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deleyt

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Posts posted by deleyt

  1. Thanks Dave, but we're trying to patch things up and make it run, rather than adding new material.

    We seem to have some annoying CTD's at random, so I need to go over the sherman-layout again and see what the problem is...boring stuff that is.

  2. Just a few that come to my mind:

    - Check your IKELOG.TXT for bad faces.

    - make sure you haven't changed your units setup during creation. Changing from cm to inches back and forth can have a weird effect on geometry sometimes.

  3. deleyt

    I have a Trainride_beta05 rar file I downloaded in 6/05. From where I don't know. Can't open it with out a password, however. If you don't want me to have it just say so and it'll be deleted. If you don't care, maybe pass along the password so I can give it a try. You can PM me with the password if you want.

    Either way, looking forward to the release of this mod. Looks like it will be a keeper.

    You can toss it away Tools.

    It was a very, very beta version. It would be a shame if that version would make it onto people's computers as it doesn't do justice to the final product, as you can see from the two last videos.

    The final release will have so much more and will be much more stable.

  4. Saaaweeeet! :thumbsup:

    I love the helicopter-insert and flyby...looking good tinker!

    The forest seems to work quite well for this. I might have to add some more layers of trees and expand the groundplane a bit to reach the horizon properly at that altitude.

    Keep up the good work! :yes:

    BTW: can you send me that flyby and insert? Would love to see it HI-RES :)

  5. I can't really say what you did right or wrong.

    You'll have to explain what you did precisely and with care. A small mistyped name or unchecked box can get it broken.

    So instead, I'll upload the tree LODs I've used for WSV, when I get home from work.

    You can compare your tree setup with mine and maybe find your problem.

  6. Without wanting to be negative - if you take a look at a game like Armed Assault with a huge Depth of Field, massive environment, all the animations done, mission editor ready, etc etc etc - what's the point of starting from zero?

    Why try to collect stamps, swapping with people all over the world, spending hours and hours of arranging them, if you can buy a whole set already lined up in neat showcase in the store??

    It's called a hobby I guess, and hobbies should be fun.

  7. Ogre3D is actually very fast. It will take some optimization to ensure that speed stays over the large environments. There are other alternatives, but Ogre is the most robust.

    It has numerous graphical effects that you've seen in modern engines, and they run fairly fast. HDR is still slow unless you have high performance cards, but it will be an option in the game I hope. Bloom, motion blur, night vision, heat vision... these are all built into Ogre.

    The game will be made in C++, but I hope to implement friendly mission scripting to make it easier to create missions.

    Sounds good.

    I've seen some of the movies and screenshots and it does hold a lot of effects.

    Surely more can be created by a clever programmer.

    I definatly liked the looks of the Blue Fox game (tankgame). It had pretty much the looks of a realistic combat game (not looking at the tank really, but more or less at the way the engine renders the scene).

    If you're dedicated and not chickening out at the first glitch 0:) , I'll gladly take on this challenge and see how far we can get this thing up and running.

    I can set up the environments, layout of maps etc. I can also do vehicles if need be.

    Characters is a whole different ballgame, not even talking about animations. Todays games use motion-capture, something we probably never can afford. IK by hand is doable but probably not as real as motion-capture.

    Another issue might be sound and music. Probably not needed right now but surely at a later stage and an audio-engine needs to be implemented from the start. Probably already present in OGRE?

  8. I decided a great project would be creating a game that emulated GR1, even using similar xml configs, but open-sourced and free to download.

    So let me know what you guys think

    I'll be more than happy to help out by supplying environments/maps for your engine but I'll have to see what your engine will be capable off.

    Got something to show us?

  9. I've found some spare time to mod last weekend and this one and behold....Trainride might actually make it to release! :D

    There will still be issues, like AI not always following correctly but at least a human player can get everywhere without a problem. Yeah, I know it sucks but it's the best I can do right now.

    Although as not on a big scale as I intended, it's still big enough to do some small missions on.

    I'll try to put in at least 2 custom environments, forest at day and city at night, to make the mod a bit more diverse.

    Probably more info in the next 2-3 weeks.

    EDIT: If someone wants to script a mission or two for it, drop me a line.

  10. Yes. This is normal.

    What it does is start the sound as soon as it reaches frame 0 of the animation.

    So when playing forward, it starts the sound from the start but when playing backwards, the sound is payed at the end of the animation.

    This actually makes sense because a door was initially made for GR to make a sound when opened, and when it was shut again (falling into the lock).

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