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Mapping Projects / Re: dday_normandie
« Last post by thunder on Yesterday at 08:04:16 PM »
 :notex:
Time to get back in the saddle and leave coding and shit to others...

I think I will pickup this map again if I can find it :)
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ETlegacy models / Re: desert jagdpanther
« Last post by thunder on January 10, 2018, 09:46:58 PM »
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Everydays issues / Re: MilitaryForces 2
« Last post by osfpsproject on January 07, 2018, 11:39:52 AM »
isnt it possible to use modelscale on playermodels?

I asked Zack about this:

Quote from: zturtleman
It's inconvenient to change the player size at run time. It is possible with enough changes. That patch is a just a simple 'make the player smaller so can walk around mfq3 maps' and does not attempt to be fully functional. I wouldn't recommend basing an entire game around it.

To make per-map player scale simpler to implement I would recommend a worldspawn key that effects all game objects instead of a separate modelscale for each info_player_start spawn point entity. However...

The patch will have issues with placement of player effects, objects, and physics. Identifying all the problems is probably hard without playing the game a lot. Anywhere there is a size, offset, or speed in the game world has to be changed. (Ejected shell casings, missiles, player chat balloon, etc.) It's a ridicule amount of work that will take a long time to find and fix all the issues.

Bottom line: just introduce a worldspawn key. I wouldn't bother with the rest, the altered physics might even shake things up a bit, making the game more fun (at least if you've played the original game a lot and got a little bit tired of it, so similar to say what a mod provides).
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Everydays issues / Re: MilitaryForces 2
« Last post by Teuthis on January 06, 2018, 04:45:44 PM »
Quote
I don't have the time for this, nor the eager

Gotcha, same here on my end. But I wish you all the best with this project.
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Everydays issues / Re: MilitaryForces 2
« Last post by thunder on January 06, 2018, 08:36:41 AM »
isnt it possible to use modelscale on playermodels?
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Everydays issues / Re: MilitaryForces 2
« Last post by osfpsproject on January 05, 2018, 03:53:18 PM »
What about screening our tutorial section and starting to do it (at least in part) by yourself? We have a lot of skilled folks here that can give expert advice when you got stuck somewhere

See my first post:
Quote from: osfpsproject
it's been a while since I've been here and I've basically moved on to other things.
However, I still want to have MilitaryForces 2 finished and any help is welcome (coding, ...).
So, I decided to outsource the work

I don't have the time for this, nor the eager. I don't spend any time on mapping and so it takes me much longer than people that regularly make maps (that chittagong map was the first map I ever made, and will probably be the last one too). I think that my effort is better spend in other things. That's also why I decided to outsource all of the work on finishing the game.

Anyway, the approach of inverting things (having people make the real life city maps first, in attendance of the finishing of the MF2 game) could work, especially as the maps can be played in either NSCO-ET or ET. If there are enough TWT members that like this idea, perhaps @thunder, or someone else here with coding experience can make a small soldiers patch for mainstream ET (see https://github.com/zturtleman/navy-seals/releases/tag/et-ssbh-1 ).
Alternatively, if there are sufficient NSCO-ET players, we can also go along that route, and perhaps make a mapping category for NSCO-ET here at thewolfteam forum.
I would certainly want to help in giving advice on the creation of the maps (ie giving advice on where to put objects, spawnpoints, ... in order to make it a fun map to play (rather than just being a terrain/city that exists in real-life).

Lastly, anyone here (including people that just play ET- can also help by signing the petition on change.org -see first post-.
I (and I guess I'm not alone) think that those organisations set up to make cities more resilient should contribute financially to this project, since it can be so cost-effective. I doubt any projects these organisations do will create more advantage for the cost involved.

So, please sign, and let me know on what route we should take: the NSCO-ET route, mainstream ET-route, or no route at all (if there's no intrest at all).
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Everydays issues / Re: MilitaryForces 2
« Last post by Teuthis on January 04, 2018, 10:25:54 PM »
What about screening our tutorial section and starting to do it (at least in part) by yourself? We have a lot of skilled folks here that can give expert advice when you got stuck somewhere
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Everydays issues / Re: MilitaryForces 2
« Last post by osfpsproject on January 03, 2018, 02:20:45 PM »
I'm not a fan of modern/futuristic warfare type games. I only play WW2 games for the FPS genre

Ok. I'll wait for the reply of the other TWT members ...

BTW: You've probably seen the NSCO game was ported to ET and the scale of the players, ... was reduced to 1/10th. The same could be done with the regular ET game too. See the fix for NSCO-ET made by Zack that allowed the use of players at 1/10th scale here:
https://github.com/zturtleman/navy-seals/releases/tag/et-ssbh-1

So there's no reason why you couldn't help in making real life locations maps for ET, assuming that this 1/10th fix be added to the ET or ETL engine (that way, MUCH bigger maps can be played).
You could introduce WW2 objects in the map (for gameplay reasons) that can easly be deleted when the map is reworked for NSCO or MF2.
It's everyone's choice whether or not to make real life locations obviously, but there would be a merit then for society.
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Everydays issues / Re: MilitaryForces 2
« Last post by Ronboy on January 02, 2018, 10:56:12 PM »
You're probably right, but the saying "many hands make light work" applies here.
From the responses I got, I guess I was also in the wrong place to find coders. However, you guys are certainly adept in making maps. So perhaps some of you may be interested in making the real life locations maps ? I remember the main difference between q3 and mfq3 was that the scale of the players were different. I also remember I allowed for the maps to be used by both Navy Seals: Covert Operations-ET (NSCO) and MF/MF2 (with modest modifications, ie changing of spawn points, IBSP number, ...).

So my questions are:
Have any of you tried Navy Seals (http://www.moddb.com/mods/navy-seals-covert-operations-et ) ?
Do any of you have intrest in making the NSCO maps of the real-life locations listed at https://sourceforge.net/p/theosfpsproject/wiki/OSFPS_TPS%20game%20specifics/

Personally, I think that making maps of real-life locations (vulnerable to climate change) is something every mapper should be doing nowadays. This because, by doing so we can help in devising options to cities to become more resilient (and thus prevent loss of lives, ...). Also, it will only take about the same amount of time you would otherwise spend (on making invented locations maps). I hope this notion can convince some Q3/ET mappers here, as well as in other Q3/ET clans, and have their skills being used for the benefit of society as well as personal enjoyment (rather than just the latter).

I'm not a fan of modern/futuristic warfare type games. I only play WW2 games for the FPS genre, so I can't be of any help to your project unfortunately.
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ETlegacy models / Re: desert jagdpanther
« Last post by thunder on January 02, 2018, 07:50:09 PM »
thx
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