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FPSC Classic Product Chat / V119 Public Beta

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Scene Commander
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Posted: 22nd Feb 2012 10:43 Edited at: 22nd Feb 2012 10:47
Quote: "I just had an idea, maybe you could add a command that scales based on the names in strings, like this:
hidelimbstring=Bip01_Head"


I've already considered this, and as I say, maybe for a later version, but for now I won't be adding any additional features as we could go on forever and be stuck in beta for the rest of our lives.
The Zombie Killer
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Posted: 22nd Feb 2012 10:46 Edited at: 22nd Feb 2012 10:47
@Scene Commander
That's okay lol, I can wait.

Also: I edited the post a few secs ago, you might've missed the edit, just makin' sure
Just gotta add the anims to the body script now.

-TZK

Scene Commander
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Posted: 22nd Feb 2012 10:50 Edited at: 22nd Feb 2012 10:50
Quote: "except showlimb"


Try using scalelimb=100 to restore the limb, limb scaling/hiding is a little haphazard in DBP

Quote: "I noticed that the entity's feet are underground when using the command"
.

I'll see if I can tweak this a little more, but scaling can mess with positioning and is more a labour of love and like love can be a real pain
The Zombie Killer
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Posted: 22nd Feb 2012 10:51 Edited at: 22nd Feb 2012 11:09
@SC
Quote: "I'll see if I can tweak this a little more, but scaling can mess with positioning and is a labour of love and like love can be a real pain"

No problem, this IS a beta after all

EDIT: Okay, here is the script, it works fine, but for some reason, the anims won't work:



EDIT2: Nevermind, I changed scancodekeypressed to keypressed, works now, now I just need a command to make the entity look at whatever location the player is looking at to make this script complete. Well, I gotta go for now, if anyone wants to play around with the script feel free to.

-TZK

Corno_1
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Posted: 22nd Feb 2012 14:37
hey can you make that the bulletholes work with dynamic lights!! and add a command "enemycanbeseen" which work like plrcanbeseen but also for ai (ally and enemy)
great work you do!!!!!
bruce3371
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Posted: 22nd Feb 2012 15:58
@Corno_1

Quote from Scene Commander in an earlier post;

Quote: "but for now I won't be adding any additional features as we could go on forever and be stuck in beta for the rest of our lives."


Corno_1
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Posted: 22nd Feb 2012 17:11
Quote: "Quote from Scene Commander in an earlier post;"


ähm i can read but i find fpsc should be easy and then we have a dark ai that you just understand when you take a long time!! i can script ok and i make for myself funktion enemy scripts but when i want to make them to ai then i have big problems!!
Marc Steene
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Posted: 23rd Feb 2012 07:10
Scene Commander, there's been a 'bug' with FPSC particles since v1.17 where if the emitter is not visible on the screen it is culled. I've tried using cull settings such as cullrange=100000 but the culling still occurs meaning the particles stop being produced. Would it be possible to fix this?


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
The Zombie Killer
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Posted: 23rd Feb 2012 07:13 Edited at: 23rd Feb 2012 07:16
@Scene Commander
I know I keep requesting this, but if it isn't made, it makes the generally expected use of linktoplayer useless (well, not entirely). Maybe a followplreyeX command? the X means the x axis, because it would look a little weird if you're body suddenly flew up in the air when you looked above yourself. Also, your additions to FPSC have been an absolute GODSEND!
Can't wait for the final build. Love the work you're putting into this.

By the way, here's an early release of the scripts, third person and player body:

tzk_3person.fpi:



tzk_pbody.fpi:



These are made to be used with the Wehrmacht with polygon collision applied, the thirdperson script shouldn't require it though. Also, you need FPSC r593 or higher to use these.

-TZK

Marc Steene
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Posted: 23rd Feb 2012 10:15
Can someone please explain what lockemplacement does? I tried using it but it had no effect.


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Scene Commander
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Posted: 23rd Feb 2012 15:06
Quote: "Can someone please explain what lockemplacement does? I tried using it but it had no effect."


It locks the player FOV to x degrees of the entity facing running the script and is used with other scripting to create a player static gun
Marc Steene
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Posted: 24th Feb 2012 07:53
The Zombie Killer, nice work on the third person body. Hopefully someone will make a TF341 compatible one at some time, like in LewMod.

I just noticed this on the feature list:

Quote: "This is a big issue that needs to be sorted. Graphical quality is highly decreased because of this on larger monitors.

The fix should be to change the resoloution of the screen to the resoloution of whats in the setup.ini when the game runs, not just stretch the screen as that causes a big reduce in quality and it looks ugly."


This fix will make a huge difference to screen quality, I can't wait for it


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Scene Commander
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Posted: 24th Feb 2012 07:57
@All.

We're approaching the end of V119 beta testing, I've think I've addressed all of the reported and confirmable single player bugs, with one exception that I intend to work on today and I've also fixed a couple of MP ones, but unless they are crippling the engine, there won't be any major work on MP for this build. I have however added Team Death Match, thanks to Plystire offering his code. At the moment it's just the basic version, but I'll look at improving this after V119.

I also won't be adding any additional features to V119 from this point on, but that doesn't mean they won't be added at a later date, but we have to draw a line somewhere.

So, with that in mind.. If anyone has an unaddressed, show-stopping bug, please let me know here. However...

1) Please check the google code board to see if it's fixed already.

2) If possible, please supply an FPM and any scripts as it saves a lot of my time not having to replicate the bug.

That's it, I'll update this post with any reported issues and I'm hoping for a new and ideally final beta by the beginning of next week.

Confirmed and waiting to be fixed issues.

a) $EPX, etc, doesn't reposition the entity - WIP.
Marc Steene
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Posted: 24th Feb 2012 07:58
Quote: "a) $EPX, etc, doesn't reposition the entity - WIP."


Scene Commander, from what I remember from Project Blue it wasn't possible to set internal variables to user values. Is this still the case or has this been changed now?


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Scene Commander
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Posted: 24th Feb 2012 08:01 Edited at: 24th Feb 2012 08:03
Quote: "from what I remember from Project Blue it wasn't possible to set internal variables to user values. Is this still the case or has this been changed now?"


That still appears to be the case, but I'm hoping to fix that

If it proves too time consuming, I'll look at it after this beta.
Marc Steene
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Posted: 24th Feb 2012 08:31
Quote: "That still appears to be the case, but I'm hoping to fix that "


Okay great. With that you could even work around hard coding a fixplayertoentity command using something like this:

:always:setvar=$PPX $EPX, setvar=$PPY $EPY,setvar=$PPZ $EPZ

Thanks for all the work you're doing on the source, FPSC has never seen so much added in so little time.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Scene Commander
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Posted: 24th Feb 2012 09:04
Quote: "work around hard coding a fixplayertoentity"


linktoplayer - attach the current entity to the player cam using the entities camera offsets
freefromplayer - free the entity from the player cam and leave at last cords.

Added a couple of days ago.

Quote: "Thanks for all the work you're doing on the source, FPSC has never seen so much added in so little time"


No problem.
maho76
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Posted: 24th Feb 2012 09:40 Edited at: 24th Feb 2012 09:50
mmh... got some things in the machine at home, but basically:

- RADAR: would be good to see minimum height of 1 layer up/down the player (stairs in a bigger room, or on lift or enemy on roof...) or using a settoradaron/off-action for entities mainscript. could be that its possible with the mentioned radar-var and entityfloorhigher/lower, but you didnt tell wich it is so i cant test. any hints or issues? or did i miss something?

- BUILDGAME
- i still have instant dyings at playerstart in readybuild games from time to time, more when playerstart is on layer 0-3.
- after dying the first time and go back to gamestartscreen , when reload second time a new game causes a crash from time to time in bigger levels (used a build of scifi1 & 2 testmaps)
- jumping from big heights: layer 15+ down into waterheight on layer3+ still causes falling-damage to the player (doesnt hit the ground).jumps into waterheight level 0-2 from big heights: falls straight through the map = instant death.
- autosave is not working in triggerzones:


- "Fixed invisible spawn issue."
Now alphafaded entities pop up some miliseconds in full alpha before getting invisible and fade in. not that good when you can look at the spawnpoint (enemies coming out of fog or something like this)



could be that there are some additional things i dont mention now, i will post when back at home.

Scene Commander
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Posted: 24th Feb 2012 10:11
Quote: "would be good to see minimum height of 1 layer up/down the player (stairs in a bigger room, or on lift or enemy on roof..."


Most users prefered the player floor, but I see your point. It's not really a bug though, so I've just made a note.

Quote: "Now alphafaded entities pop up some miliseconds in full alpha before getting invisible and fade in"


Entities no longer 'fade in' - this was the only stable fix I've found, so your script is forcing them back to invisible after spawning. I'll have a think about it though.

The two 'death' issues are hard to replicate, does anyone else have that problem, and can they reproduce it every time?

Quote: "jumping from big heights: layer 15+ down into waterheight on layer3+ still causes falling-damage to the player (doesnt hit the ground)."


Well, falling into water is like hitting the ground in the real world unless you land correctly.. Maybe I could tweak this a little though.
The Zombie Killer
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Posted: 24th Feb 2012 10:48 Edited at: 24th Feb 2012 11:03
@Marc Steene
Quote: "The Zombie Killer, nice work on the third person body. Hopefully someone will make a TF341 compatible one at some time, like in LewMod"


I'm already working on that, I'm using the TF341 animations released in the Community Guide part 2 I believe, or was it another source, I am unsure, I don't have TF341 so I wouldn't know though.

EDIT: Then again, looking at the anims, it should already be compatible with TF341, well the third person, not the player body though, because of the difference in limbs, if you can give me the fpe files of TF341, I can make a plr body for them. I don't know if EAI would approve though, then again, they aren't the models.

EDIT: Update, here is the latest player body (not for TF341) with a feature that LewMod includes:
Hiding and showing arms when using weapons or not.
Next to come is breaching, but this will be very hard.



-TZK

Marc Steene
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Posted: 24th Feb 2012 11:25
I'm not sure if this is the bit you need, but it is a list of limbs and animations from one of the fpe files.



The TF341 characters come with a kick animation which could be used to simulate breaching


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The Zombie Killer
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Posted: 24th Feb 2012 11:31 Edited at: 24th Feb 2012 11:42
@Marc Steene
could you also run a limb name check through the limb finder for a tf341 model for me, because without that, that info is useless, well, to me it is, since I have no idea how to read it without the limb names

oh, and this was the only bit I needed



-TZK

maho76
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Posted: 24th Feb 2012 11:33 Edited at: 24th Feb 2012 11:35
thanks, scene. if the entity-appear is that great problem, i would have a workaround using custom appear-animation for my game, so your decision what to do, was just for pointing at it.

radar: as said in the v119 notes you did, could be that a simple radarvar can be the solution for setting entity to radarblip or not, whereever it is on the map/layer.

water-jump-thing is for cliff-jumping-scenes wich are always impressive (for me). i dont think most fpsc-users going that heights as i do^^

oh, and did you read this (page10):
Quote: "as some of you know i try to make a highspeed-shooter and learning 3d atm. today i found out that the attack-animation and some other animation groups are bound to entityspeed, means when you setup entityspeed with 300%, attackanimation is also set to 300% wich looks really dump. move/run animation always runs on 100%, wether you raise entityspeed or not. i suggest to unlink all animations from entityspeed like run/move, OR make it possible to set movefore/runfore-command to allow numbers over 100, wich is not possible atm (as far as i mentioned). this would make it possible to stay entityspeed to 100 but make entity move faster.
if not, you force people to stay within lowspeed-zombie-limit or to force highspeedgames to look dull and stupid.
"


gz

maho

The Zombie Killer
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Posted: 24th Feb 2012 11:40 Edited at: 24th Feb 2012 11:41
Latest version of FPSC attached (r597), so people can access the latest features, and use my thirdperson and body scripts



-TZK

szempek555
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Posted: 24th Feb 2012 17:35
Hi The Zombie Killer I tried your lastest build but I cant get build game to work.
Captain Coder
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Posted: 24th Feb 2012 21:41
[Falls out of chair]

Wow... there's a lot of new commands here - exciting! Looking forward to getting back to using FPSC again after the various little interuptions life throws at one. Can't wait to see the release of 119, as well as an update to Ched80's complete script syntax list, as I am not sure how all the commands work or are supposed to work.

This will get very interesting...

My thanks to all contributors,
Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
washburnrover
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Posted: 24th Feb 2012 22:50 Edited at: 24th Feb 2012 22:51
There may already be commands for it, idk them. Non-physics based movement of objects in a healthpack or weapon script. A lot of my ideas are dependent on them and i think i've got tricks for nades and launchers (and muuuuuucccchhhh more) in multiplayer, but it's all dependent. Also, when I was testing a quite fancy MP map of mine, the player doesn't take falling damage, now while there's annoying and unreliable (yes, even more-so than fpsc's physics already), I'd really like to know if i'm just missing something, or maybe it's a bug in 119.7

That Big Idea guy that can't find the time...
Cross Hair Games
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Posted: 25th Feb 2012 00:34
TZK , is there a version of body that will work with 341 completed yet? I dont know a whole lot about the new commands added so sory I cant offer any help on it.

Cross Hair Games
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Posted: 25th Feb 2012 00:47
ouble Post Apology:

I tried the player body in beta 7 with a Wehrmacht (Unarmed), I placed the character right above the player spawn, and put its main as the script, it doesn't stay with the player at all, just does the animations of the movements

The Zombie Killer
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Posted: 25th Feb 2012 01:12 Edited at: 25th Feb 2012 01:13
@Cross Hair Games
Quote: "TZK , is there a version of body that will work with 341 completed yet? I dont know a whole lot about the new commands added so sory I cant offer any help on it."

No, not yet, I don't have a limb names list for the models yet, I'll wait for that 'hidelimbstring' command that SC said he might do.

Quote: "I tried the player body in beta 7 with a Wehrmacht (Unarmed), I placed the character right above the player spawn, and put its main as the script, it doesn't stay with the player at all, just does the animations of the movements"


In one of my previous posts:

Quote: "These are made to be used with the Wehrmacht with polygon collision applied, the thirdperson script shouldn't require it though. Also, you need FPSC r593 or higher to use these."


I posted r597 above.

-TZK

Cross Hair Games
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Posted: 25th Feb 2012 01:15 Edited at: 25th Feb 2012 01:21
how do I apply polygon collision? and downloading r597 now

Edit:
Works now, except the third person has the characters feet in the ground, and for both, rotating does not change the character. And in player body you can turn around and look at the deformed body

The Zombie Killer
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Posted: 25th Feb 2012 01:24 Edited at: 25th Feb 2012 01:26
@Cross Hair Games
To apply polygon collision, refer to the community guide part 2, it has a guide on how to do it.
As for the feet going through the ground, scene commander is working on fixing that, it isn't a bug in the script, it's a bug in the command. And for the rotating, there is no command for that yet, I'm hoping SC will make one though.

EDIT: Almost forgot, the player body is the only script that is wehrmacht exclusive atm, third person should work with 99% of characters (I'm including model packs in this percentage)

-TZK

The Zombie Killer
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Posted: 25th Feb 2012 03:52
Just a question, if the answer to this is yes, then there will be no need to make another command: is there a variable that contains the direction in degrees that the player is facing?

-TZK

Marc Steene
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Posted: 25th Feb 2012 07:13
Using this script:

:state=0:dimvar=angle,state=1

:always:setvar=angle $CAX,wrapvar=angle

The player direction will be set to the variable 'angle' which you can reference with other scripts.


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The Zombie Killer
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Posted: 25th Feb 2012 07:31
@Marc Steene
Thank you so much!
I'll try it now and see if it works.

-TZK

The Zombie Killer
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Posted: 25th Feb 2012 07:39 Edited at: 25th Feb 2012 07:42
Nope, I added this to my script:

:always:setvar=$EAX $CAX

and the entity doesn't rotate.

EDIT: I'll try it like this:
:always:setvar=plrangle $CAX,wrapvar=plrangle
:always:setvar=$EAX plrangle

EDIT2: Nope, still no luck

-TZK

Marc Steene
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Posted: 25th Feb 2012 08:03
Currently you can't write to internal variables - scene commander said above he's hoping to change this.


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The Zombie Killer
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Posted: 25th Feb 2012 08:08
@Marc Steene
Oh ok, I guess I'll have to wait for that fix then. I'm just glad that this is possible in unmodded FPSC now.

-TZK

maho76
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Posted: 25th Feb 2012 12:40
a little question, maybe relevant to the beta (more or less a final wish^^):

i read through the forums but get just one adequate answer to the following question:

is there a way to shut down functionality of the ambience-keys out of the final build game? its me as the developer who should decide how to set the lightning, and not the player himself.

as far as i read RPG-mod can do this, right?

for vanilla ofcourse i could write a script to invert the key-commands and so denial the effects, but it should be a better solution for this. any idea? i looked through setup/setuplevel.inis and scriptcommands, but no luck at all.
did i miss something?

thanks for answers

Marc Steene
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Posted: 25th Feb 2012 12:49
Using the script:

always:ambience=X

also overrides the keys.


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maho76
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Posted: 25th Feb 2012 12:52 Edited at: 25th Feb 2012 12:55
yes, but then i cant change ambient ingame anymore (i use scripttriggers for effects).

another thread said that the keytoggle isnt ported over to buildgame, but i havent smoked anything unusual yesterday evening... it IS usable in buildgame, isnt it?

Marc Steene
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Posted: 25th Feb 2012 12:55
In that case you could create a variable and set the ambience to that variable value, and then change the variable value when you want the ambience to change.

:always:ambience=%amb

Of course, having it disabled in the source is much easier.


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maho76
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Posted: 25th Feb 2012 12:57
ahhh, there it is. thank you, marc.

thats a way to do it... but keydisable=x or simply removing it would be much nicer.

Marc Steene
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Posted: 25th Feb 2012 15:55
Something I noticed is when on the menu screens there's no form of mouse acceleration, so if you have a high resolution it takes a good 3 swipes to move to the other side of the screen. Maybe that could be something that could be added to a future update?


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Meows
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Posted: 26th Feb 2012 05:49
Quote: "Quote: "Ched80´s ScriptSyntax List:

3.17.2.2 BACKDROPVIDEO=X
Description: This sets a video played in the background for out-of-game moments.
Range: FilePath = *.avi files only.
Example: :state=1:backdropvideo=backdrops\newgame.avi""


Does this mean we can't use wmv files any more?
I make everything with windows movie maker for Vista. as they seem a lot smaller than a avi. Plus i do not have a decent AVI maker.

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Meows
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Posted: 26th Feb 2012 05:53
Quote: "Query.
Will the mouse be usable if the user ALT Tabs out of a game?
A feature that is really needed.
Also what is the recommended advice to give players when a game Freezes up?

Many thanks
Meows"

sorry this was not addressed and I really would like to know. Or how to implement a work around as every program will crash on someone's box.

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washburnrover
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Posted: 26th Feb 2012 07:10
@meows
just convert your wmv files (or any video formats) to AVI (or any other video formats) with any video converter
http://www.any-video-converter.com/products/for_video_free/
i use it all the time, it's essential for making cutscenes, trailers, etc.

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Meows
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Posted: 26th Feb 2012 15:45
washburnrover

Many thanks. I will look at this right now. Your a life saver!

Quote: "@meows
just convert your wmv files (or any video formats) to AVI (or any other video formats) with any video converter
http://www.any-video-converter.com/products/for_video_free/
i use it all the time, it's essential for making cutscenes, trailers, etc."


Life is a short trip to another world
gozzy1999
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Posted: 26th Feb 2012 16:15
now that there is a gravity gun gunspec command i wonder if someone could model a gravity BASED on the hl2 series.
i think it will be a popular feature

''Make sure your hands are clean before you point the finger''
washburnrover
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Posted: 26th Feb 2012 19:23
hey, so i'm looking at ways to fake gravity and physics in multiplayer, I posted details here:
http://forum.thegamecreators.com/?m=forum_view&t=194675&b=23
I bring that up because it may make some gravity gun features possible.
I don't know if it'll work yet, and if not, i think it would be a great feature for v119 when it comes out, using moveup,movefore,etc. can be a great equivalent of physics in MP
check it out

That Big Idea guy that can't find the time...

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