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Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 05 июн 2016 20:39
Yo$hik писал(а):
HellBaron, your Venon 4.6 Gold work perfectly with Flight Saucers, but needed some amendments. Depro777, has introduced the changes to the engine, adding a weapon and therefore a new animation for the characters, you have to take this into account. First of all, find in all "mapname.ai" all lines with an unusual weapon and change it for example on mp40. Then, replace in "models/players/" all wolfanim.cfg and wolfanim.script on the original RtCW. So you will be able to play, but some feature of the project will be lost.

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That's good idea, but maps: Railhead, Dep_lab and Karyer (3 maps at the end) will be disable to play (Error or Crash), because they have new weapons on the map. :+:
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 06 июн 2016 14:06
Depro777 писал(а):
That's good idea, but maps: Railhead, Dep_lab and Karyer (3 maps at the end) will be disable to play (Error or Crash), because they have new weapons on the map. :+:

this is easily remedied by any hex-editor :+:
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 06 июн 2016 20:07
Цитата:
HellBaron, your Venon 4.6 Gold work perfectly with Flight Saucers, but needed some amendments. Depro777, has introduced the changes to the engine, adding a weapon and therefore a new animation for the characters, you have to take this into account. First of all, find in all "mapname.ai" all lines with an unusual weapon and change it for example on mp40. Then, replace in "models/players/" all wolfanim.cfg and wolfanim.script on the original RtCW. So you will be able to play, but some feature of the project will be lost.


Interesting!! But why Venom mod stuff interfers with Flight Saucers? I want understand that. I'm sure there are a possibility to play it with no changes and my effects, especially thinking for future, when all mods with additional weapons will be "rewrited" for the powerful iortcw. (I guess..)
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 06 июн 2016 21:42
Кто-нибудь может объяснить мне, этот мод использует правленные dll или нет? Если да, то я не понимаю вопросов, если нет, то это странно.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 06 июн 2016 23:28
HellBaron писал(а):
Interesting!! But why Venom mod stuff interfers with Flight Saucers? I want understand that. I'm sure there are a possibility to play it with no changes and my effects, especially thinking for future, when all mods with additional weapons will be "rewrited" for the powerful iortcw. (I guess..)


I'm no expert on .dll files, but I can tell you that the files cgamex86.dll and qagamex86.dll are probably at least one of the reasons why your mod has issues with Flying Saucers.

It's my personal dream to see Rtcw SP releases more compatible with each other, and a more active community. :)
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 06 июн 2016 23:49
Ron Boy писал(а):
HellBaron писал(а):
Interesting!! But why Venom mod stuff interfers with Flight Saucers? I want understand that. I'm sure there are a possibility to play it with no changes and my effects, especially thinking for future, when all mods with additional weapons will be "rewrited" for the powerful iortcw. (I guess..)


I'm no expert on .dll files, but I can tell you that the files cgamex86.dll and qagamex86.dll are probably at least one of the reasons why your mod has issues with Flying Saucers.

It's my personal dream to see Rtcw SP releases more compatible with each other, and a more active community. :)


In order to mods will be more compatible with each other, people must have cooperation. Source code must include additions from most of all mod creators. But it's not happen. <_<
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 07 июн 2016 00:20
Ron Boy is right, you are having conflicts of dlls files, making it impossible at the moment to do something stable.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 07 июн 2016 02:56
Depro777 писал(а):
In order to mods will be more compatible with each other, people must have cooperation. Source code must include additions from most of all mod creators. But it's not happen. <_<


You are right, Depro. It's sad that the community doesn't want to work together, for the most part. :(


We can only hope that this issue is corrected one day.
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 07 июн 2016 03:43
Vicpas , напишите мне в п/я ..
Write to me in Inbox
_________________
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Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 07 июн 2016 22:20
I think the same thing! :smirk: However Dark Army 1.0 (except gameplay bugs) worked with Venom mod, cause iortcw code it's more stable.
For now I think it's better not use retexture stuff with mods custom engines, and all mods of course use custom textures. About it, I've make a little sample video for who've played Dark Matters with a little modification. A demonstration of id tech 3 features, all things that can be maked for every map of every mod, waiting perpixel lighting as latest id tech engines.
http://www.moddb.com/members/hellbaron8 ... e#imagebox
Original work by Yo$hik ( it's a test, I will not share files without permission of developers!!)
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 07 июн 2016 23:29
HellBaron писал(а):
I think the same thing! :smirk: However Dark Army 1.0 (except gameplay bugs) worked with Venom mod, cause iortcw code it's more stable.
For now I think it's better not use retexture stuff with mods custom engines, and all mods of course use custom textures. About it, I've make a little sample video for who've played Dark Matters with a little modification. A demonstration of id tech 3 features, all things that can be maked for every map of every mod, waiting perpixel lighting as latest id tech engines.
http://www.moddb.com/members/hellbaron8 ... e#imagebox
Original work by Yo$hik ( it's a test, I will not share files without permission of developers!!)


That looks really nice, HellBaron. I must say that the ioRTCW engine has my attention instead of the Berserker@WolfSP engine. The stability is a necessity for all developers, but you saw that a small bug in the ioRTCW engine (the player on fire bug) completely ruined the experience for me with TDA.

I can't remember; has this bug been fixed yet?
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 08 июн 2016 21:32
Maybe, because Dark Army in december 2015 uses an experimental version of ioRTCW (1.42c), never released, and in the same time was released ioRTCW 1.42d!! But the real difference will be in next build.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 24 июн 2016 19:09
I played Clonewar 2044. I think it's very good, especially for maps. Nice details! Work perfectly with Venom mod, but I saw a little problem with the Hell sky from Q3 (first screenshot). I checked and correct the problem with sky textures, it looks pixelate (maybe sharpened by mapper), just replacing that with original ones from Quake 3 (second screenshot)! I also modified the shader for sky (double Sky parm 1024>512 default) to make it wider and more deep (third screenshot). Maybe mapper are interested to fix that? It's very simple.


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Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 24 июн 2016 23:48
HellBaron писал(а):
I played Clonewar 2044. I think it's very good, especially for maps. Nice details! Work perfectly with Venom mod, but I saw a little problem with the Hell sky from Q3 (first screenshot). I checked and correct the problem with sky textures, it looks pixelate (maybe sharpened by mapper), just replacing that with original ones from Quake 3 (second screenshot)! I also modified the shader for sky (double Sky parm 1024>512 default) to make it wider and more deep (third screenshot). Maybe mapper are interested to fix that? It's very simple.


Nice work on remaking the Clonewar 2044 sky texture, HellBaron. I too like this map, because it has a theme that is rarely used in Rtcw SP. :yes:
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 28 июн 2016 18:28
Thank Ron Boy! Yes, it's really unusual theme, but the engine it's perfect for fantastic and futuristic worlds. Flipmode is the mapper, he's active somewhere? Would be nice reupload the mod with this fix!
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