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Work in Progress / Open Source Community FPS Project

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Baggers
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Posted: 26th Jun 2005 23:34
Sweet !

dj blackdragon3710
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Posted: 27th Jun 2005 02:36 Edited at: 27th Jun 2005 03:13
Haha!! Good work Mitchell.

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Hamish McHaggis
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Posted: 27th Jun 2005 03:03
Nice work Mitchell. I presume the white part needs some water.

10k is probably ok, although I need a level with 10k in it to test that . Also, especially on a level like this, if you broke it up into sections then it may help it run a bit faster (by hiding objects off screen). Even if you just saved different sections as separate limbs, we'd probably be able to separate the limbs in game to save the hassle of saving as separate objects.

What happened with the other level BTW? It was looking pretty cool, I'd like to see it textured.

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Frozen Flame
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Posted: 27th Jun 2005 03:21
looks like a miniature golf course. thats awsome man.


Mitchell
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Posted: 27th Jun 2005 04:45
Yeh, I might make the textures for that other level too, later. First I'll finish up the uv's for this level, and send it, with the textures, to you. Thanks for the comments!

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Grismald
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Posted: 27th Jun 2005 05:40
looking great Mitchell, keep it up!

Megaton Cat
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Posted: 27th Jun 2005 08:50
Quote: "i just bought a website for myself, some of my work is on there"


ha-ha you "bought" it? I don't remember getting paid for it.

Mitchell: Looking very fun! Love the style.

Hamish: Check your email.

Professor
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Posted: 27th Jun 2005 12:54 Edited at: 27th Jun 2005 13:08
Quote: "thanks prof, it's exactly what i wanted."


Great to hear! Glad i could help .

Also if anyone needs some more models let me know.


EDIT: Mitchell, Nice level!

Since your not done with the UVW i gues you may change this but i belive your should make the textures for the walls smaller. You could uvw mapp it simply enough... Just advise no reason to go out'a your way for this. Keep up the good work!


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
Calevra
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Posted: 27th Jun 2005 14:54
Quote: "ha-ha you "bought" it? I don't remember getting paid for it.

Mitchell: Looking very fun! Love the style.

Hamish: Check your email."

i meant the domain+webspace not the lay out and stuff

Oliver
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Posted: 27th Jun 2005 19:38
Hey, I've got some free time and I'm bored of working on my own project, so I was wondering if you people needed any help. I was hoping to create some simple models+textures. Perhaps weapons, ammo boxes, objects for placing around the levels, things like that. If you need an example of my work, ask me to make something .

Oliver
Professor
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Posted: 28th Jun 2005 01:20
@Oliver, Great! i'll let hamish ask for the example. Nice to have extra work .


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
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Mattman
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Posted: 28th Jun 2005 13:41
Holy cow thats amazing! I cannot wait to play this game when it's done with all the amazing levels from you guys! (megaton lets see more from you! )

Word.
Hamish McHaggis
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Posted: 29th Jun 2005 03:03
Oliver - Sure thing, you can never have too many artists (well, you probably can but I'm not too worried about reaching that stage ). Look on the website design docs for a general outline of the weapons we need. We already have pistols a pleanty, a sniper, and a freeze gun. Another assult rifle would be ok, and any of the other stuff we need doing. If you can take into account separate moving parts (bolts, cartidges, etc) for firing and reloading animations then that would be even better. Also, if you want to add parts to animate on the fictional weapons then that's fine so long as you tell us what needs animating and how .

Any general props would be of use really. Lamps, lights (esp. to put on walls), chairs, boxes, plants, anything really. Consider the current levels are...

- Small hanger type thingy
- Big modern contruction on skyscraper/in canyon (I'm not really sure )
- Lots of little island things
- Arabian buildings with sand, archways and slopes
- Arctic base

Ammo boxes, pickups (this game isn't aiming to be especially realistic). Anything you can think of that would be in a generic fps level really.

Also, it'd be mighty handy if you could unwrap and/or texture your own objects, but if you think you'd rather not it isn't nesecarry.

It'd be nice to see some of your work too .

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Oliver
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Posted: 29th Jun 2005 03:33
Ok cool, I think i'll have a go at a Grenade Launcher .

Megaton Cat
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Posted: 29th Jun 2005 03:46
Woaw Oliver.

Nice site.

Thanks for helping us out btw.

Quote: "- Small hanger type thingy
- Big modern contruction on skyscraper/in canyon (I'm not really sure )
- Small hanger type thingy"


It's a "Skyscraper" and "Storage facility"

Oliver
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Posted: 29th Jun 2005 23:10 Edited at: 29th Jun 2005 23:11
Thanks megaton .

Heres a WIP of the Grenade Launcher. I still not happy with the back of the gun, I've tried about 4 different variations. I'm going to add some details to the top, since thats the part which will show the most. Well, any suggestions while its still easy to change?



Oliver

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Hawkeye
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Posted: 29th Jun 2005 23:32
Looks too much like a grenade pistol Enlongate the barrel out a bit... maybe something like the mm-1 gl here - http://www.flashpoint1985.com/download/gear_grenade.html

Looks nice anyway Are you going to add a limb for the magezine so it'll rotate?


Benjamin says: fecking twat of a program [msn7]
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Hamish McHaggis
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Posted: 30th Jun 2005 06:46
Looks very good Oliver, but I think it possibly looks wrong because the handle is way too large. If you consider the handle should be designed to fit a human fist, the greades in that gun will probably be about the size of marbles . Also maybe consider that the gun should probably be two handed, so it needs a decent second handhold (not a handle, just a grip on the underside of the gun). Think about how a person would hold it I guess.

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Benjamin
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Posted: 5th Jul 2005 03:31
Hamish, I've got good news. It seems I made a small mistake in the code that cleared the player list, and it was only clearing the very start because of it.

The fixed version is attached


"Lets migrate like bricks" - Me

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Hamish McHaggis
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Posted: 5th Jul 2005 04:43
Nicely done . Seems to be working flawlessly so far, and I've implimented text messaging again. BTW Ben, you said you had some prediction code for characters that worked quite well. Any chance you could send it my way sometime soon . Cheers.

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Benjamin
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Posted: 5th Jul 2005 07:14
Yeah weeeell... I'm not sure thats possible with this, because you said collision is handled by the physics plugin you are using. If you applied physics to other players it would probably be possible.


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Hamish McHaggis
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Posted: 5th Jul 2005 08:13
?? Prediction is just a method to calculate where the player is most likely be at a point in time depending on the previous positions/velocities. I don't see what physics has to do with anything, as movement is movement, whether plugin based or not.

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Benjamin
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Posted: 5th Jul 2005 08:31
This is what I mean by prediction, in its most simple form:

* Everyone sends their coordinates, and also the keys that are being pressed as the message is being sent
* Other players recieve the data, position the players at the coordinates, then use the keypress data to move the player exactly how it would move by itself.

For instance, if client 1 says that forwardkey and strafeleftkey are pressed, other clients will move their instance of that player according to their last known angle and position. The problem is, you need to be able to make the instances of the players stop when they hit the edges of the level, otherwise they'll go outside.


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Hamish McHaggis
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Posted: 5th Jul 2005 08:33
Ok, I get what you mean, well that can be done by sending the velocity of the player rather than the keys.

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Hamish McHaggis
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Posted: 6th Jul 2005 07:49
Update: As figured from above, the multiplayer plugin is now working nicely in the project. I have decided compiling and running the main project takes too long, and multiplayer testing requires repeated re-compilation, therefore I am making a smaller "2D Version" of the game to test out multiplayer functions. If I keep all the multiplayer self-contained, then transferring the module into the game should be a simple matter of reading and writing values to various arrays, and calling some functions to send messages . Already tested it with Ben, and bullet shooting seems to work, so I should be getting down to some serious multiplayer stuff now. I'm reading up on interpolation and dead reckoning, but this will be the hardest thing to get right.

The level editor still has a long way to go, but it is now more adapted for adding on new features. I'm kind of switching between level editor, game and network play. It's getting quite confusing :S.

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Professor
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Posted: 7th Jul 2005 07:34
Hey i was taking some shots at the weapons on our website, So far no luck. The reason is because i cant get a good idea of what it should look like, they sound good but i just cant make any good concepts.

So what i was wondering if some one could draw up some concepts for
the most wanted weapons, then i model them.. I cant think of anyone to do this but there wont be alot of new weapons until then.


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
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Grismald
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Posted: 8th Jul 2005 06:37
I made some progress on my level, the lighting looks much better now; i've also added new buildings and a skybox.
Anyway here are some screens:



Hamish McHaggis
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Posted: 8th Jul 2005 19:19 Edited at: 8th Jul 2005 19:26
Good progress Grismald. I'm hoping that some day one of these fantastic looking levels will actually get finished . But don't rush them obviously. Make sure you save the skybox as a separate object, so it can be positioned around the camera (otherwise you end up walking right up to the edge of the sky ).

Professor, I'm not an expert on concept sketches, but I'll try and come up with something. Otherwise, if anyone else is good at concepts, then post them up here. All contributions are appreciated.

BTW, it'd probably be good to note that we have a hand model, kindly constructed by Peter_ http://forum.thegamecreators.com/?m=forum_view&t=54977&b=3 , so if anyone is good with rigging or texturing, the mesh (all three versions) is available from here...

http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=579843



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mm0zct
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Posted: 9th Jul 2005 09:32
yay now i have a hand i'm more tempted to fully animate that old ak47 i made with it to put into the project

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Hamish McHaggis
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Posted: 9th Jul 2005 10:08
mm0zct - If you rig the hand (which would be highly appreciated ), please post up the hand mesh rigged on its own, so others can attach other weapons to it. I don't know what format is best supported for animations, so I'll let the person who rigs it decide that.

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Hamish McHaggis
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Posted: 9th Jul 2005 23:46
Check out screens of Grismald's level ingame!...

http://www.prodigygames.co.uk/web/gallery.htm

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dj blackdragon3710
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Posted: 10th Jul 2005 01:32
@ professor: I've been scaring some up (I just like saying that), but alas, not only am I on vacation, but I also am on a dial-up connection and have no scanner....expect some in a week and a half.

@hamish: when I get back, I was thinking about doing a few more HUD designs and possibly some textures..hope thats ok...

@all: be back in a week and a half ...get some stuff done while im gone ....everything looks nice so far!!

<<<<<Used to be "djblackdragon" with being registered in January, 2003, no matter what it says on the left<<<<<
Professor
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Posted: 10th Jul 2005 11:23
@Hamish: sounds good.

@dj: Again sounds good .


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
Hamish McHaggis
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Posted: 11th Jul 2005 03:21
If anyone wants to design an official logo, then please go ahead . I think it needs to be more original, and more to do with the actual word "Blackout". The logo would be a fairly big part of the game's image, so I think it has to be pretty high quality.

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dj blackdragon3710
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Posted: 11th Jul 2005 08:45 Edited at: 11th Jul 2005 08:46
I might sketch one up while i'm here...I got a scanner here now so I might scan a few things for you guys.

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Frozen Flame
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Posted: 12th Jul 2005 11:09 Edited at: 12th Jul 2005 11:10
i dont know if you would like this one.. but i tried making a scary, type effect in a dark atmosphere

Yea its kinda hard to read.. but i donno.



School is supposed to be teaching our kids how to read and write. Not about dangerous drugs like PHP.

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dj blackdragon3710
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Posted: 12th Jul 2005 15:53
looks nice but I thought we were making a logo? Meaning like a symbol right? or are we making the whole header?

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Ace Of Spades
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Posted: 12th Jul 2005 16:13
I haven't followed this thread at all, but has the "community" managed to create any type of semi-marketable game yet? Or is it still mostly ideas and minimal models?

TEH_CODERER
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Posted: 12th Jul 2005 20:32
Take a look.
http://www.prodigygames.co.uk/web/gallery.htm

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Hamish McHaggis
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Posted: 12th Jul 2005 20:51
That's nice frozen flame, but I was imagining a more unique logo. Something more sharp and crisp possibly. It's not bad, and I'm sure if you developed it further it could make a good logo, though I'm not sure how. A logo can include the text, in fact it's probably best if it does for this type of thing. It can also include images and shapes (I would suggest not using screens from the game, or screens of models). Anything to link in with the theme of the game would be good, just so long as it is fairly slick, and nice looking. Fuzzy images with fancy fonts, weird automatically generated textures and clashing, over contrasting colours just don't make good logos.

Leys - The "community" is not trying to make a "semi-marketable game". I'm not sure whether you were implying we were going to sell it, but that isn't that plan. The idea is to make a fun game for which everyone can donate something in some form (within reason, there are certain standards). At the moment most of the coding has been done by me. This includes the level editor and the game code, and seeing as I can't spend all of my time on it, there are certain limits as to what can be done. I have also recoded quite a few bits of it several times (most notably the level editor), probably due to lack of planning the code. There is a solid engine underway but it doesn't seem to be getting that far at the moment as I have hit a wall with the multiplayer, which has taken a while to get the resources to do it, and now it is a fairly large job getting it all working smoothly, counteracting the latency and such. The next big step is to actually get people shooting and killing each other, seeing as we people, and guns and bullets, that would seem the next logical step .

We have a lot of media as well, an abundence of songs, several levels under development and quite a few weapons, and a hand model (which needs to be rigged). I'd say the media is more than minimal.

Ideas however, we are severely lacking . I think the last new ideas to come up was the idea of jump pads (which I will build in), but we need more new ideas. I can create the code for a standard fps given time, but I can't create a game in itself without ideas. I think when we start a new thread I will emphasise on how much we want ideas.

One the above note, Grismald - Do you have any ideas about how you want your level to work? Anything I can add to the engine that you would like in the game? Throw ANY ideas you have at me, even if they seem beyond the reaches of this project, we can always find a way to simplify the ideas or develop other one from it.

So Leys, look on the website for screens, and on the front page of this thread for a link to the latest demo. Hope I answered your questions.

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Megaton Cat
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Posted: 12th Jul 2005 23:10 Edited at: 12th Jul 2005 23:20
Hey guys I apoligize for the lack of involvment latly, summer hit and I've been out of the house very late almost everyday.

I will see what I can do about the game logo, as I admit the last text I created was a peice of crap.

Hamish, I know I emailed you about that idea I had with the Blogging system, but I don't think we can go with that without ending up coding our own, which we cant. I am currently working on re-vamping the current official site to actually make it more of an "official site" and something that I will keep updated regularly.

I've completed that tower level and it is ready for lightmapping. Unfortunatly, I'll have to find the time ot lightmap it as it takes a very long time to render. I'll keep you guys posted.

EDIT:
@Leys:
http://www.prodigygames.co.uk/web/upload_files/BlackoutDemo.rar

Professor
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Posted: 13th Jul 2005 03:35
Quote: "Throw ANY ideas you have at me, even if they seem beyond the reaches of this project"


Ok im not sure if this will be able to work or not but...

What about blowing holes in walls? Like in DF:BHD, you could through a grenade at a wall and it would blow up. One way we could do this (Im guesing) is have 2 models, The wall while its not destroyed and one when it isnt..

So when you through a grenade smoke would cover the wall while the model changes (between Un-Destroyed and Destroyed).

Thus letting the character run through it.

Now im not saying a big wall just one over the players head.

Look in attached file..

Well just an idea, Not sure if it will even be able to work. Tell me what you guys think.


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8

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optical r
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Posted: 13th Jul 2005 03:41
cud u not just made a hollow bit in the wall, place the the bit of the wall to be removed in and specify it as a limb, then after the smoke just do hide limb command? - less storage space and loading time

lets get up and lets get ill
Hamish McHaggis
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Posted: 13th Jul 2005 03:58
Making an exploding wall wouldn't be too hard, and would be an excellent idea imo . I would opt for optical r's method. Placing another object inside a hole in the main scenery. Even dividing the wall into several physics objects that would tumble and roll appropriately when blown apart . Obviously with some debris and clouds of dust that would make it seem more realistic.

Megaton - No problems. A blogging system would be nice. Why can't we code our own? I know nothing about php, but wouldn't it be a simple case of doing something like the gallery, except you would add a chunk of text instead of an html image link? Maybe along with an image link to a little avatar like you have done on the home page . That looks slick.

On my list of less central, but never the less cool ideas now are...

- Shaders! (mainly concerning water, seeing as there is a very cool one in the dbpro shaders thread)
- Jump pads
- Destructable scenery

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Professor
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Posted: 13th Jul 2005 04:12
Both ideas sound cool


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Grismald
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Posted: 13th Jul 2005 05:18 Edited at: 13th Jul 2005 05:19
Quote: "One the above note, Grismald - Do you have any ideas about how you want your level to work? Anything I can add to the engine that you would like in the game?"


TBH, i haven't thought much about how that level could work, but now that you ask, i'd like to be able to flood the canal running through the level with water by actionning a lever for example.
Don't know how that would work though, so no problem if it's not possible.
A cool feature for the engine would be to implement buoyancy, so we can push objects into the water and watch them go down and up, same for players.Newton has support for this IIRC, so it should'nt be too hard, although not necessary.

Hamish McHaggis
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Posted: 13th Jul 2005 05:51
Good idea. I'll look into it. With the lever, it'd be good to have some sort of actual scripting. I'm not sure whether we should use a third party scripting engine (obviously it'd have to be free), or code a very simple one with simple commands and next to no syntax or structure. I could make a more complex one, but that would take even more time out of more essential things.

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dj blackdragon3710
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Posted: 13th Jul 2005 09:22
How about a glass shattering type thing (couldn't think of the right word, oh, thats right, "routine")...sounds fun to break glass .

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Hamish McHaggis
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Posted: 15th Jul 2005 19:12
You downloaded the wrong demo. Download the latest one (on the front of this thread).

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Megaton Cat
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