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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Sat Apr 11, 2015 6:49 am 
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Groove Six Studios
Groove Six Studios

Joined: Wed Apr 27, 2005 2:24 pm
Posts: 317
yourself, I am blown away!

The next thing you might want to look into is a new explosion effect/shader for the bomb to replace the old ETish one. I don't know whether I will have time for it, maybe I just throw some simple replacement in, at the moment we don't have any effect at all in standalone.

Regarding weapons, I would be interested which new models you have. Probably it is smart to already now have some plan what should be added. I don't want to break the different team weapons (as was suggested here), because this always was a key feature of TC.

For now 0224 adds full auto shotguns:
USAS-12 / Saiga12S

I figure you have a AKsu (love it), so how about:
HK G36C / AKSU (9 inch / 8 inch barrels)

And for the bolt-action snipers?
m24 sws / Sako trg 42 (.338 Lapua) ?


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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Sat Apr 11, 2015 10:08 am 
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Expert
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Joined: Fri Oct 18, 2013 12:28 pm
Posts: 163
Location: Poland
Quote:
yourself, I am blown away!
:pistols: :pistols: :pistols:

Quote:
The next thing you might want to look into is a new explosion effect/shader for the bomb to replace the old ETish one.

I was trying to achieve intresting reuslt replacing old sprites, i hope i have got those textures yet, maybe with new shader setup we can get some nice effect. Too bad we cant get new independent particles system w/o touching et.

Quote:
I would be interested which new models you have

Got many many many and even more. TBH i have ported almost entire BF4/BF3/MOH weapon content - but ofc CANT BE ADDED AS OFFICIAL CAUSE OF LICENSES. They were ripped and compiled for EYE-CANDY puropose and i was really curious how it looks in cqb with q3 shaders. Bright side - very nice 3rd party addon.
Nevermind, still have free-to-use gb licensed:
Aks74u/kobra
Vltor Sbr/Eotech/Acog ar15-based cqb rifle, 6.8 spc
http://postimg.org/gallery/5gsq0mka/5bb6fe39/
Different Sg552/Eotech/Acog* (imo better model/texture quality)
http://postimg.org/gallery/1vckvfry6/1dabcec1/ Ready to go, bolt fixed.

*- While aiming trough the scope, bolts are not animated (hardcoding issue, cant be fixed by pk3)

Quote:
I don't want to break the different team weapons (as was suggested here), because this always was a key feature of TC.

Bodycount - total anarchy, no restriction [ for sure it will be unlocked by players or server admins using gt7_gear]
Objective - Makes sense.
CTF [?]

Quote:
For now 0224 adds full auto shotguns:
USAS-12 / Saiga12S

Yeah!

Quote:
HK G36C / AKSU (9 inch / 8 inch barrels)

Possitive.

Quote:
m24 sws / Sako trg 42 (.338 Lapua) ?

Maybe L96a1 instead of m24?
I will check what we have and how it looks in game.

Suggestions are welcome ... i can compile tanks, jets, ballistic shield, parachute, boxing gloves instead of knife, grand pianos rain for mortars....


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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Sat Apr 11, 2015 12:12 pm 
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Master
Master
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Joined: Mon Mar 08, 2010 12:52 pm
Posts: 324
Location: Belfast, Northern Ireland.
Yourself, Check out Frozen Sand Particle Studio, is good for making fancy explosion shaders and things like that...

LINK FOR YOU-----> http://goo.gl/f4U7D7

I would do it my self, but you have far more patience with these kind of things...

EDIT ----- I did some looking around and found -----> http://goo.gl/1EEADl
More recent version by null.

DOUBLE EDIT -------- http://youtu.be/eKZbGA9W0ig (Achieved by changing just the sprite)

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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Sat Apr 11, 2015 5:04 pm 
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Sharp Shooter
Sharp Shooter

Joined: Thu Apr 02, 2015 12:50 pm
Posts: 31
May I suggest to rename the SIG-552 to SIG-553, the latter being an improved (bug fixed) version of the 552?

Also, it seems only semi and full auto mode are implemented. Is the burst mode (3 shots fired) planned for the SIG or any other weapon?

The mode selector of the SG-552 seems inaccurate. See for example this image: http://www.thespecialistsltd.com/files/ ... _2tone.jpg for an accurate one (20 means "full auto", there is no "F" on any SIG 55x afaik).

I'm also still interested on the possibility to heard coroner's opinion on an open code - even if it's a definitive "no". Sorry to be insistent on that matter :mrgreen:


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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Sat Apr 11, 2015 7:37 pm 
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Marksman
Marksman

Joined: Sat Apr 04, 2015 1:30 pm
Posts: 8
Spyhawk wrote:
May I suggest to rename the SIG-552 to SIG-553, the latter being an improved (bug fixed) version of the 552?

Also, it seems only semi and full auto mode are implemented. Is the burst mode (3 shots fired) planned for the SIG or any other weapon?

The mode selector of the SG-552 seems inaccurate. See for example this image: http://www.thespecialistsltd.com/files/ ... _2tone.jpg for an accurate one (20 means "full auto", there is no "F" on any SIG 55x afaik).

I'm also still interested on the possibility to heard coroner's opinion on an open code - even if it's a definitive "no". Sorry to be insistent on that matter :mrgreen:


Hi SpyHawk, I compiled the et-legacy code and I'm lost with so many new features, is there any page where I can see " why such thing was implemented"?


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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Sat Apr 11, 2015 10:24 pm 
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Sharp Shooter
Sharp Shooter
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Joined: Fri Oct 18, 2013 7:00 pm
Posts: 84
Aksu -> Micro galil(galil mar) would be quite unique. I haven't seen micro galil in a fps game. Just a thought, if anyone is interested in modelling...


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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Sun Apr 12, 2015 7:34 am 
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Expert
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Joined: Fri Oct 18, 2013 12:28 pm
Posts: 163
Location: Poland
Quote:
Check out Frozen Sand Particle Studio

Very cool stuff Dim, thanks a lot. I would like to see a new particle system like that ,very modable and easy to use (auto-shader-export and other useful things)

The ETish bomb explosion system is based on sequence of textures, displayed in order by shaders, but this system is poor and limited. All we can do atm, is just replace old sprites. Easy to do, but still not good enough, even with hi-res textures. Anyway, work in progress :P

Quote:
Also, it seems only semi and full auto mode are implemented

Nope, mp5-full auto, single fire, burst [3 shots] m16-single fire, burst, on and on and on.
Quote:
Is the burst mode (3 shots fired) planned for the SIG or any other weapon?

This feature is adjustable by script, so no sweat.
I will set sig sauer on 40 round burst and 100 bullets in mag [available only for you], but you have to implement a brand new particle system for me. Deal? 8)


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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Sun Apr 12, 2015 8:12 am 
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Sharp Shooter
Sharp Shooter

Joined: Thu Apr 02, 2015 12:50 pm
Posts: 31
phalz wrote:
Hi SpyHawk, I compiled the et-legacy code and I'm lost with so many new features, is there any page where I can see " why such thing was implemented"?

What are the features you are referring to? You'll find some info in the wiki, but most of it is probably not relevant to TC.


Yourself [PL] wrote:
I will set sig sauer on 40 round burst and 100 bullets in mag [available only for you], but you have to implement a brand new particle system for me. Deal? 8)

Deal! :mrgreen:


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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Sun Apr 12, 2015 10:59 am 
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Expert
Expert
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Joined: Fri Oct 18, 2013 12:28 pm
Posts: 163
Location: Poland
Round 2

https://vimeo.com/124738159


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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Sun Apr 12, 2015 10:16 pm 
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Marksman
Marksman

Joined: Sat Apr 04, 2015 1:30 pm
Posts: 8
Spyhawk wrote:
phalz wrote:
Hi SpyHawk, I compiled the et-legacy code and I'm lost with so many new features, is there any page where I can see " why such thing was implemented"?

What are the features you are referring to? You'll find some info in the wiki, but most of it is probably not relevant to TC.


Yourself [PL] wrote:
I will set sig sauer on 40 round burst and 100 bullets in mag [available only for you], but you have to implement a brand new particle system for me. Deal? 8)

Deal! :mrgreen:


Sorry to spam this post with an useless reply, since I'm completly newbish to huge projects like et-legacy I'm still lost about the 2 renderers stuff and the bundled libs and what they contribute to.
I searched for these things on the wiki and couldn't find any good paper on this aspect, only instructions.
So far i'm compiling et-legacy with everything turned off but I really want to know in depth the new implementations you guys did! Might be not that useful to TC but sure opens up the mind for new ideas and maybe mods(?).


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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Mon Apr 13, 2015 2:11 am 
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Marksman
Marksman

Joined: Mon Apr 13, 2015 1:30 am
Posts: 3
How feasible is it to basically rebuild CQB up from scratch in a new engine? I know Unreal engine is now free. I'm willing to donate some funds and we can make a kickstarter to fund production? The reason I proposed this is because (I may be wrong) isn't the full code locked up and unavailable making modifications difficult?

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Former annoying kid who had the 2nd most posts on truecombatelite.net


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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Mon Apr 13, 2015 3:31 am 
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Expert
Expert

Joined: Fri May 03, 2013 12:42 pm
Posts: 138
See this thread : viewtopic.php?f=34&t=2513

Altho not a TC remake anymore, started out as a remake on the UE but grew to something
unique. It's rather different from TC and we don't use any TC content (except for Bruce's
map and a complete renewed, almost unrecognizable version of Northport). Still, some
maps do have a TC feel to them (duhh, TC mappers ?)
How feasible a remake is, depends on team, motivation, money, time, madness and :

- Get gamemodels
- Characters
- Redo maps
- Make materials
- Particle systems
- Learn how Blueprints work (very easy actually)
- Animation & animaton graphs
- Sound Fx
- Impact decals & Fx
- Foliage
- Elements with Apex cloth, Apex destruction

etc etc.

Or in other words, it's a lot if you want to do it right and give the game an authentic
feel and look. It also requires retarded amounts of patience. Update one element and
you need to update other elements, kinda of a domino effect.

You know what is less work :
Connect et:L to the Crossbow Engine (supports PBR and dynamic light/shadows ;-) ).
Enables use of the original art and code thus way easier.

The code to CQB should, like that other guy said, be made OS,
seeing that the SDK code is exactly the same as the GPL Wet code.

Also : Wepay could be an option to receive donations.
Or add 1 banner to the website (game related) 1k views = 4eur.
That should be enough to buy at least 1 decent character per month, just saying.

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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Mon Apr 13, 2015 10:28 am 
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Sharp Shooter
Sharp Shooter

Joined: Thu Apr 02, 2015 12:50 pm
Posts: 31
@phalz: Please contact us on our IRC channel for specific questions. Your question is simply too general so I'm unable to answer it properly.


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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Sun Apr 19, 2015 12:43 am 
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Expert
Expert
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Joined: Thu Jul 09, 2009 8:28 pm
Posts: 204
Location: Canada
Yourself [PL] wrote:
Quote:
BTW now that you're talking about weapons, is there a posibility that you could add fammas g2 and g36c to the game? maybe with Yourself help...

Its possible to compile these guns what you wish BUT... Famas is a bullpup designed rifle so we need new arms animation to reload back-moved magazine. As far i know there was a guy on board, AlphaRed. He has been able to do a new animation, using stock tc hands.

You rang?

I'm always around and would probably get off my lazy butt to do some more 3d work if there is interest in this project. I'd have to do some digging to find the stuff but it's around somewhere lol.

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 Post subject: Re: On the road to a successful TrueCombat update
PostPosted: Thu Apr 23, 2015 6:31 am 
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Sharp Shooter
Sharp Shooter
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Joined: Mon Sep 19, 2011 7:08 pm
Posts: 53
Location: Venezuela
coroner wrote:
I don't want to break the different team weapons (as was suggested here), because this always was a key feature of TC.


Oh well, It was worth the try, I understand. I just thnik having to switch between teams to use a specific weapon is very... annoying? Maybe It's just me.

Alpha Red wrote:
I'm always around and would probably get off my lazy butt to do some more 3d work if there is interest in this project.


Nice to see you Alpha.

Isn't coroner's interest enough? He's working on cqb 0224.
The interest It's right here, TC fans are begging and dreaming with a brand new update which brings TC to life again. isn't that enough?


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