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Messages - Serge

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401
Modifications / Re: WHY WE ARENT JUST MAKING A NEW GAME FROM SCRATCH
« on: March 01, 2011, 04:02:00 PM »
Wasn't Redline doing something like this? and Joo Suck too? (where the eff did both of them go?? :s)

Lack of time / interest / skills.

402
Off-Topic Discussion / Re: Playlist of GTM
« on: March 01, 2011, 03:40:21 PM »
3:My Little Pony: Evil Enchantress

Feat. DJ Flutterguy amirite?

403
Off-Topic Discussion / Re: Playlist of GTM
« on: March 01, 2011, 02:58:32 PM »
HAHAHAHA, sorry, but it'll take me forever to narrow it down to 3!

This.

+1

404
Modifications / Re: WHY WE ARENT JUST MAKING A NEW GAME FROM SCRATCH
« on: March 01, 2011, 02:05:57 PM »
As it has already been said before, there is no target market for a robot combat game. No publisher would want it.

Not to mention that there are no developers. Especially ones that would work for free / dirt cheap.

405
Site News and Feedback / Re: Blocking from certain fourms
« on: March 01, 2011, 11:37:31 AM »
How about anything that doesn't involve your ugly mug staring at me when ever I scroll down.

+1

Also, adblock it. I do it for annoying avatar and signature images.

406
Modifications / Re: WHY WE ARENT JUST MAKING A NEW GAME FROM SCRATCH
« on: March 01, 2011, 09:15:33 AM »
Why don't we start with something 2D top down? It could be done in PYgame (or even gamemaker  :confused:) and would be fun for a while.

Because it will suck.

Component balance plays a much bigger role in diversity than getting the physics engine to function exactly as real life.  Actually if RA2 perfectly emulates real life physics it will be quite boring to play.

Yes, but there is no reason to invest time and money in creating a new game if it turns out to be just another RA2, amirite?

407
Modifications / Re: WHY WE ARENT JUST MAKING A NEW GAME FROM SCRATCH
« on: March 01, 2011, 12:48:31 AM »
No.


And concerning the "WHEE LETS MAEK A NEW GAME" idea - it's hard to code something that will offer anything beyond RA2-like without writing our own physics engine.

408
Off-Topic Discussion / Re: Using 4GB RAM on a 32-bit system
« on: March 01, 2011, 12:46:10 AM »
The /PAE parameter enables Physical Address Extension (PAE). This   parameter directs the system to load the PAE version of the Windows   kernel. PAE is an addressing strategy that uses a page-translation   hierarchy to enable systems that have 32-bit addressing to address more   than 4 GB of physical memory.

Every OS uses paging. PAE just changes around the structure of the page directory and page tables to allow a higher amount of memory to be addressed.

Anyway, PAE is enable automatically.

409
Off-Topic Discussion / Re: Using 4GB RAM on a 32-bit system
« on: February 28, 2011, 07:07:56 PM »
Isn't 1GB reserved by Windows or something? 32 bits should give you all the address space (0xFFFFFFFF bytes = 4GB - 1 byte).

410
Good.

But please, please, please start doing backups now.

411
Chatterbox / Re: I hate this place.
« on: February 28, 2011, 05:31:22 PM »
I was the bestest n00b evar and you can't disagree!
Mmmm.... I kinda' disagree.
Almost 90% of my past robots were just laughably terrible.

This is the only bot I've ever posted in my life.

412
Chatterbox / Re: I hate this place.
« on: February 28, 2011, 05:23:17 PM »
This community was even BETTER when the only n00b we had was Serge.

(Hardly anyone left old enough to remember)

I was the bestest n00b evar and you can't disagree!

Or maybe Tygron was better. If you remember him, and if I'm not mixing up all the forums I frequented.

wasn't serge once called megabyte or megabyte backwards?

Yep. Megabyte first, then got permab&, then returned as etybagem (and for some reason nobody noticed the name).

413
Site News and Feedback / Re: Blocking from certain fourms
« on: February 28, 2011, 01:35:08 PM »
meh


If you want certain people out, start your own forum.

414
Chatterbox / Re: I hate this place.
« on: February 28, 2011, 01:33:38 PM »

415
Site News and Feedback / Re: Blocking from certain fourms
« on: February 28, 2011, 01:32:22 PM »
a.k.a. "autistic bubble"

417
General Support / Re: How to create a new component?
« on: February 28, 2011, 09:52:44 AM »
Code: [Select]
*BITMAP gold_battery_battery.bmp
Well there's your problem. Also, you shouldn't keep decompiled GMF files in the Components folder if you do.

Also, yay for Italians.

418
General Support / Re: How to create a new component?
« on: February 28, 2011, 09:38:20 AM »
Yeah..is a good tutorial!

But I've follow his istructions, and when I change the name of .bmp file in maps foldier, the texture don't work!
I've edit the Bitmap string in gmf file with new name of bmp file! But don't go or better, in game the texture don't exist and when sometime the game crashes anyway!

Send me your components file, I'll take a look.

419
General Support / Re: How to create a new component?
« on: February 28, 2011, 09:05:14 AM »
However, can someone give me some explanations about what I've to do for create some new compoent?

Hey,

A component is made out of two distinct parts:
- The 3D model which is stored in the .gmf and .bmp files
- The component information file, a.k.a. .txt file (and .bmp for the preview), which holds the in-game characteristics of the component. The .txt files are sometimes compressed into .cfz files.

First thing you can try to do is copy a .txt file, rename it and change some values around. You don't have to copy the .gmf file if you don't change its reference in the .txt file. However you will have the same model of the component and the same maps (because they're referenced in the .gmf file) and the same preview bitmap (unless you copy it).

Now, if you want to change the geometry or maps, you'll have to copy the folder containing the .gmf and .bmp files. Rename it, and change it's reference (called "directory") in the .txt file. You can't unfortunately just edit the bmp then, because weird things will occur then (as there will be two components with the same map name they will both have the map of the first one that is loaded ingame). So you have to rename the .bmp file and change its reference in the gmf file. How do you do the latter? Grab a compiler/decompiler, either mine (from my sig) or dummee's, available in the downloads section of the portal. Then use the decompiler to decompile the .gmf file into a decompiled form (remember to save it to a different file, otherwise my compiler will crash, IIRC). Then open the decompiled file in a text editor and find the .bmp file name you just changed, change it, save the file and recompile it. Done.

Now, when it comes to editing geometry, just mess around in the decompiled gmf file, you should understand it quite easily if you've ever finished a High School math class. In the usual component there are two meshes, a collision and a display mesh. The first is used by the game to calculate collisions and is quite simple, the latter is used as the display model. There are other objects in the file, there is a page in the Wiki that (I think) describes them all.

If you wish to create your own components from scratch with 3dsmax, please tell me, I will walk you through it.


If you need help, please don't hesitate to ask.

420
Never used Recuva, so I can't tell, but I used PhotoRec a number of times already and it's excellent.

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