frame time
broadcast: print "!layout: choosing layout 1/1 from map 'atcs'\n"
broadcast: print "!layout: loaded map 'atcs' layout 'meow' (version 2)\n"
Resolving master.tremulous.net
master.tremulous.net resolved to 208.116.49.110:30710
Sending heartbeat to master.tremulous.net
Hitch warning: 1418 msec frame time
«
Last Edit: November 23, 2007, 01:54:15 PM by Death_First
»
Logged
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #211 on:
November 23, 2007, 05:51:04 PM »
@Risujin: <3
@Rocinante, Death_First: Thanks a lot! It worked, it seem that i had old tremded.exe
hehehe now i can continue my works.
@Death_First: Yes you were right - model doesnt look so hot in game(but as a matter of fact it a miracle its working), have to improve model+texture+animations and get rid of this shine effect, but in the end i think it will look ok
Im planing to finish it (more or less) this weekend, though im not sure if i will be able as my brother from GB is visiting me.
For all who had played this mod Risujin posted here: -i love this midair jump though im still counting on realising all plans i had placed in summery.
Logged
Happy New Year Everybody! : signature adequate once a year.
Death_First
Turrets: +4/-6
Posts: 141
Re: Open The Sky Project(Images!)
«
Reply #212 on:
November 24, 2007, 01:47:26 AM »
Thanks
and good luck with the model!
Cant wait to see it
Logged
doomagent13
Turrets: +18/-18
Posts: 506
Re: Open The Sky Project(Images!)
«
Reply #213 on:
November 24, 2007, 06:15:09 PM »
@Redsky:
What program are you using to make this? If it is Blender, do you have a working md3 importer? If so, can I have it???
Logged
Risujin
Turrets: +33/-13
Posts: 740
Re: Open The Sky Project(Images!)
«
Reply #214 on:
November 24, 2007, 06:51:10 PM »
Quote from: doomagent13 on November 24, 2007, 06:15:09 PM
@Redsky:
What program are you using to make this? If it is Blender, do you have a working md3 importer? If so, can I have it???
Link seems to be down but it should be here (along with the exporter):
http://xreal.sourceforge.net/xrealwiki/BlenderExportMD3
Logged
doomagent13
Turrets: +18/-18
Posts: 506
Re: Open The Sky Project(Images!)
«
Reply #215 on:
November 27, 2007, 12:07:52 PM »
Quote from: doomagent13 on November 24, 2007, 06:15:09 PM
@Redsky:
What program are you using to make this? If it is Blender, do you have a working md3
IMPORTER
? If so, can I have it???
Logged
Risujin
Turrets: +33/-13
Posts: 740
Re: Open The Sky Project(Images!)
«
Reply #216 on:
November 27, 2007, 07:40:40 PM »
Quote from: doomagent13 on November 27, 2007, 12:07:52 PM
Quote from: doomagent13 on November 24, 2007, 06:15:09 PM
@Redsky:
What program are you using to make this? If it is Blender, do you have a working md3
IMPORTER
? If so, can I have it???
It's an import/export plugin and there is a link to it from that site. Unfortunately, it's down.
Logged
Death_First
Turrets: +4/-6
Posts: 141
Re: Open The Sky Project(Images!)
«
Reply #217 on:
December 01, 2007, 02:52:05 PM »
How is the project going?
No ones post in a while
Logged
kotoko
Turrets: +0/-0
Posts: 38
Re: Open The Sky Project(Images!)
«
Reply #218 on:
December 02, 2007, 11:00:13 AM »
Quote from: Death_First on December 01, 2007, 02:52:05 PM
How is the project going?
No ones post in a while
The author said he s going to finish it more or less at the weekend , so it won't be long until he finishes it . Let s wait =]
* kotoko is looking forward to the new alien class.
Logged
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #219 on:
December 04, 2007, 12:45:56 PM »
Quote from: kotoko on December 02, 2007, 11:00:13 AM
* kotoko is looking forward to the new alien class.
So do i
But serious: Im having a realy hard time right now.
About the project:... well i did twosided wings, but still i have some problems. My Blender or at least my exporter
1
(or simply whole my pc) seems to be broken somehow. Whan im trying to do [Shift][Ctrl][N](recalculate normals inside) it doesnt realy do it right(some of them pointing outwards) and even if i corect it manualy:select vertex and use "recalculate normals inside", after exporting it to .md3 mesh is half visible...
@Risujin: you have fixed model last time could you fix this(or give me your exporter) i think this model has good wings should look ok.
I havent done the texture though i have improved my skills in gimp
(its realy hard to tell how models texture look like in game because of this flare-thing-effect (i mean it shines). so one more question: how to get rid of this effect
(in a sec ill give a download link for the model)
http://files.filefront.com/nonsegzip/;9188004;/fileinfo.html
____________________________
1
exporter's link was posted on 'Help with BLENDER needed!' thread but now link is broken
Edit: i got strange feeling that noone is interested in doing it anymore =,=" kind of depressing
«
Last Edit: December 09, 2007, 05:58:48 PM by Redsky
»
Logged
Happy New Year Everybody! : signature adequate once a year.
daenyth
Turrets: +21/-26
Posts: 230
Re: Open The Sky Project(Images!)
«
Reply #220 on:
December 10, 2007, 09:54:17 PM »
I just wanted to say that I'm very happy someone with an idea actually is working on making it happen instead of being all "zomg devs need to code dis mod for mes!"
+1, I'll help test it if I you give me a client that works with it.
Logged
Quote from: Bullislander05
It's like trying to take apple seeds out of a zebra to plant a giraffe tree.
firebladez212
Turrets: +12/-96
Posts: 96
Re: Open The Sky Project(Images!)
«
Reply #221 on:
December 10, 2007, 11:44:43 PM »
new alien class.. lol
Logged
Holy shit, PORN! CLICK!
Save a life, click!
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #222 on:
December 11, 2007, 02:32:17 PM »
Quote from: daenyth on December 10, 2007, 09:54:17 PM
I'll help test it if I you give me a client that works with it.
i dont mind you testing it, but to say the truth, codes arent done yet... And i hope someone will speak to me, becouse if nobody will it may mean that im left all alone with it
Logged
Happy New Year Everybody! : signature adequate once a year.
benmachine
Turrets: +99/-76
Posts: 915
Re: Open The Sky Project(Images!)
«
Reply #223 on:
December 11, 2007, 07:36:13 PM »
Try this:
http://www.bandstand.org.uk/~benm/trem/vandal-1043-2-bp.pk3
put it in your vandal folder, open up a client, load the pk3, and /devmap niveus
It's an experimental physics model and early enough that I don't mind scrapping it and starting over. Basically, the faster you go the slower you fall. Use the rmb acceleration in combination with that and over a long enough runway you can take off.
I intend to take wallwalk off it eventually but might as well leave it there for now.
It needs a lot of work but is, I think, an interesting start.
Logged
b
en
machine
Death_First
Turrets: +4/-6
Posts: 141
Re: Open The Sky Project(Images!)
«
Reply #224 on:
December 11, 2007, 08:22:05 PM »
Nice Work
btw: Does the ui and cg_thirdperson come with revision 1044?
@redsky: The model is glitched in this.
«
Last Edit: December 11, 2007, 08:38:16 PM by Death_First
»
Logged
benmachine
Turrets: +99/-76
Posts: 915
Re: Open The Sky Project(Images!)
«
Reply #225 on:
December 11, 2007, 08:45:08 PM »
Quote from: Death_First on December 11, 2007, 08:22:05 PM
btw: Does the ui and cg_thirdperson come with revision 1044?
The ui, yes. /cg_thirdPerson has always been there.
Logged
b
en
machine
Death_First
Turrets: +4/-6
Posts: 141
Re: Open The Sky Project(Images!)
«
Reply #226 on:
December 11, 2007, 10:43:59 PM »
rly but it always said cg_thirdperson is protected. w.e
The Vandal doesnt damage anything. It doesn't even hit it it just swipes and nothing happens when i tried against a
«
Last Edit: December 11, 2007, 11:19:21 PM by Death_First
»
Logged
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #227 on:
December 12, 2007, 12:14:40 PM »
sorry benmachine that i didnt believe in you (been kind of depressed lately)
Yes, indeed it's an interesting start, (im sure that i dont have to add anything about control during the flight as you know already what i got to say).
Ill finish fly animation (attack whan pointing up/down/strafing) and perfect walk animation.
Though this jet effect is realy funny sometimes, but the whole testing gave me a thrill. Keep on working... and maybe one day aliens will learn to fly
@Death_First:
Quote from: Redsky on December 04, 2007, 12:45:56 PM
About the project:... well i did twosided wings, but still i have some problems. My Blender or at least my exporter1(or simply whole my pc) seems to be broken somehow. Whan im trying to do [Shift][Ctrl][N](recalculate normals inside) it doesnt realy do it right(some of them pointing outwards) and even if i corect it manualy:select vertex and use "recalculate normals inside", after exporting it to .md3 mesh is half visible...
Logged
Happy New Year Everybody! : signature adequate once a year.
benmachine
Turrets: +99/-76
Posts: 915
Re: Open The Sky Project(Images!)
«
Reply #228 on:
December 12, 2007, 07:10:50 PM »
Quote from: Death_First on December 11, 2007, 10:43:59 PM
rly but it always said cg_thirdperson is protected. w.e
I told you to do
devmap
niveus rather than map niveus - devmap is cheats mode, used as the name suggests for developing. Hence you get cg_thirdperson to see models in play and cg_drawBBOX to see how their bbox lines up with the entity. Things like that.
Quote from: Death_First on December 11, 2007, 10:43:59 PM
The Vandal doesnt damage anything. It doesn't even hit it it just swipes and nothing happens when i tried against a
One thing at a time
that's fairly easy to code, I just didn't bother. Will do for next release.
Logged
b
en
machine
daenyth
Turrets: +21/-26
Posts: 230
Re: Open The Sky Project(Images!)
«
Reply #229 on:
December 12, 2007, 07:30:55 PM »
Quote from: benmachine on December 11, 2007, 07:36:13 PM
Try this:
http://www.bandstand.org.uk/~benm/trem/vandal-1043-2-bp.pk3
put it in your vandal folder, open up a client, load the pk3, and /devmap niveus
Would that work for me too, or do you need a special server/client?
Logged
Quote from: Bullislander05
It's like trying to take apple seeds out of a zebra to plant a giraffe tree.
Death_First
Turrets: +4/-6
Posts: 141
Re: Open The Sky Project(Images!)
«
Reply #230 on:
December 12, 2007, 08:05:49 PM »
No You can just use the regular tremulous client.
Just put the file in your base folder and /demap atcs
Logged
daenyth
Turrets: +21/-26
Posts: 230
Re: Open The Sky Project(Images!)
«
Reply #231 on:
December 12, 2007, 08:10:01 PM »
Handy! Thanks
Logged
Quote from: Bullislander05
It's like trying to take apple seeds out of a zebra to plant a giraffe tree.
Eli
Turrets: +2/-4
Posts: 72
Re: Open The Sky Project(Images!)
«
Reply #232 on:
December 14, 2007, 10:10:37 AM »
Well I dled it and placed it in my base folder, but every time i started trem it would crash, so I took it out and started up trem then moved it into the base folder and did /devmap atcs, and it loaded, but I got all sorts of funny errors, and it got rid of the whole HUD and it wouldnt let me activate any of the menues, escape didnt even work =/
Logged
ngame name:(Cebt)Namrorrim
I EAT BUTTERED TOAST MOOO!!!
Quote from: "_Equilibrium_"
if baricades cost 1 bp each, we could build some sweet mazes.
UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: Open The Sky Project(Images!)
«
Reply #233 on:
December 14, 2007, 01:16:15 PM »
If I placed that vandal file in base and then started trem, i couldnt see any menus. Only alt+enter worked. in console (the 1 that opens in other window, not the in game 1) were LOADS of errors about menu files.
«
Last Edit: December 14, 2007, 02:53:16 PM by UsaKilleR
»
Logged
Ingar's NetRadiant
daenyth
Turrets: +21/-26
Posts: 230
Re: Open The Sky Project(Images!)
«
Reply #234 on:
December 14, 2007, 04:27:55 PM »
For those with errors it would be useful to note what client you have (stock, tjw backport, svn backport), and also make a pastebin of your errors.
http://pastebin.ca
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Quote from: Bullislander05
It's like trying to take apple seeds out of a zebra to plant a giraffe tree.
benmachine
Turrets: +99/-76
Posts: 915
Re: Open The Sky Project(Images!)
«
Reply #235 on:
December 14, 2007, 07:31:53 PM »
If you're using a custom HUD you might need to disable it.
Also I recommend not placing the pk3 in base/ but making a new folder for it called vandal/ and then loading that folder from the Mods menu in-game.
Then
devmap niveus.
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b
en
machine
UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: Open The Sky Project(Images!)
«
Reply #236 on:
December 14, 2007, 08:08:07 PM »
Thanks for reply benmachine. I got it to work by putting it to Trem/vandal and loading it as mod.
You still need an icon and description for it
.
Flying around in the middle of ATCS is fun, you can even get from bottom to the very top of map and stay there just by jumping, holding RMB, looking up and hitting a lot of walls with high speed (only avoid loosing speed).
I'm sure controls will change, right now this thing is a hell to control. But it works
.
The model is a bit buggy tho: wings and legs look fine (except left wing, second poly from back can be seen through from below), but I see through the wrong side of the body, so i kind of see whats inside vandal, but not through it.
The sound it makes when damaged at low health is a bit funny and i cant see the flight animation.
Logged
Ingar's NetRadiant
Samurai.mac
Turrets: +18/-17
Posts: 317
If it ain't broke, check grammatical correctness.
Re: Open The Sky Project(Images!)
«
Reply #237 on:
December 14, 2007, 09:53:23 PM »
Sounds to me like you need to reverse your polygons.
Logged
Death_First
Turrets: +4/-6
Posts: 141
Re: Open The Sky Project(Images!)
«
Reply #238 on:
December 16, 2007, 02:35:43 PM »
Ok Now that redsky and benmachine have a good start on the flying alien i thought i should bring this up:
What are you going to give the humans to balance it out?
Logged
Plague Bringer
Turrets: +147/-187
Posts: 3812
Re: Open The Sky Project(Images!)
«
Reply #239 on:
December 16, 2007, 03:07:23 PM »
I do believe this alien is a response to the jet-pack, therefore it needs no balancing on the human side. I could be wrong, though. So don't take this post for fact.
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