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Messages - Serge

Pages: 1 ... 85 86 87 88 89 90 91 [92] 93 94 95 96 97 98 99 ... 103
1821
Off-Topic Discussion / Vitamin String Quartet.
« on: July 18, 2009, 06:20:38 PM »
Quote from: trumpetguy;52623
Yeeeaaah "Thunderstruck"
Also I found this.
http://www.youtube.com/watch?v=9r3v3FkjznE&feature=related


This is epic in every way imaginable to mankind.

1822
Real Robotics Discussion / New Robot Name
« on: July 18, 2009, 06:16:25 PM »
Recoil is a great name.

1823
Discussion / A blast from the past... Checkin' da archives.
« on: July 18, 2009, 04:32:30 PM »
Alright, alright, I'll get working on the bot exchange.

1824
Quote from: roboman2444;50979
no its all the add on things to it
java is good


No. **** Java. It's worthless. You want a cross-platform language with a large ecosystem? Use python. You want C-like syntax? USE C. ****.

1825
Chatterbox / Favorite Animals
« on: July 17, 2009, 05:54:58 AM »

As a wise kid once said, I like turtless.

1826
Quote from: roboman2444;50917
i should use utorrent instead of vuze(its huge and take forever to load!)


It's written in Java. **** Java.

1827
General Support / help with 3d studio max
« on: July 12, 2009, 03:56:27 PM »
Quote from: Gaminguru;50946
any fix?


Your text file was messed up.

1828
Modifications / Information on Modding and Custom Components
« on: July 11, 2009, 04:16:58 PM »
Ah, no, I tried it with v.9, 2009 = v.12 :D.

Yes, I am logged in to MSN and GTalk now.

1829
Discussion / If Possible: Autosave!
« on: July 11, 2009, 04:14:40 PM »
Yep, hardcoded to the exe. Sorry, not feasable for now. That would require diving deep into the disssembly.

1830
General Support / Some ai issues
« on: July 11, 2009, 04:10:29 PM »
Quote from: Doomkiller;50502
Only because of a stupid spelling mistake, jeeze.


Python is a bitch, isn't it? ^^

1831
General Support / help with 3d studio max
« on: July 11, 2009, 04:06:30 PM »
The official exporter requires max v4 / v5, which is quite hard to come by now, Goose.

You get an error because you're not selecting any object to export, dummy :P.

1832
Modifications / Information on Modding and Custom Components
« on: July 11, 2009, 03:59:26 PM »
Well, to go .max to .gmf, you can use either the official exporter (for v4 and v5 only), or one of the exporter scripts.
To go back, it's impossible for now, although making an importer wouldn't be that hard, since I already coded a functional framework for GMF parsing.

Does the exporter group appear when you select RA2 Export Tools (or whatever I named that) in the rollout underneath the Run / Open Script buttons?

1833
7-zip. Open-source, lightwieght and straight to the point. Other software of the same type:

uTorrent (It's REALLY small, and blazing fast for downloading all those Linux distributions ^^)
VLC Player (a great multimedia player. requires no codecs, plays everything you throw at it_
foobar2000 (very fast and high quality music player, support for plugins)
Pidgin (MSN, AIM, Google Talk, ICQ, Jabber, etc all in one chat window, with no ads)

1834
Discussion / Ra2 On linux
« on: July 11, 2009, 03:48:10 PM »
I'll try it on Arch Linux + Wine on a MSI Wind sometimes, and if it doesn't work, I'll look for some way of fixing it.

I'm happy there are other Linux users here :P

1835
Modifications / Information on Modding and Custom Components
« on: July 11, 2009, 03:45:02 PM »
Quote from: Gaminguru;50543
My problem is that I don't know "IF" it is running. I followed the directions but nothing is happening. Am I correct to assume that when the script is executed it will create a pop-up menu? If so, it is not working. My ignorance is as genuine as imaginable. :confused::-):-)

Also I do not have a copt of the reference.MAX to open and follow the tutorial with. The link is busted.

Hi, I created these tutorials. Does Max throw an error when you run the script? Anything? Are you sure you do Run Script and not Open Script? Does the rollout appear? What happens when you click the button?

The reference.max file is just.. well, for size reference. I'm attaching a link to a 3dsmax scene of a redbird motor, for size comparison. Ignore the DLL errors. Just merge it with your scene, resize your part to be lifelike, then delete the motor.

Just to be sure, I also attach a link to a surely working on v9 (just tested it) export script.

http://venema.q3k.org/ra2stuff/

Do you have some sort of IM? If so, add me. bazanski@gmail.com for MSN, Google Talk and Jabber.

1836
Discussion / Official Rights to Robot Arena 2
« on: July 04, 2009, 03:57:00 PM »
A'ight. I'll work on it, even if I am lazy, too :P.

1837
Chatterbox / I agree with the fact im a N00Bweight.
« on: July 04, 2009, 01:08:59 PM »
Quote from: System32;48679
That's like a double headdesk.

Nothing beats a double facepalm.


1838
Discussion / Creating Components
« on: July 04, 2009, 01:03:18 PM »
3ds max 4 or 5 plus unofficial GMF exporter + GMFComp (http://code.google.com/p/gmftoolkit). There's a tutorial on the wiki. Just replace the part about dummee's compiler with mine. https://gametechmods.com/RA2wiki/index.php?title=Creating_Components .

I also suggest reading https://gametechmods.com/RA2wiki/index.php?title=Introduction_to_RA2_modding .

1839
Game Development / Ideas for new Robot Combat Game
« on: July 04, 2009, 12:52:41 PM »
Quote from: Condor33;48660
I'm planning to learn Python this summer too.


That's good. Let me know when you make any progress.

1840
Discussion / Official Rights to Robot Arena 2
« on: July 04, 2009, 12:47:40 PM »
Hi there,

I read a couple of the first pages of this thread only, so I may say something stupid / repeat what others have said.

I don't want to burst your little bubble here, but RA2 is a VERY old game, especially in terms of libraries it uses. Let's take the Havok engine. It's based on a build made for 3ds mx VERSION 4.2. Right now we're at version 12.0. The game is programmed in Visual C++ 6.0, which is an old compiler, and porting it to any modern Microsoft C++ compiler / g++ would require loads of work. RA2 uses DirectX, which also is a waste, since it makes it very unportable (in practice only to the xbox).

Our best bet is to write our own game. I think it should mainly be programmed in Python, with the CPU intensive parts in C++. If we want it to be truly portable and open-source, we should also use ODE, the Open Dynamics Engine. It may not give +10 leet points in terms of cloth physics, etc, but it's enough for us. And if we don't like it, we can always fix it :3. Oh, and World of Goo uses ODE.

Yes, it will take a sh**load of time and work, but if we get a big enough team (mainly programmers and 3d/2d graphics artists) it's something we can achieve. Yes, there was some sort of effort to create such a game, led by eFFe and me, but it failed miserably because of our n00bness and wrong choice of programming language (strict C++ with some scripts in python). I'll try to get in touch with effe and talk about starting the project again.

Time will show what these efforts will lead to.

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