Its amazing, I have some free time now inbetween the last day of school (today) and finals next week. I've spent it getting caught up on the current xkcd comics ( <3 ), and also read megatokyo....I'm such a ||3r|) @ t||/|3z....Oh well, been getting my laughs in. Oh new Burn Notice came out tonight (USA show about an ex-spy, has some fun with some irony and little jokes and stuff and very intertaining) XD Spent some of this time doing a higher poly model of a z-95 (see screenies), still have some work to do on it too as I try to add abit to my portfolio before I go see if I could get a job doing something I like. If only I could draw or texture or make better models. *sigh* Guess I can't complain too much, moving in with my g/f over the next two weeks as I move my stuff from point a to b. Too bad there's no TeleportThing() in real life.....
I've been working almost non-stop trying to graduate this year to get my BS in math, applying to grad schools, working things out with my fiancee, and trying to work to pay bills. That being said, I haven't had much time (or will for that matter) to be working on anything major, but I have been able to do a couple of small things w/ my laptop (and no mouse). Hopefully these cogs I've been working on will be implemented soon and I can complete my primary projects (Aliens TC, JKPM) and get working on my secondaries (Equivalence Point, Firearms, Katarn Karts). All the while I will still be contributing models, cogs, and other misc items as requested.
I've been wanted to finish this modeling series (look back through the screenies to see the repeater, raildet, E-11, conc rifle, bryar, and now the fusion cutter), and now all that is left is the bowcaster and mortar gun. I have my thermal det model, I should post it after some clean up.......
I've almost completed a workable physics system for the karts, allowing them to move on more than just a plain, currently its a bunch of patches over probs, and I might just want to revise the whole thing to make it more consistant with actual physics. lol All that is left is just to work out what happens when you drive off the road. Also, jumps work now too, and I think I like how their path is, but if someone wants the jumps to go longer and a shallower fall curve, lemme know. Figure the physics 90% completed, actual driving cog 75% completed.
But basically....level/track/circuit peeps, go get 3D!!! XP
My girlfriend and work and more of the both make working on JK projects difficult, but I'm just letting everyone know I'm still working on everything.
I got an algorithm working, but currently it only runs once, theres some sorta strange prob w/ it that I gotta tinker on out but the algorithm design is good. I'm thinking its more in my implementation in the test level or my stupidity or IDK...but it works for the first run through!!!
And finals are done for the week. I can work on JK stuff again. Yay!!!
in time for the SP level deadline, real life got in the way......
*sobs and cries*
Got it working along with some things that have (more or less) placeholding textures right now, but thankfully UV mapping won't be too much of an issue with this.....
Okay, I know I'm jumping on it late, however I have an excuse; I was in Germany for all of August. So in the shorter amount of time that I have, I will focus less of overall level design and more on the effects, storytelling, details, and allusions (okay, maybe theres only one or two....) in giving some cred to some games that I have played. Maybe thats just my excuse for focusing on the cogging aspects of JK lol.
New swaying scope and other bug fixes and small changes from the last version posted. New summer, life gets in the way, but doing what I can.
I'm in a modeling mood right now, I'll get back to coding and JK modding when I'm done w/ this binge.
Title just bout says it all.
And no it will prob not have a japanese theme, and no the word doesn't mean anything b/c I made it up (least to my knowledge). Anyways, here's the start of the proj page.
And here I'd thought I'd have so much time during the summer to finish up my two major projects, but no, reallife and the bigger issue of my laziness (we're in a daily 100+ degrees Farenheight [spelling?] heat wave) keep getting in the way. I'm trodding along with this, working on animations and effects and textures and models, etc, etc. Its nearing completion tho. And I shall have completed a TC and rid the curse of the TC's gone forever!!!! Hahahaha
Heres an introduction to the mod that will play before hand, but theres just no sound yet, and its not to JK format as well. I'm thinking a flyby sound as well as some engine noise for the 1st part, and then a sound/music track for the 2nd. Any ideas, post it in teh forum.
Also, I've added an option in the setup menu that will allow you to play the mod with the gun closer to the player (so no more whining about me bein different ;) :p). Added animations, changed some cog things, fixed some bugs, still some bugs that need to be looked at, and need a group of beta testers who can be sent the ungobbed mod and replace parts that I change and test some more. Apply either in the forums with your AOL/AIM screenname or IM me at DPatMassassi.
Tell me if theres any bugs in MP and how bad the lag is. This will run in Canyon Oasis (which I recommend because its larger), but no guarentees in add-on levels, well, really, no guarentees at all for MP right now, but tell me if it works. I don't think the flashbangs work currently too..... but AIM DPatMassassi if you want to play a testing game.
Also, does anyone really care for if there's a pistol whip, because if you get in that close, the other guy will blast your head off, and knife is more deadly anyways......but if theres strong public pressure, then maybe I'll go through the hassle and add it in, or any other ideas that will work practically.
Now that all the texturing is done, I can now add in the extra effects, animations and whatnot. In the next beta release, take a look at the prone collide, yes there is one, and using alil ingenuity, the end result is something I'm proud of, and most importantly, I like.
The next beta will be in a week more or less, still want to tweak the cogs abit as well as add in some animations. I dunno how this will play on client comps in MP yet, design was SP in mind, but I'm sure it'll be laggy nonetheless, not to mention a no-thing-limit patch would be a good thing to have. ;) Anyways, enjoy these few screenings.
I had been playing Black (its one f***ing sw33t game), and I thought this mod here. I thought about the supershield, and didn't really want that powerup in the mod, so I thought about what to replace it with, and I had all automatic pistols, no revolvers, and needed something powerful. So this was the end result.
Its still a WIP on the textures.
And now I need to do some more coding. lol
Finished implementing all the basic CTF cogs and pretty much finalized the level layout.
Yes I know its a bad pun, deal.
I've finished all of the Single Player coding. Now to make it work in MP, add in all of the textures and effects.... I've redone the sentries (now they look good), and fixed all known bugs (thx to my forum helpers). W00t, I've finished the hard part of the TC. Now, if anyone would do the texturing job...... :-p
Well, I completely redid the flamethrower cog, and I know not all of the effects are in, but I got the smoke to flow in a natural logrithmic curve, w00t, go inverse fuction integrals. (go take a good calculus class if you have no idea what I'm talkin bout) plus add it taken by a wind within the level..... <.< yes the wind still blows indoors..... >.> Just somethin so it does go up in a straight line.... In addition, I added in some keys and worked out a few bugs here n there. I wouldn't advise trying this in MP, since theres gunna be alot more bugs there in SP where I've been testing it. Feel free to go and test in MP and tell me and bugs you find. Still comes with the really l33t (least I think so) sentry system (that I am so f***ing proud of) and the swaying scope. Go watch your enemies burn. Oh, I also added a shotgun which replaced the throwing grenades and added the grenade indicator to the items. Eh.... Hopefully you'll find it all lol.
Yes, the last and final update. Horah. and not a moment too soon. Added in all of the items, did some final tweaking, put the episode together, ran the lighting plugin again, and just finished everything. w00t. Now to zip it up and ship it out. Congradulations team. :-p Now theres only one more thing ledt to do.
Here we are, cutting it down to the wire. Update #2 is doing some minor tweaking with textures and lighting, but I added in all non-powerup 3dos and finalized archi. BTW, this will require the JK-no adjoin/thing-limit-patcher and 3d accel......
Hopefully will fix some of the MP problems, tho the vehicle physics is still messed up.
Textures have been added. If you don't like them, oh well, I like the mood and some of the big clashes are symbolic.
Yes, everything is now textured in 1st POV and in game. Now its a matter of checking over all of the cogs, making sure everything works and texturing and animating all of the 3rd POV stuff.......
Read the subject then go download Aliens .8 and check out the sniper rifle by killing a trandoshan in level 9. You can gawk afterwords :-p
Got 2 verisons, the 1st version contains is here just to do a comparison and to allow MP to play. I still have some keys (mount and dismounts) to do, and some cog touchups to do (flamethrower), not to mention textures.......
Well, this is mainly posted here because Jedi Kirby pushed me into allowing people to see the driveable vehicles. However, this still has bugs in it, but helpful intuition never hurts.... Physics problems is the big one, plus I haven't yet tested the mounted gun on the technical while the technical was moving. Also, I haven't yet been able to figure out why when a 2nd person joins it crashes sometimes.
Well, here it is, JK Pistol Mod for updates, screenshots, and to hopefully generate some intrest in my work. I'm also here as a small cry for help. I need someone who can do textures for me, and I need that person badly. Otherwise, this thing is abou 85% done. E-mail me if you can do at least halfway decent textures.