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  1. Valve losing to Zynga (Farmville) in a 'Greatest Developer' contest!

    http://www.escapistmagazine.com/forums/read/532.184375-Poll-Round-5-Field-of-Four-7-Zynga-vs-1-Valve?fbfirst=1 This is ridiculous. As of right now, Valve has made it to the last bracket. Unfortunately, so has Zynga, the creators of the Facebook Farmville and Mafia Wars, with no other noteworthy...
  2. SP Sci-Fi New, Living Warhammer 40k Mod

    Kazzan said:
    Can someone make the hellgun and lasgun? Raslin needs them. (even though they can be converted)
    And can someone make the boltpistol again? Coz Deon is busy with RL he never sent it to Raslin even though he said he was going to come back in January or February.
    Hellgun and Lasgun are made. It's the hell pistol and las pistol that need to be made apparently.
  3. Zombie Onslaught Tower Defence (WIP 0.86 - Demo Updated)

    Talak said:
    I have barriers around the entire maze, the zombies shouldn't be able to bypass the grid, but obviously they are.  I'll fix it.
    Edit:  Does it only happen if you start a new game from the menu?  If so, I've found and fixed the problem (the border wasn't being set up as an obstacle after the game was reset).

    I'll think about the artillery, right now the game is unbalanced.  I may give the zombies a higher starting health and lower % increase per wave.
    Edit:  One problem with more than one artillery piece is that with unlimited range, they'll all fire at once.  The zombies are increasing too much in health; the artillery is designed to do big damage to zombies, but of course when they're getting up into the 10's of thousands of hitpoints, one artillery piece is pretty much useless.

    By the way, I had health set to 1 for testing purposes, it's supposed to be 20.  Also, starting supply points should be 100, not 1000.  I'll be releasing a 0.81 version soon.  Anyway, that's why it's not a version 1.0 yet :wink:
    Probably (to the border question).
    Also, that is why I mentioned there needed to be a separate firing method for the artillery. Just run a quick check to see if multiple artillery pieces are ready to fire, and if so, only fire one, then fire the next one, repeat. The achievements are pretty nice, but the supply ones could be tweaked a bit. .08 supply per second? That's 10 seconds for *1* supply. .16 isn't much better. I think it should start at .5, then go to 1.

    Also, I had an idea. Code in a dynamic barricade system. You would need 6 models; Barricade end cap, barricade single, barricade wall, barricade corner, barricade 3-way, and barricade 4-way. Using simple rotations of the models, and some code to check how you've placed the barricades, it would create a dynamic fort. IE: Instead of three identical barricade blocks in a row, it would place two end caps (one on each end), then a barricade wall between, and make a smooth barricade.

    EDIT: Let me elaborate, this would not change the "barricade" feature at all. This simply would change how it renders the barricade you make. Currently, the barricade is drawn as a row of identical "cube" sections. What this idea would do is look at your barricade cubes and swap around some models to make it look smooth.

    EDIT EDIT:
    I've noticed a bug. Occasionally I encounter (usually around some crazy high wave amount, using my patented "lolhax gauntlet of doom") a zombie that can only be described as a hacking son of a *****. I've noticed that bullets actually travel, the weapons are not hitscan. There is one problem with this: A fast zombie, with high enough speed, is impossible to hit. No, not hard to kill, I mean you can have a literal line of heavy machine gunners, tear gas troops, molotovs, semi auto snipers, and yet it will just blaze through the maze unscathed. The only thing I can conclude is that the zombie is moving too fast for any collision detection to occur. I would keep the "physical" bullets, but change the hit detection to hitscan (when the soldier fires at a zombie, it hits, instantly, the bullet simply is an effect; ala Half Life 2). Another bug here is that if you have a line of snipers, a zombie spawns, and all fire at once, but the first one kills the zombie instantly, the other bullets will simply stop in midair (cue Neo + matrix effects) and stay there.
  4. Zombie Onslaught Tower Defence (WIP 0.86 - Demo Updated)

    Talak said:
    Thanks for the suggestions.  Actually you're only supposed to be able to have one artillery piece, I must have missed that bit.
    There's some good ideas there.
    One more request;
    Remove the ability for the zombies to "lol evade" your maze. I've seen this occur maybe 10 times, and each time I've had to restart because the zombies just ran around all my defenses. What happens is that you are unable to make a direct funnel for the zombies, so if at any time they decide to not go straight forward from their little lair, you are forced to watch them run around your maze. A picture should explain it better;
    zombiesoz9.jpg

    An example of the standard maze I make.
    The black box represents the zombie spawn, the green\dark green circle represents the "zombie finish", the dark red represents my barricades, and the pink represents my soldiers and firing zones.

    Light blue is the path that the zombie should take (from the spawn, to the end, through my maze). Due to the glitch I described above, occasionally the zombies will detour off the map and circumvent my ENTIRE MAZE (see dark blue line). The fix is simple, and implemented in most TD games.

    Make the "actual" spawn area (see fix, spawn area is green dot within small red box) boxed in. That way the zombies are forced to go through whatever fiendish maze you make. It starts out with the spawn area, a barricade on each side, and you can continue it from there with your own barricades if you want.

    ~~~~~~~~~~~~~~~~~~

    Also, what do you mean you are only supposed to have one artillery? True, it has infinite range, but apparently it only does 500 damage? I've seen zombies that apparently have 2000 health.
  5. Zombie Onslaught Tower Defence (WIP 0.86 - Demo Updated)

    A few suggestions\ideas...

    -Artillery:
    Needs its own special firing method. Waiting 11 seconds for 3 artillery guns to reload, then watching them unload all ammo on a single zombie is painful to watch. A better method would if there are two or more available artillery guns to fire, only one will fire, then the other will fire. Upgrades would also be useful. Namely, something like Napalm (after initial explosions, coats a large area in flames for 10 seconds).

    -Supplies:
    Being able to build depots\ect to generate supplies would be awesome.
    EXAMPLE: 2x2 item, cost 400, and generate 1 additional supply per second.

    -Special abilities:
    It would be cool if you could use supplies to "activate" special abilities (if the timer on it has finished), stuff like off-field bombardment, bombing run, napalm strike, ect.

    -More units:
    I like how versatile the soldiers are, but a few more units would be useful, namely, area denial\DoT.
    EXAMPLE: Minefield, a 1x1 item, costs 100, does 40 splash damage for every second a zombie is on it.
    EXAMPLE: Barbed Wire (upgradable to Razor Wire, yes I saw the soldier one but this is MUCH stronger), a 1x1 item, costs 50, slows zombies significantly, and does 10 damage for every second the zombie is in it.
    EXAMPLE: Bunkers
    Bunkers (improved soldiers) would be awesome. They would be upgrades to the normal barricade, but would start out with an smg (cost; 50 to upgrade). From there they could be upgraded with a grenade launcher -> heavy grenade launcher -> autocannon, machine gun -> heavy machine gun -> minigun,  or flamethrower -> heavy flamethrower -> napalm. Grenade launcher would simply be ranged splash damage, machine gun is full auto high damage but short range, while the flamethrower starts out as full auto average damage\short range but the napalm ends by coating the ground in flames for 4 seconds wherever it is aiming.
  6. SP Sci-Fi New, Living Warhammer 40k Mod

    Gwalchmai said:
    Sent the "pre-texture" of the Imperial Guard helmet, armor and boots to DvD for refining. Back to rigging,  :?...
    Done with the textures (boot texture was fine btw). Sending it all back to you. Sorry for no screenshots, but kind of busy right now. May take a few later.

    EDIT: Renders of everything I've got to take pictures of.  :wink:
    This is the Kasrkin Armor, Guard Armor, Boots, Helm, Hellgun (modified slightly, will send new texture to you when I send the Hunting Lance), Hunting Lance (green color needs to be edited), and the old shot of what I call the "Unknown Armor". I think I'll remove the textured kneepad (it looked bad due to some UV issues on the legs) and modify the green color to match the other armors (the helmet should match when it's paired with guard armor, but it'll have to be tested), and perhaps we'll find a use for it on some officer in an IG bunker (aka, town\castle). Or maybe the armory\munitions officer (aka, weapons vendor).  :lol:

    igstuffrendermb0.jpg


    We should probably update the first post, heh.

    EDIT: Oh btw, Raslin, I would like to apply to beta test. :P
  7. SP Sci-Fi New, Living Warhammer 40k Mod

    Gwalchmai said:
    I hope, I didn't forget any of the desired modifications:
    *snip*
    I'd say: Perfect. Do a rudimentary texture and I'll make it awesome (hopefully :P).
  8. SP Sci-Fi New, Living Warhammer 40k Mod

    raslin said:
    Honestly... I don't know. I use 3ds max, not wings.

    If you can use it better, I could send you the .brf's and texture in that format, perhaps pulling it straight from the format M&B uses would work better for you?
    Nah, it's fine (also it was quick3d, not wings). I hadn't noticed what format it was in and it opened a program that I very rarely use. I was like "wait, what?". Which confused me for a few minutes, then I realized what happened. So I imported the lance into Wings and got it textured.

    The render is kind of bad though (was hard to get a good shot), and for some reason ImageShack is being a ***** right now. I'll upload the render tomorrow.
  9. SP Sci-Fi New, Living Warhammer 40k Mod

    raslin said:
    The thing is, whiteshields(as well as conscripts) really don't fit into the tech tree as it stands. I actually made the decision early on to have regular guardsmen be the first unit on the tree. The reasonings were that after other races start getting in, guardsmen will already have trouble against most tier one enemies(except for boys, who they'll be about on par with, all things considered). Also, whiteshields(or conscripts) would only differ from regular guardsmen in stats, and you wouldn't start seeing different equipment and unit types until tier three.

    I know I need to get things to a couple of you guys, which I'll get on now. Sorry for the delay.
    I got the hunting lance, is that all you needed textured? You don't need textures for the lasgun\power fist\ect? Anyway, I'll get right to work, should be done soon enough.

    EDIT:
    I'm going to make the lance look kind of like this, but better;
    RoughRiderswithLance.jpg
  10. SP Sci-Fi New, Living Warhammer 40k Mod

    Gwalchmai said:
    Really nice texture (remember, VI instead of 6th, ;) ), but no way - I want to deliver a decent job and if i modelled something wrong, for whatever reason, I correct it and don't just proceed. Remodelling now.
    Mkay, I just didn't want to burden you with having to remodel it, but ok. I put a 6th instead of VI on it because I noticed in some images that basic foot soldiers just had a number. But it may look better as a VI, so I'll change it. For the record, the image that Hopit quoted (in the spoiler tag) is EXACTLY what the Imperial Guard armor should look like. Also, Whiteshield sounds good (as long as Raslin is ok with it).
  11. SP Sci-Fi New, Living Warhammer 40k Mod

    Gwalchmai said:
    Hmmkay- More rounded shoulderpieces and the "Flak Jacket" only covers the upper body.
    Those things aren't that difficult to change, but yeah, guess I'd have to re-map and re-texture the whole thing.

    And that's exactly why I posted the untextured model before mapping and texturing... :?
    Sorry, but I'm a bit annoyed right now.
    ...rwar? Sorry :(
    I didn't see it.  :cry:

    However, I've managed to texture this well enough (I think at least) that it will do for milestone one. It can be fixed later I would assume.

    EDIT: 'Tada.
    guardsmenarmorrenderiz7.jpg

    My attempt to make the guard armor look as much like guard armor as possible. :P
  12. SP Sci-Fi New, Living Warhammer 40k Mod

    Gwalchmai said:
    Now I can start working on the rigging problem:
    *snip*

    This one I hand over to DVD for detail and color finetuning, :)
    DVD, you'll get mail shortly.

    EDIT: First try using envelopes for rigging failed epicly. I'll try again later with vertex rigging... :?
    Gah, I'm going to feel like an ******* for this, but I can't help but point out one thing;
    I think you misunderstood the basic soldier's "flak" vest. To help, I have found a battalion of images of your standard, run out of the mill, IG soldier.
    ig3-640.jpg

    imperial_guard_lg.gif

    imperial-guard-troops.jpg

    operationhumanshieldof3.gif

    donetp5.jpg

    _wsb_446x643_ImperialGuardsman013.jpg

    relic00064.jpg

    traitorsbnau3.jpg

    926497_20050513_screen005.jpg


    To compare and contrast with;
    Kasrkin Stormtrooper:
    kasrkin_previo_05.jpg


    I'll work on that guard armor's texture, but I recommend we only use it as a bare minimum placeholder for now. *shrug*
  13. SP Sci-Fi New, Living Warhammer 40k Mod

    Kazzan said:
    Nicely done dvd! Looks awsome. So the karskin armour is ready?
    As soon as Gwalchmai rigs it, I would say yes.
  14. 40k mod, Fallout3 break

    Nethoras said:
    Kazzan said:
    Is fallout 3 worth getting?

    YES YES A MILLIOIN TIMES YES, I wish I could say Ill be back soon, but Fallout is so amazing, I love it so much, I feel really fail right now... xD but truthfully, best game I ever played (even  better than banjo twoey).

    Kess said:
    Its quite impressive, with a nuke mission, or with the big robot from the brotherhood ;]

    Mutants are totaly head shot resistant xO

    you mean supermutants? no they arent, they are quite headshotable, I can kill a normail supermutant with 2 shots of a hunting rifle, tho I have a lot of small arm skill and the finnesse perk, regardless, unless your using some kind of pistol you'll find headshots work plenty fine, .32 calibre rifle= best for fighting mutants cos they always have ammo for it, and you can take them down easy with it, Ill stop ranting xD
    Heheheheh, sounds like someone has yet to find .44 Magnum. :P
  15. SP Sci-Fi New, Living Warhammer 40k Mod

    Rwar. I made a small change to my texture and sent it to Gwalchmai. Basically, I made the yellow outlining around the flames brighter to better match the flames on the Hellgun.
    kasrkinrender3ha8.jpg
  16. SP Sci-Fi New, Living Warhammer 40k Mod

    Files sent to you Gwalchmai. Raslin, if you want me to try and touch up any of your textures (such as the spear :P), then send me the files.
  17. SP Sci-Fi New, Living Warhammer 40k Mod

    raslin said:
    It looks damn good, and don't get me wrong, I would totally use it. But if you wanted to go for the gold, a couple things you could fix. The end of the arms and the knee-caps probably shouldn't be solid red(as the red is used to break up the green, not be a primary/secondary color). Also, some randomness in the red shapes(instead of just on certain corners, etc, just throw some randomly in places).

    But again, what's already done is awesome. I'm just throwing this out there.
    Mm, I noticed that, but the problem is in the UV (no offense Gwalchmai, it's a great UV :P). However, for future reference (this is to Gwalchmai), if you've got 556x556, then use the ENTIRE area, try and spread the UV out so that you don't have two kneecaps sharing the same location. That way I can add more details. And about the end of the arms\kneecaps; With black gloves\boots, it should look pretty damn awesome. But I guess we will have to see. If it doesn't look good then I'll fix it then.

    Now, who should I be sending the link to the wings\bmp texture\uv\photoshop file\ect?

    EDIT: I'll send it tomorrow, it's 11:30 and I need to sleep. :P
  18. SP Sci-Fi New, Living Warhammer 40k Mod

    raslin said:
    Only thing I would really suggest is to give the beige parts a bit more yellow of a look(just a little though, to make them sort of pop out).

    As for the number, honestly, feel free to just pick one, as long as its not 8(as the cadian 8th is pretty well documented, and it would be pretty unfluffy). 36 seems good to me, but feel free to pick one if you would prefer! Also, the cadian 8th at least uses roman numerals instead of just a number.

    But good work!
    Hmm, 36 sounds good for standard numbers, but since you mentioned it roman numerals may be kind of cool. In that case though it would have to be a smaller number. What about 6 (VI)? . And I'll give it some more yellow.

    Taking all that into account, here is the newest texture;
    kasrkinrender2vt6.jpg

    And comparison of the Hellgun texture;
    hellgunrenderby3.jpg


    What do you think so far?
  19. SP Sci-Fi New, Living Warhammer 40k Mod

    Gwalchmai said:
    That's why I've just put two imperial eagles and the cadian gate onto the skin, kinda generally applicable, ;).
    DvD, would you mind also texturing the Guardsman armor? I'would try and UV map it and then send it to you, like with the Kasrkin armor.
    If not, no problem, I'll whip up something decent then - though It likely won't be more than that...
    If you whip up a general texture, I'll go in and try to fix any problems\detail it. I tend to suck at armor from scratch (although my first attempt wasn't too bad).
    Also, Raslin, could you be clearer? I think a number would look good, and I was thinking a fist for the shoulder.

    Here is the modified texture so far (anything in this can be changed however you wish):
    kasrkinrenderan8.jpg

    For comparison:
    KasrkinTextured.jpg


    I'm working on adding in some more detail (scratches, dents, dirt on the shins, burn marks, ect), and trying to figure out a way to make the flames\lightning look good (not pictured).
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