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21
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by bitterman on October 07, 2018, 01:58:42 AM »
Snehk did a base asset pack a while ago.

404, but thanks anyway.


Player def from Phaeton: https://pastebin.com/MP0HWpKT

map format is the same, but you obviously need to built it with dmap from SE2. Also if you have stuff that isn't defined in materials/defs, you might have issues.

Yes, looks like this one, some problems with rendermodel. Need a blackbox and _white.

Is fs_game works?

? I have a flow bug with map butter error.

How can anyone understand that? :)

I mean a "floating bug with map buffer".
22
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by motorsep on October 06, 2018, 03:55:59 PM »

motorsep, how looks player.def?

 Map's format is same as d3bfg? I have a flow bug with map butter error.

Player def from Phaeton: https://pastebin.com/MP0HWpKT

map format is the same, but you obviously need to built it with dmap from SE2. Also if you have stuff that isn't defined in materials/defs, you might have issues.
23
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by silverjoel on October 06, 2018, 11:02:31 AM »
Snehk did a base asset pack a while ago.

http://idtechforums.fuzzylogicinc.com/index.php?PHPSESSID=ap8ard3u53lnas80ofvdudgln4&topic=603.0

I have also been playing around with the engine for a while.  I like it, but there are a few things that those that are used to d3 will not expect.  The sound call is different (forget what it is off the top of my head) and it's back to quake-style liquids (not a bad thing, just different).  Overall, it is a very good engine.
24
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by bitterman on October 06, 2018, 02:54:21 AM »
  Issue is related to the player start.  I think I need to get the player.def/script updated correctly

They rename 'player_doommarine' to 'player_female' (I even found her name) ;)

But worts of all is:

Code: [Select]
hipJoint = animator.GetJointHandle( value);   
In comparison with D3BFG the SE2 gives a wrong 'modelDef' with numJoints = 0.

This gives an error. Perhaps missed some assets but not sure.

********* P.S. It was a bad idea to mess with code without proper assets. ************

motorsep, how looks player.def?

 Map's format is same as d3bfg? I have a flow bug with map butter error.

25
Content for Games/etc. / Re: Sharing My Music / SFX - Over 1500 Tracks
« Last post by Eric Matyas on October 03, 2018, 08:29:09 AM »
Happy October!

Continuing my mission to provide looping versions of every track on my site, here are this week's new free tracks:

On my Drama page:

"PULLING AWAY" (Looping) - Perhaps from a small-town bus station on a dreary day, leaving someone behind.
https://soundimage.org/drama/


On my Fantasy page:

"GENTLE CLOSURE" – (Looping) - Little ending piece. Might work in a game or animation.
https://soundimage.org/fantasywonder/


On my Funny/Quirky/Weird page:

"SNEAKY CAT" (Looping) - A single bassoon conveys a quiet humor.
https://soundimage.org/funnyquirky/


On my History page:

"THE GIANT GATES OPEN" (Looping) - Would you go in? I’m not sure that I would. Anyhow, this might be a nice intro piece for an ancient city in a documentary or a game.
https://soundimage.org/ancient/


And on my Horror/Surreal page:

"AFTER THE INVASION" (Looping) - An intense “aftermath” kind of track. Kind of disturbing, actually…well, at least to me.
https://soundimage.org/horrorsurreal/


I hope some of them are helpful!
26
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by motorsep on October 02, 2018, 02:54:44 PM »

It's looks good but I still worry about non-flexible closed menus part.
In case of SE2 also random modified part (I mean AddTextSlider and more, Menu_Widget_Item.cpp up from 12 to 17 kB etc.)    :)

What are you talking about?! C++ code is there, Flash source files are also there. Do whatever you please (non-commercial games) with them. Or make you own.
27
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by bitterman on October 02, 2018, 12:37:53 PM »

Lol, that's not how it should look when properly built.

It's just a collage with few screens.

Next time I try to start it with some custom maps.

It's looks good but I still worry about non-flexible closed menus part.
In case of SE2 also random modified part (I mean AddTextSlider and more, Menu_Widget_Item.cpp up from 12 to 17 kB etc.)    :)
28
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by motorsep on October 02, 2018, 09:09:28 AM »
Before I try to build whole solution (includes ZERO_CHECK).
As I found ZERO_CHECK reruns cmake.
Therefore it causes a wrong result IMO.

Then I build only idLib and SE2.
It's works. There is a SE2 on Win 7:

Lol, that's not how it should look when properly built.

This is how it should be:

29
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by motorsep on October 02, 2018, 09:08:02 AM »
SE2 have a lot of modifications in menus code. E.g. added control widget list (sliders, buttons etc.).

What are advantages?

It doesn't have a lot of modifications. The only modifications were made is to make it work with SWF menus I had to reverse engineer. Nesting of some elements didn't make sense, so I had to adjust it to work. SWF files are also on github, so one can make totally custom menus / HUD / PDA.
30
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by bitterman on October 02, 2018, 07:44:30 AM »
SE2 have a lot of modifications in menus code. E.g. added control widget list (sliders, buttons etc.).

What are advantages?
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