Videos of what you're doing
Moderators: Nexuiz Moderators, Moderators
Nice vid morphed, bit dirty but nice :O
I'm with ihsan , i'm making a map right now but it's taking a long time so i figured i would wait for 2.4 so i could put some 2.4 features in it, how will i know what they are?
I guess documentation comes after actual release, in priority anyway. What would be the best process for starting this off? Is O.U.N.S. pretty much what I'm talking about?
I'm with ihsan , i'm making a map right now but it's taking a long time so i figured i would wait for 2.4 so i could put some 2.4 features in it, how will i know what they are?
I guess documentation comes after actual release, in priority anyway. What would be the best process for starting this off? Is O.U.N.S. pretty much what I'm talking about?
http://video.google.com/videoplay?docid ... 1357&hl=en
I guess the next step is to modify the weapons so that the medics can heal people, field ops can give out ammo, etc. Also I'm going to have to figure out how to force spawning with specific weapons for each class.
btw; I modified the server code to do this, I'm not just getting cheap with the menu system
I guess the next step is to modify the weapons so that the medics can heal people, field ops can give out ammo, etc. Also I'm going to have to figure out how to force spawning with specific weapons for each class.
btw; I modified the server code to do this, I'm not just getting cheap with the menu system
[TSA] Psychcf wrote:http://video.google.com/videoplay?docid=-4531639065402711357&hl=en
I guess the next step is to modify the weapons so that the medics can heal people, field ops can give out ammo, etc. Also I'm going to have to figure out how to force spawning with specific weapons for each class.
btw; I modified the server code to do this, I'm not just getting cheap with the menu system
I have a long-term plan to make a similar mod but don't know quake C. I've read tutorials but there's nothing like a useful block of code.
Can U post the important parts of the player class&menu system pls?
ihsan wrote:I have a long-term plan to make a similar mod but don't know quake C. I've read tutorials but there's nothing like a useful block of code.
Can U post the important parts of the player class&menu system pls?
I plan on sending back a patch once I'm done, if I ever finish it. I'll post up the code for what I have so far soon. Right now I'm at school, and my work is on my desktop at home, so when I get home today I'll upload it.
edit: http://www.psychdesigns.net/~psychcf/nexuiz/classbased.pk3
if you search for g_classbased you'll find 99% of what I modified. Also have a look at /qcsrc/menu/nexuiz/dialog_limbo*.c for the limbo menu. Most of the action is happening in /qcsrc/server/classbased.qc, everything else is just putting function calls in the right place.
Don't forget you need a recent build of the game for it to work
http://www.youtube.com/watch?v=KlD4AYJwK_8
better quality version : http://www.mediafire.com/?7z3bzyhef4g
better quality version : http://www.mediafire.com/?7z3bzyhef4g
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it?
<Samua>Lies, that only applies to other people.
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it?
<Samua>Lies, that only applies to other people.
I like the recoil animation of the models. Very nice. Have you done the models yourself now?
This looks very promising too -> http://www.youtube.com/watch?v=cpC5PK5Cncg&NR=1
This looks very promising too -> http://www.youtube.com/watch?v=cpC5PK5Cncg&NR=1
"It's a long story kid. You don't wanna hear it. I don't wanna tell it."
dIM wrote:I like the recoil animation of the models. Very nice. Have you done the models yourself now?
No, new models are Morpheds work.
This looks very promising too ->
http://www.youtube.com/watch?v=cpC5PK5Cncg&NR=1
Hehe, not sure if those will make it in the final. i would need to spend some seriose time making them move better/smarteri think..
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it?
<Samua>Lies, that only applies to other people.
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it?
<Samua>Lies, that only applies to other people.
I would love to see them in the final version, if not, at least i a future version. Because on the base of theyr code, multiple robot creatures could be created (example, those flying ones from quake 2, small close combat roboters that attack in swarms), and then all that is needed is a nice map, and we have a nexuiz coop multiplayer modus.
Thx
FPS you ask? Well, depends on the build, my PC (the one at home, or my own), and graphical settings. With reflections off I get 30-50 FPS on the weaker one.
With maxed out settings, I get 15-40 on the stronger.
I'd like to give the best of my mapping skills with this one, so I'll focus a lot more on optimalisation too.
Oh, btw the movie was recorded live, that's why the loew FPS.
FPS you ask? Well, depends on the build, my PC (the one at home, or my own), and graphical settings. With reflections off I get 30-50 FPS on the weaker one.
With maxed out settings, I get 15-40 on the stronger.
I'd like to give the best of my mapping skills with this one, so I'll focus a lot more on optimalisation too.
Oh, btw the movie was recorded live, that's why the loew FPS.
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.


WE ARE NEXUIZ.


Nice map man..i think this one could be really really promising (as in used for clan games) if it plays as good as it looks (looks like it will..i like the nice amount of space in the flagroom..those corridors may be a bit too thin though, but id think it'd be possible to gain a shit load of speed down them using the laser mind you.
:]
kojn translates into horse.
Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take
kojn translates into horse.
Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take
wow... this is one of the best looking nexuiz maps ever (one of because you can't compare them to the indoor levels).
But one thing, don't put a nex in that level!
By the way, i think nexuiz is not made for huge outdoor levels, the waepons, the player speed and everything is for indoor levels. Perhaps a new game mode has to be made for outdoor levels? realy, i don't realy enjoy playing nexuiz on outdoor levels, which is a shame with such a beautiful looking map.
But one thing, don't put a nex in that level!
By the way, i think nexuiz is not made for huge outdoor levels, the waepons, the player speed and everything is for indoor levels. Perhaps a new game mode has to be made for outdoor levels? realy, i don't realy enjoy playing nexuiz on outdoor levels, which is a shame with such a beautiful looking map.
Awesome stuff Morphed !
Now Nexuiz really needs some vehicles. And a minimap
@Asraniel: I believe this one's made for the onslaught mod which already works with Nexuiz 2.4. There are just no maps so far, but the entities are there.
A question regarding the fog: I saw that indeed stuff tha i's beyond visibility isn't drawn (in your other outdoor map). Is there a specific compile-setting to do so, or does DP do that automatically if the fog parameter is set ?
Now Nexuiz really needs some vehicles. And a minimap
@Asraniel: I believe this one's made for the onslaught mod which already works with Nexuiz 2.4. There are just no maps so far, but the entities are there.
A question regarding the fog: I saw that indeed stuff tha i's beyond visibility isn't drawn (in your other outdoor map). Is there a specific compile-setting to do so, or does DP do that automatically if the fog parameter is set ?
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