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Author Topic: Open The Sky Project(Images!)  (Read 119057 times)
Redsky


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Posts: 207


« Reply #300 on: June 09, 2008, 10:59:49 AM »

yey, 300 posts already Cheesy
Hey if color changes are needed on the model I could give it a shot.
Sure, give it a shot!
You were right about the model. I started from scratch and now it works.
hehe told you Cool
Mostly just to show I'm not completely lazy, I made a pk3 for you
No you are not lazy at all. Thanks benmachine! I surely check it as soon as I deal with problem:
Quote
SV_GetUsercmd: bad clientNum:20945
yeah i know this pk3 you gave me is for running server...can you just tell me what should i do with this... i mean in what folder should i put it.
« Last Edit: June 09, 2008, 12:22:23 PM by Redsky » Logged

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Jalaco


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« Reply #301 on: June 10, 2008, 11:16:46 PM »

Alright, about the model, I cant get the mod working so I can test it. So can anyone help me? I don't even really know where to start, I put the pk3 in a new folder in my mod's folder; that didn't work. So if anyone can help I'd be greatly obliged.

\\^// Jalaco \\^//
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benmachine

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« Reply #302 on: June 12, 2008, 08:26:13 PM »

Sorry, I've been a bit busy and a lot lazy

http://elarned.co.uk/trem/vandal/files/data-flier-01-gbp.pk3

Try that one, it should work with 1.1 clients. The pk3 I posted before works with tjw's tremded.
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benmachine
UniqPhoeniX
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« Reply #303 on: June 13, 2008, 03:26:32 AM »

Sorry, I've been a bit busy and a lot lazy
http://elarned.co.uk/trem/vandal/files/data-flier-01-gbp.pk3
Try that one, it should work with 1.1 clients. The pk3 I posted before works with tjw's tremded.
I tried it and I noticed some things:
The left back and middle legs have some small polygons missing/backwards. On right side 1 polygon on the thing between back and middle leg from below; right side of tail. The edges of the things between legs can be seen thru in some places near legs.
Taunt takes too long. If you taunt while walking, then when the taunt animation ends, it takes a while for walking animation to start.
In flying mode you can't really fly Sad but you can walk up the slopes in atcs middle area laugh and it has uber acceleration: record is below 2 sec for one lap in atcs middle Grin
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Redsky


Turrets: +35/-6
Posts: 207


« Reply #304 on: June 13, 2008, 06:54:00 AM »

Code:
...which has vmMagic VM_MAGIC_VER2
Loading 751 jump table targets
VM file ui compiled to 656589 bytes of code
ui loaded in 4527904 bytes on the hunk
Unknown extension for ui/menus.txt
WARNING: couldn't open music file ui/menus.txt
recursive error after: default menu file not found: ui/menus.txt, unable to continue!

i placed yours pk3 in c:\documents and settings\YOU\local settings\appiclation data\tremulous\flier
and runed tremded from Comand Prompt
Code:
tremded.exe +fs_game flier +devmap atcs
Edit: and whan using comand: "tremded.exe +fs_game flier +set dedicated 2 +exec server.cfg"
Code:
!readconfig: could not open admin config file admin.dat
using layout "*BUILTIN*" from list (*BUILTIN* )
********************
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: 2392375 msec frame time
I feel so dumb Embarrassed
« Last Edit: June 13, 2008, 07:00:35 AM by Redsky » Logged

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benmachine

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« Reply #305 on: June 13, 2008, 04:28:31 PM »

Redsky: the original pk3 I gave you was compatible with tjw's tremded but not with your client using /map in the console; the second pk3 I gave you wasn't compatible with tjw's tremded but was compatible with your client. Both pk3s are compatible with 1.1 clients connecting.
It seems you've tried everything that doesn't work Tongue
http://elarned.co.uk/trem/vandal/files/
^ You can see two pk3s here. -bp needs to be used with tjw's tremded (the cgame and ui are backported to work with 1.1 clients, but the game.qvm isn't)
-gbp (game backported) works with 1.1 clients with /map in the console (all three QVMs have backporting applied).
The latter is more convenient to use but requires more effort to backport.

At least, that's assuming I haven't screwed up again Tongue

And, yeah, the flying mode can't fly yet. This is just a) a model test and b) a demonstration that you *can* switch modes.
« Last Edit: June 13, 2008, 04:31:26 PM by benmachine » Logged

benmachine
Redsky


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Posts: 207


« Reply #306 on: June 17, 2008, 03:44:06 PM »

yeah you were right: i was doing everything in wrong way. Thanks, for lesson with 'bp' and 'gbp' Cheesy
everything works just right...
but, (here it comes)  laugh sorry im such a lazy bum, that only tells what to be done.
But yeah i have to say this though im pretty sure you already know this.
Errr, so well... switching takes some time: that is, about 1sec. Now, in the heat of the battle this will feel like eternity, whiles dretch wallwalk mode switches instantly.
And also this way its spamming consol - but im not sure if that wasnt made to show that mode is changing.

But anyways, keep on the good job, Benmachine!
PS. you dont like 'Vandal' name?
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benmachine

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« Reply #307 on: June 17, 2008, 04:00:36 PM »

Errr, so well... switching takes some time: that is, about 1sec. Now, in the heat of the battle this will feel like eternity, whiles dretch wallwalk mode switches instantly.

I hadn't noticed this, but I'll take another look

And also this way its spamming consol - but im not sure if that wasnt made to show that mode is changing.

Yeah, I'm not planning on keeping that Smiley

But anyways, keep on the good job, Benmachine!
PS. you dont like 'Vandal' name?

I thought it was okay but nobody else seemed to like it.
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benmachine
Redsky


Turrets: +35/-6
Posts: 207


« Reply #308 on: June 17, 2008, 04:59:26 PM »

I hadn't noticed this, but I'll take another look
ahh, right... my mistake, switching works ok... just while changing mode model looks like frozen (1 frame animation?) so is it possible to make it play 'mode-changing' animation?
And as im thinking of it, maybe change walk speed in flight mode to value Very close to zero(that will be a real pain in ass for players Grin) this would allow to use idle/walk animation in fly mode (legs spread but not moving)
I thought it was okay but nobody else seemed to like it.
hehe, to say the truth, I dont care much about name as long as it can fly Wink

Edit: ben, where are you? are you having a break or are you too busy?
« Last Edit: June 30, 2008, 05:10:27 PM by Redsky » Logged

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benmachine

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« Reply #309 on: July 01, 2008, 04:54:14 PM »

I'm here but it's a big project and I'm scared of it Tongue. I do plan to work on it, but it's been difficult to get started so far. I'm back at school for a couple of weeks as well so I'm not so bored or free.

Everyone else who offered to help: now would be a nice time to actually go and do something Tongue get the source from my pk3 and see if you can get it doing something interesting. You can check the class of a player to decide whether they're flying or not.
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benmachine
Warp Viper


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Points For McTrying Though.


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« Reply #310 on: July 02, 2008, 01:45:33 PM »

No input, its great.
Words of encouragment: YAY I LOVE IT PLEAAAASEEE FINISH IT <3 <3.
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[TK]Viper says: Points For McTrying Though.
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benmachine

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« Reply #311 on: July 28, 2008, 09:13:42 PM »

http://elarned.co.uk/data-flier-02.pk3

This is far from finished but it's been so long since I posted anything that I wanted to reassure everyone I hadn't forgotten about them.
Unfortunately backporting it was a pain in the arse, so I siphon of tjw's excellent work:

http://tjw.org/emoticons/

I hope he doesn't mind, but you should be able to use this client easily enough.
« Last Edit: July 29, 2008, 09:04:19 PM by benmachine » Logged

benmachine
toastisgood


Turrets: +9/-41
Posts: 147

lolz


« Reply #312 on: July 30, 2008, 12:17:42 AM »

I have a question.On a map like Uncreation with the walls and pits and such,is it possible to drop down from the top and ram a hummie off the edge?
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okay what.
UniqPhoeniX
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« Reply #313 on: July 30, 2008, 06:53:27 AM »

Prob not yet, but it should be possible to make it xD
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CrAzY


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Posts: 30


« Reply #314 on: August 09, 2008, 10:27:38 PM »

Would this make sense to be an s2 or an s3 alien?
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JJosh


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« Reply #315 on: August 13, 2008, 07:32:53 PM »

S2? It counters the jetpack in a way.
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epsy


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« Reply #316 on: August 14, 2008, 07:39:00 PM »

i would say S2 as well, effectively counters jetpack, but also because there hasn't been any class really exciting at S2 for aliens (except wallwalking grangers Granger Smiley )
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benmachine

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« Reply #317 on: October 26, 2008, 02:20:22 AM »

SUPERBUMP

I recently got backporting sorted out, so I thought I'd see if I could revive this a bit.

http://elarned.co.uk/trem/data-flier-03.pk3

It handles like crap, but it works. Switch modes with mouse3 and activate mysterious propulsion with mouse2.
Pester benmachine to release something worth using with mouse1 and keyboard.
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benmachine
Redsky


Turrets: +35/-6
Posts: 207


« Reply #318 on: October 26, 2008, 03:31:19 AM »

great to hear you are still there benmachine Cheesy
now quick question: how do i run it??
when I'm setting server and i try connecting to it, i get this error:
Code:
CG_RegisterClientModelname( vandal, default ) failed
I am, probably, doing something incredibly idiotic, but still cant wait to see it
Thanks a lot!
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benmachine

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« Reply #319 on: October 27, 2008, 05:51:28 PM »

great to hear you are still there benmachine Cheesy
now quick question: how do i run it??
when I'm setting server and i try connecting to it, i get this error:
Code:
CG_RegisterClientModelname( vandal, default ) failed
I am, probably, doing something incredibly idiotic, but still cant wait to see it
Thanks a lot!

Oops, I missed some things out the pk3.

...Like the model.

http://elarned.co.uk/trem/data-flier-04.pk3

I've kind of realised why the handling on this thing sucks so much now, so I'm going to have a go at making it feel more smooth. Watch this space, sort of.
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benmachine
ACKMAN


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Posts: 342


« Reply #320 on: October 27, 2008, 07:53:38 PM »

I get this error:

SV_getusercmd: bad clientnum (somenumbergoeshere)
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Redsky


Turrets: +35/-6
Posts: 207


« Reply #321 on: October 27, 2008, 08:10:56 PM »

I've kind of realised why the handling on this thing sucks so much now, so I'm going to have a go at making it feel more smooth.
Does it have anything to do with original design or what? soorrrry, I feel soo tired Undecided
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CreeDo


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Posts: 35


« Reply #322 on: October 28, 2008, 08:46:23 AM »

Lol... I hope this gets put in 1.2 [ IF IT COMES OUT ]

Or all of this is a BIG waste of time D;

Btw, can some1 mirror it AGAIN? like on media fire or megaupload?

My net cant connect to
http://elarned.co.uk/trem/data-flier-04.pk3

Thanks and gl
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Syntac


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« Reply #323 on: October 28, 2008, 07:30:15 PM »

Then your net is suck.

http://syntac.co.cc/files/misc/data-flier-04.pk3
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benmachine

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« Reply #324 on: October 30, 2008, 05:27:34 PM »

I've kind of realised why the handling on this thing sucks so much now, so I'm going to have a go at making it feel more smooth.
Does it have anything to do with original design or what? soorrrry, I feel soo tired Undecided

Entirely a physics issue Smiley Basically the thing is getting no real lift at all, only a slower descent. The relationship between airspeed and gravity is a bit messy, so I'm going to try to link them in a different way, which may mean getting negative gravity to work for the prediction to function properly.

It's never going in 1.2 I can say that now Tongue but it's a fun mod project nonetheless.

Thanks Syntac for the mirror.
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benmachine
Circle


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Posts: 93


« Reply #325 on: October 30, 2008, 09:32:52 PM »

Hey, i'm not sure if what i'm talking about is related to what you're trying to do, but TR_BUOYANCY does the opposite of TR_GRAVITY. It makes things float at the same rate that gravity drags things down.

From my experience negative gravity is broken.
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CreeDo


Turrets: +1/-2
Posts: 35


« Reply #326 on: November 03, 2008, 07:44:57 AM »


Yes thanks 4 that.

I got the Pk3 File nao ..
And if i run it as a normal mod.... FS_game it wont work...

Anything i should do?

The files in my trem folder , not base btw
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UniqPhoeniX
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« Reply #327 on: November 03, 2008, 10:30:42 AM »

I get this error:

SV_getusercmd: bad clientnum (somenumbergoeshere)
Same here: SV_GetUsercmd: bad clientNum:20368
Placed the pk3 in trem/vandal, loaded vandal from mods menu and /devmap atcs.
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Death_First


Turrets: +4/-6
Posts: 141


« Reply #328 on: November 17, 2008, 01:32:04 PM »

I get this error:

SV_getusercmd: bad clientnum (somenumbergoeshere)
Same here: SV_GetUsercmd: bad clientNum:20368
Placed the pk3 in trem/vandal, loaded vandal from mods menu and /devmap atcs.

You Have To Use Tremded To Run It

I am not sure if this is a problem with the model or you guys just didnt put it in yet but when the alien is flying it just sits there and has no fly animation.

I Joined The Tremfusion Test Server today and saw that they are using the flying alien.
« Last Edit: November 17, 2008, 08:59:21 PM by Death_First » Logged
doomagent13


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Posts: 506


« Reply #329 on: January 05, 2009, 07:03:56 PM »

UBER_BUMP!

Hello, people.  How is this project going?  If it works, would it be okay for me to add it to my upcoming mod?
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