Noisycricket
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Posts
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Joined
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Posts posted by Noisycricket
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Good to know, thank you and good to hear theres a fairly intuitive way of enjoying custom files
That is sort of how the mod system works for Stalker, instead of replacing the entire contents of the folder into a copy of the folder, you just place a particular file into a folder of the same name and only the data in that particular file would supersede the original data.
Now that we know this, is there any other means of harm in offering my alt walk to the community?
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I've heard the opposite is true for at least some situations.
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I might suggest something that is too hard to do, not knowing that is was so tough. We all do that from time to time. Ignorance is the root of all conflict some do say.
But the reality is I would never want anyone to do anything over and above what they want to do.
But i don't understand, I thought the updater simply calculated the size of a particular file and if it was different from the one on a server, simply re-downloaded that file and overwrote it
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Are you using the walk map? "map test/walk"
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The updater will still overwrite all of the files the user has changed since the user will copy and paste them over to the official folders. If they have made extensive changes to the scripts for small things like difficulty, specific sounds, music or textures, or graphical mods or A.I. settings, that could be one hell of a lot of things to change over and over.
The updater is not very customization friendly at the moment, but i don't see why it would have to stay that way.
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BTW, I was under the assumption .pk4's were not compressed and that you would simply rename them to .zip to open them window's internal zip program, then simply replace the files or use Winrar.
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I plan on telling people that they must put the old walk file back into the proguard folder before they use the updater.
Theres a couple issues here that haven't been discussed and perhaps need more discussion. Like how are we going to handle the inevitable changes people are going to want to make with all of these resources available
Perhaps more time is needed to figure out how the updater is going to mesh with secondary mods.
Although, try the walk cycle, I spent a lot of time on it...
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Not sure what you mean, its just a differing animation. It uses the same joints and everything, so its just a matter of swapping out one 50ish kB walk.md5anim for this another. Have you not tried it yet? Try it now (if you have time and inclination) and tell me what you think, im interested in feedback.
Simply go to the model_src folder, and into my Noisycricket folder, then copy the walk7.5.md5anim file from there to the md5/proguard folder and rename it walk.md5anim.Then start TDM and open test/walk
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He means something for the players, and not one that lists darkraidiant bugs only. A couple of workarounds have already been figured out by the players for a couple things, one being a crash from having the Catalyst A.I. on, but there all in the long thread at Ttlg atm
EDIT: oops, didn't see your post.
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None have been created so far other than the wiki you mentioned. A bug reporting and tech support forum would be nice.
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No clue if that would help.
Squill?
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Is a skeleton with a heavy model available in .ma/.mb format?
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Combat is meant to be too difficult to rely on as a sure thing, although there could be some tweaking left, i don't know for sure.
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Yeah, the combat system itself was quite an accomplishment i thought too. Thats all Ishtvan's coding work unless im mistaken and Domarius's animations.
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Just finished training mission everything is perfect.
The first feedback comment i've seen. And I have to agree!
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I'm now taking an animation class which simultaneously introduces 3D Studio Max on Mondays and animation on Wednesdays. It also has homework. (Tutorials of all things! yeah, i could have done that myself thanks! but heres $1,400 anyway... ) So im busier than normal, but I'll do it when i can.
How does this fit in priority wise over female walk and sitting animations? Is squill done with the sitting ones?
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Wait, we're supposed to get a wage?
Of course.... thats why I signed up! No doubt in my mind...
We get a wage right?
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Uploaded.
Same goes to you Greebo. You and the other programmers have made it crystal clear why programmers make a higher wage than other game development positions. Forums seem pretty quiet lately though, hope it doesn't stay that way.
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I just finished separating the bow animations into their proper segments. The reload still occurs within the fire animation, which i think is a good thing since there is going to be a plenty of time for it between shots. I'll be uploading them soon.
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Added walk 7.5, an improved version of 7. Getting there...
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Thanks for the comments Glad you liked my work!
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I'm confused. Are you being sarcastic about not being sarcastic?
Now im confused, what?
Umm, i think no. I was serious about having spent a lot of time doing that research and would gladly spend time animating it for TDM (for an unofficial release). The thought of playing around with a high quality troll model was one of the first times i got excited about animating something, besides doing it for TDM...
like this:
http://www.youtube.c...feature=related
One of the problems though with an opponent this large, is that you have to build an area just for it and it can't follow you through small areas. So its a little if'y for me as to what would be better, a huge troll, or something smaller, like the thing in Thief 3 that scared the living crap out of me, the first time i saw it, 5 feet away from me.
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No i wasn't, i spent a lot of time researching the movements of large creatures like that, as well as smaller ones like orcs and even goblin-like creatures.
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If i wasn't being sarcastic, i'd have 421 posts mentioning Cave Troll.
Alternate walk cycle available
in Art Assets
Posted
@ Animators
Here is a good tutorial for walk_cycles. There is a good demonstration of animating the weight of the body as it reacts to the foot being planted in the video at the bottom of the page.