Author |
Message |
Mjuksel
Your Past
|
Friday, December 21, 2012
Hi guys, after a long time I went to visit the forums again
of course I downloaded the game again (multiple versions)
Now I've been messing with some files, and I had a few things I would like answered
I'm fiddling about with "hardcoded.psys" with the AuraDebris part.
I was wondering if (with some coding) it's possible to make this function (AuraDebris) adjustable per tier
for example:
AuraDebris1/2/3/4/5
and in tier.cfg "hasAuraDebris True" and add an option "AuraDebrisType 1/2/3/4/5"
//EDIT:
made an addon to the tier.cfg
http://nl.twitch.tv/mjuksel/c/1790677
Furthermore, can I disable the new camera stuff on the latest build ?
Greetings !
Mjuksel
|
TRL
|
Friday, December 21, 2012
Welcome back Marcel. I have no idea what you're talking about though.
|
NELLO!!
Mitico
|
Friday, December 21, 2012
you need some new codes to accept some new Aura debris to use Ingame.. I think is not possible now..
only one aura debris for Tier is available..
a different aura debris to use you can make howewer for the attacks..
make one new code is possible but mostly we are still not able to do that..(only the original creators know something ,Zeth and others)..
|
RealDeal
|
Friday, December 21, 2012
TRL wrote : Welcome back Marcel. I have no idea what you're talking about though.
stunned
|
TRL
|
Friday, December 21, 2012
RealDeal wrote : TRL wrote : Welcome back Marcel. I have no idea what you're talking about though.
stunned 
Well I have some idea, but I was expressing I wouldn't know how to help him.
|
Laguna|DaGGeR
|
Friday, December 21, 2012
that marcel comes back da heck I remember our co-bloppity blip bloop played games lul da hope you remember me *intense laughter*
|
JayREEZY
|
Friday, December 21, 2012
Wow, it feels like an eternity since you've been here dude... Welcome back
I loved that island map you made. It's still pretty fun with enough people. maek moar maps! You don't have much competition
|
RoganX
Classy
|
Friday, December 21, 2012
Hiya mate.
|
Mjuksel
Your Past
|
Friday, December 21, 2012
thanks for the warm welcome again guys
@TRL:
long time no see mate, I'll maybe hear from a coder ^^
@Dagger:
Sup, of course I remembah !
JayREEZY wrote : Wow, it feels like an eternity since you've been here dude... Welcome back
I loved that island map you made. It's still pretty fun with enough people. maek moar maps! You don't have much competition :*laughing out loud*:
the map was actually really crappy, maybe ill start again on some and try to make something nice instead of a random flipflop
This is what I spend most of my time on by the way:
http://nl.twitch.tv/mjuksel/b/349584681
zap around for some random missions/weapons etc
|
Laguna|DaGGeR
|
Friday, December 21, 2012
ticklish APB reloaded GAGAYGAYGAGYGAYG
|
Mjuksel
Your Past
|
Friday, December 21, 2012
okay well I have been digging around with a derpy mate , and came up with the following
http://nl.twitch.tv/mjuksel/c/1790677
have a look what I meant TRL
|
Mjuksel
Your Past
|
Saturday, December 22, 2012
question for one of the coders =D
I tried some stuff but didn't work, or bugged out *intense laughter*
I wanna make this following only apply when player is transforming:
static void CG_Aura_Bleach( centity_t *player, auraState_t *state, auraConfig_t *config){
if(!state->isActive){
return;
}
if(!config->isBleach){
return;
}
if(!CG_FrameHist_HadAura( player->currentState.number)){
PSys_SpawnCachedSystem( "AuraBleach", player->lerpOrigin, NULL, player, NULL, qtrue, qfalse);
}
CG_FrameHist_SetAura( player->currentState.number);
}
but HOW *stunned*
|
Mjuksel
Your Past
|
Saturday, December 22, 2012
okay , an addition from me.. I added this:
if(!(player->currentState.playerBitFlags & isTransforming)){
return;
}
now, when I go Kaioken with Goku, my effect shows up..
the problem is, it stays, it should be removed after the transformation is completed..
example vid:
http://nl.twitch.tv/mjuksel/c/1791284
|
TRL
|
Saturday, December 22, 2012
You know they're working on a ZEQ2 for unity nowadays. Maybe your additions in code would be better suited there.
|
Acaryus
Cutting-Edge
|
Saturday, December 22, 2012
Welcome back
|
qwerty
In Advance
|
Saturday, December 22, 2012
TRL wrote : You know they're working on a ZEQ2 for unity nowadays. Maybe your additions in code would be better suited there.
When it comes out the first build? will be open source?
|
Mjuksel
Your Past
|
Saturday, December 22, 2012
I have seem to fixed my problem gentlemen *intense laughter*
|
Maszek
|
Saturday, December 22, 2012
qwerty wrote : TRL wrote : You know they're working on a ZEQ2 for unity nowadays. Maybe your additions in code would be better suited there.
When it comes out the first build? will be open source?
1. We have no idea yet. I could give you rough estimates, but they'd probably be terribly incorrect.
2. Yes, it will be open-source after a certain point, like Brad stated. It'll probably go open-source when we have a "Public Beta" ready.
|
Mima
The Disciple
|
Saturday, December 22, 2012
Although if anyone wants the source, I am sure that if they just asked Brad about it, he'd share access.
|
qwerty
In Advance
|
Saturday, December 22, 2012
Zeth, I think it's better if you release ZEQ2, so that the community doesn't waste energys on ZEQ2-Lite. We need a new engine, destructible environments, physics etc..
I don't want an exclusive private access.
|
Zeth
The Admin
|
Saturday, December 22, 2012
Zeth, I think it's better if you release ZEQ2, so that the community doesn't waste energys on ZEQ2-Lite. We need a new engine, destructible environments, physics etc..
I don't want an exclusive private access.
When there's actually enough code & content to be a first build, sure. It's just a loose collection of scripts and ported content right now. There's practically no one actively working on the project currently although skilled developers are encouraged to participate and change that.
|