BloodTC for eDuke32
#332 Posted 16 June 2011 - 02:47 AM
And some other video of BloodTC (April 2010)
This post has been edited by M210: 16 June 2011 - 02:51 AM
#333 Posted 16 June 2011 - 03:37 AM
http://www.splashdam...58&postcount=85
I think you need to register to see attachments, but the screenshots shows exactly the same effect, very nice!
Maybe he will be interested by this one:
http://wiki.splashda...iage_Technology
Btw awesome work.
#334 Posted 17 June 2011 - 01:29 AM
This post has been edited by M210: 17 June 2011 - 05:18 AM
#335 Posted 17 June 2011 - 12:46 PM
#336 Posted 17 June 2011 - 11:39 PM
Now we need to finish some map(most of maps havent ambient sounds) Also we have problems with slide doors, for example slide doors havent autoclose feature and may be I need coding new autoclose actor for slide doors or make new door system (btw I plan to make it for smoother door).
At next time BloodTC need new AI of enemies and I try to write new AI and some bugs is need correct.
As you can see, there is still a lot of work on the project
#337 Posted 18 June 2011 - 12:35 AM
M210, on 17 June 2011 - 11:39 PM, said:
Now we need to finish some map(most of maps havent ambient sounds) Also we have problems with slide doors, for example slide doors havent autoclose feature and may be I need coding new autoclose actor for slide doors or make new door system (btw I plan to make it for smoother door).
At next time BloodTC need new AI of enemies and I try to write new AI and some bugs is need correct.
As you can see, there is still a lot of work on the project
dude please pm me when the project is done. Are you redoing maps from the expansion packs as well? I never could get those to work.
#338 Posted 18 June 2011 - 12:44 AM
DerickVonD, on 18 June 2011 - 12:35 AM, said:
Ok, I'll send you pm, but I think you'll wait a long of time
DerickVonD, on 18 June 2011 - 12:35 AM, said:
Are you mean Plasma and Cryptic Passage Pak? BloodTC not included this pak just original maps, but may be in the future we'll add this pak
This post has been edited by M210: 18 June 2011 - 12:50 AM
#339 Posted 18 June 2011 - 08:58 AM
This post has been edited by M210: 18 June 2011 - 09:00 AM
#340 Posted 18 June 2011 - 03:10 PM
M210, on 18 June 2011 - 12:44 AM, said:
Are you mean Plasma and Cryptic Passage Pak? BloodTC not included this pak just original maps, but may be in the future we'll add this pak
As long as I don't have to wait 14 years lol.
#341 Posted 18 June 2011 - 04:23 PM
#342 Posted 18 June 2011 - 09:21 PM
#344 Posted 19 June 2011 - 12:14 AM
SchoeteCitie, on 18 June 2011 - 04:23 PM, said:
This effects and map have Dimi Fortea. I will ask him to put it into net
Gambini, on 18 June 2011 - 09:21 PM, said:
Ok, empy gave you a map with a train. Thanks for you help
This post has been edited by M210: 19 June 2011 - 12:16 AM
#345 Posted 19 June 2011 - 01:30 AM
#346 Posted 19 June 2011 - 02:09 AM
M210, on 16 June 2011 - 02:47 AM, said:
SchoeteCitie, on 18 June 2011 - 04:23 PM, said:
Ok you're confusing me. Is that eduke32? Because if it is, then it's openGL, nothing to do with directX.
#347 Posted 19 June 2011 - 02:13 AM
Micky C, on 19 June 2011 - 02:09 AM, said:
hm...why not? And of cource these is eduke32, but Dimi said me that he working on source code of eduke32 and may be he added support of dx10 glass effect. Really I don't know yet
#348 Posted 19 June 2011 - 03:29 AM
This post has been edited by Tetsuo: 19 June 2011 - 03:30 AM
#349 Posted 19 June 2011 - 07:44 AM
M210, on 19 June 2011 - 01:30 AM, said:
Try setting their statnum to 2, and give them some threshold to not stick inside the walls (with this i mean that move them a little bit away from the walls they´re placed).
EDIT: I´ll check the e1m2 map ASAP
This post has been edited by Gambini: 19 June 2011 - 07:47 AM
#350 Posted 19 June 2011 - 08:35 AM
#351 Posted 19 June 2011 - 01:35 PM
#353 Posted 19 June 2011 - 01:54 PM
Attemped to fix the sprites in the rotating wagon but didn´t work. What I suggest is to move the sprites of the affected side farther into the wall and make the switch only trigger the effect ONCE, using a masterswitch instead of an activator. I doubt anybody is going to use that wagon too many times as it´s only needed for opening the way to the door.
#354 Posted 20 June 2011 - 01:37 AM
This post has been edited by M210: 20 June 2011 - 01:37 AM
#355 Posted 20 June 2011 - 07:40 PM
#357 Posted 21 June 2011 - 01:20 AM
#358 Posted 21 June 2011 - 02:22 AM
Micky C, on 19 June 2011 - 02:09 AM, said:
M210, on 19 June 2011 - 02:13 AM, said:
Tetsuo, on 19 June 2011 - 03:29 AM, said:
Yeah openGL (which is what eduke32 uses) does all the same stuff directX does, but is a completely seperate thing. You can compare it to Windows and Mac, they're both computers, you can do pretty much the same stuff on both of them, but the coding etc... is completely unrelated.
Edit: nice to see there's a fix coming for the sprite in a rotating sector problem
This post has been edited by Micky C: 21 June 2011 - 02:23 AM
#359 Posted 21 June 2011 - 05:03 AM
This post has been edited by M210: 21 June 2011 - 05:03 AM
#360 Posted 23 June 2011 - 12:12 AM
I have seen trueror1.map and it's working on this map, but not on my
And other question, feature definesound...does volume parameter working? I made some Kaleb voices by explosions of deadman's but I almost don't hear voice of Kaleb, because level of volume of explosions is bigger than voice, and no difference between
definesound PIPEBOMB_EXPLODE EXPLODCL.wav -512 0 128 0 -32768 and definesound HAHA1 PLAY1109.wav 0 0 255 4 32768
or definesound PIPEBOMB_EXPLODE EXPLODCL.wav -512 0 128 0 -6144 and definesound HAHA1 PLAY1109.wav 0 0 255 4 6144
or definesound PIPEBOMB_EXPLODE EXPLODCL.wav -512 0 128 0 0 and definesound HAHA1 PLAY1109.wav 0 0 255 4 0
This post has been edited by M210: 23 June 2011 - 12:49 AM