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Messages - Snake Plissken

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21
I tested it when I got home and it work I could connect but seems like only that one time now I'm getting on next startup since, a keyhash error showing my ragewars.kpf mod displayed twice.

I'm pretty sure all I did after the successful test was turn my computer off, letting the auto shutdown close all windows, turn my computer back on the next day, started the server and started my game.

22
Off topic but I wounder if I can get a splitscreen game in a dedicated hosted match.
Yes, in fact it was one of the advertised features. Hosting and joining any games (regardless of network service) allows for splitscreen players in the same session. The local players option isn't avalible in all lobby modes for no reason. ;)
From a technical standpoint, it actually makes no sense not to support it, as the player/node systems are mutually exclusive; A node controls a player, and a player controls a node, but there is nothing that suggests that a node and player are the same thing. In fact a dedicated server is a node with no players, so splitscreen is just a node with multiple players.

So unless my train of thought is off, can there be more then 4 playersplitscreen. What about 16 player splitscreen.
Jk but that was the comment of the year like high thinking edward I liked the way it went. Smart thought

23
If it's putting you back to the main menu there must be an error message at least in the console. See what it's saying there to understand what's wrong. But my guess is that your in developer mode. To test maps in multiplayer you must make sure you are not in developer mode (developer 0)
Him being in developer mode seems to be the case (at least it makes sense with the symptoms). Normally an error message shows up, but because of another bug fix the error message is being removed before it's displayed. Thanks for bringing that to my attention.

Note that you can play multiplayer while in developer mode, just not network multiplayer. Local splitscreen will work and can even be launched using the testsplitscreen CCMD (2 optional args, # local players and a map to load, so "testsplitscreen 4 levels/mp/city-4.map" will start a 4 local-player game on that map).

All the devices are on a local area network and all have developer mode enabled. Can't wait to get home to test this out. Splitscreen sounds intresting. Off topic but I wounder if I can get a splitscreen game in a dedicated hosted match.

Wow I can't thank you guys enough. Progress will go so fast once I get home and solve this presumably by turning developer mode off. Thanks alot edward. And bp

24
If it's putting you back to the main menu there must be an error message at least in the console. See what it's saying there to understand what's wrong. But my guess is that your in developer mode. To test maps in multiplayer you must make sure you are not in developer mode (developer 0)

I've been in developer mode. Thanks so much BP. Boy oh boy when I get home I'll test and reply thanks

25
I place two DMplayerstart actors onto a custom map that's uv'ed with walkable spaces for the players. I start the server up with the params pointing at the map lineup including my map and another time just my map.

when I go to connect to the server it insta sends me back to the main menu.

anyone know how I can fix this so I can move onto both learning the multiplayer inviroment and testing my maps i have already created in a multiplayer inviroment?

how come it insta sends me to the main menu when I try to connect?

any advice will help I thank you very much for any of your replys.

edit: no error logs, no messages, just backs me out to the main menu screen...
?

26
We are currently going through a few of the maps and we are mapping out playable regions or walkable spaces. Once completed on a few maps will move onto more pressing constructs. At the same time I am also adding pickups and defining them ATM.

27
Rage wars the mod, or "brutal rage wars" (name pending) will be a mod for turok 2 multilayer that has been constructed by ripping the textures and 3d data of all assets from the N64 title rage wars, and porting the model data over for use within turok 2's kex engine.

Every single weapon has been ripped and converted for use with turok 2

Most every level, with every single level planed, has been ripped and converted for use with turok 2

Every weapon from then"select a weapon and character screen" has been ripped and converted for use within turok 2 and as level pickup weapons.

Every power up and ammo pickup has been converted for use with turok 2













































More info soon...

In the cinemas folder there is scripts for handling camera positions where they start and where they end. There's also inserts enableing for adding new cinemas or in my case, game start intro cinematic, without replacing the originals. (or replacing ). I can replicate the game start screens from n64 ragewars that you see after starting the cartridge up, the rage wars acclaim logo and exspansion pack, and have them play after the Turok 2 original vanilla acclaim logo, and then have it go into the game's main menu.

28
1) i opened the model viewer for the first time. I imported "bannana_Eater", he is all collapsed on the flloor. I then imported its animations, after going to the animation tab. Nothing changed. Is there a specific order in which we have to import them?

2) As for custom animated models, do we just rig and export the models as obj? Sorry im not sure what the process would be for that.

3) How do you play animations? i didnt see a "play" button.

4. Can we export the skinned meshes out, as in if i load in a weapon, would i be able to export it out into my modeling package to check the scale, etc?

I understand this is work in progress, but just wodnering if those things are possible already. Keep up the great work!

1) I haven't done anything for viewing Animations yet. What you're seeing is the skinned mesh with no bone transforms.

2) You create your animated model in an appropriate format that supports bones and animation like you normally would in your modelling program. Then you'll be able to import it in. You can import the skinned mesh right now but theres no animation yet.

4) I haven't done exporting yet. not sure I will, well maybe....we'll see. If you need to check scale right now you can import a static mesh and compare it to a model in the game such as the endtrail enemy.

What would a custom models appropriate format be like? For example, do I create a standard key frame based .obj animation made with blender? What do I need to follow... What pipeline or model.. Do I need to maintain in order to have a sucsessfully convertible animated model for use with fireseed.

how would one go about making a bone. ive tried three methods. each time im told no bones present and one has been created. how can I take a model in a editor and make a animation, i know how to use fireseed to convert it at that point. also srry im a bit autistic so i come off like a pain in the ass sometimes i notice. if i ever do that never mind me. keep in mind im thrilled and thank the gods for you and what you have accomplished. im totally stoked about all of this.

i need to know what model and guidelines to follow, what methods should be used. there are multiple different kind of bone based animation formats. any tips?

thnx again

29
Turok 2 Seeds of Evil Modding/Mapping / Re: Brutal Turok 2
« on: August 02, 2017, 04:25:57 PM »





30
Good work and cool to see :)

More pics comeing soon, I'll take pics all the time throughout development so you guys can see the progress and current state

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