
Advanced Game play and Development Mod (Is Closeing)
#21
Posted 17 September 2010 - 03:41 PM
Scripting is just very tedius and requires a sharp eye for details one little ; ] { } / missing from the thing and it simply won't work. Otherwise it tends to be fairly straightforward for the most part, the tedius aspect is why most people can't/won't script. I can mod em, I can read em... but god help me in trying to write one=) If only the lovely designers of this game had put in a "scripting utility" that could assemble the code properly for you, but few games have ever included such a toy, "Starcraft" (yes an older game) has the best example of such a tool that is VERY user-friendly.
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#22
Posted 17 September 2010 - 04:33 PM
^ what he said
#23
Posted 17 September 2010 - 05:53 PM
The LAPD Helo herself: 39KB, the Rotor Assembly: 1.5MB give or take.... Do that with enough objects and you'll see very quickly they become pretty heavy, the way animations have to be done because well, we lack the software they had the luxury of to create said animations, kinda limits our options. Our animations more or less dupe ev moving vert/polygon for each frame as she proceeds, it adds rapidly to the load on a cpu. A relatively simple horiz drop alone wouldnt hurt too much, but bear in mind that ev "building" or whatever you have present that has these even while the anim isnt active she's still got the same weight on the CPU regardless to if the anim is goin or not.
As a working theory I'd say it would be worth the effort to try both on a relatively simple "drop" construction, like a mission-based construction site collapse, see what the anim does vs the standard physics... In freeplay depending on how many structures were present the anims would overload the CPU more likely than not. Remember that I am not a game programmer but I do alotta these types of goodies for this particular game, so I know the system well for doing things such as animations, and she's not the most efficient process around unfortunately, especially if you get into really complex requests in the animation string.
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#24
Posted 17 September 2010 - 07:46 PM
Looking for someones help who has a full version of z-modeler. If anyone can convert some files for me it would be greatly appreciated! this will hopefully be a one time thing. PM if you would like to help.
I have never really had a thing for apple...
due to their ways about doing business. Although it is sad to see a great and well know fellow nerd/visionary go. God bless Steve Jobs and his family.
#25
Posted 17 September 2010 - 10:51 PM

You can really do it? It looks like it is difficult
#26
Posted 18 September 2010 - 12:13 AM
Looking forward to this
You can really do it? It looks like it is difficult
some things i think i can probably do. basic stuff I am going to need a team if I start. Right now i am just concepting, and throwing out things I will try to do. I have been give a lot of really good advice from a lot of people as far as I can tell know what they are talking about and trust them. somethings i think i can do others maybe not with out some major experts which if I start I am hoping I can get. I myself if I choose to do this will have to learn quite a bit. for now i am going to let the pole run for a few more days maybe throw out a couple more concepts stuff like that.

I have never really had a thing for apple...
due to their ways about doing business. Although it is sad to see a great and well know fellow nerd/visionary go. God bless Steve Jobs and his family.
#27
Posted 18 September 2010 - 03:18 AM
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#28
Posted 18 September 2010 - 04:40 PM
My best suggestion is to start with mission-based stuff bud, missions are 100% scripted so they give you much much more room to maneuver, Freeplay is a tougher nut to crack;)
I am gonna try to through out one more idea then decide weather to do it. If I start we will start small after recruitment and if you say mission stuff is easiest thats probably where we will start. first though we would need to make an outline of what we think could be possible under each idea category, develop a plan from start to first release and go for it.

I have never really had a thing for apple...
due to their ways about doing business. Although it is sad to see a great and well know fellow nerd/visionary go. God bless Steve Jobs and his family.
#29
Posted 18 September 2010 - 10:32 PM

Licence agreement statement
"RESTRICTIONS
You may not delete or obscure any copyright, trademark or other proprietary notice on the Software or accompanying printed materials.
You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the Software."
and then follows this statement about modding the game...
"EDITOR AND END-USER VARIATIONS
If the Software includes a feature that allows you to modify the Software or to construct new variations (an “Editor”), you may use such Editor to create modifications or enhancements to the Software, including the construction of new levels (collectively the “Variations”), subject to the following restrictions. Your Variations: (i) must only work with the full, registered copy of the Software; (ii) must not contain modifications to any executable file; (iii) must not contain any libelous, defamatory or other illegal material, material that is scandalous or invades the rights of privacy or publicity of any third party; (iv) must not contain any trademarks, copyright-protected work or other property of third parties; and (v) may not be commercially exploited by you, including but not limited to making such Variations available for sale or as part of a pay-per-play or timesharing service."
Would this be a legal issue if I where to start my mod and have to overhaul the basic system and where to release it on the em4 platform? Or is this more towards someone who would go out and make there own game based off the copyrighted material from the game?
thanks,
b2bomber
I have never really had a thing for apple...
due to their ways about doing business. Although it is sad to see a great and well know fellow nerd/visionary go. God bless Steve Jobs and his family.
#30
Posted 18 September 2010 - 10:46 PM
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#31
Posted 18 September 2010 - 10:58 PM

I have never really had a thing for apple...
due to their ways about doing business. Although it is sad to see a great and well know fellow nerd/visionary go. God bless Steve Jobs and his family.
#32
Posted 24 September 2010 - 02:08 AM

Guess what this Is...
Major update hopefully coming in a few days.
I have never really had a thing for apple...
due to their ways about doing business. Although it is sad to see a great and well know fellow nerd/visionary go. God bless Steve Jobs and his family.
#33
Posted 24 September 2010 - 12:02 PM

#34
Posted 25 September 2010 - 05:26 AM

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#35
Posted 27 September 2010 - 10:35 PM
http://imageshack.us/a/img51/5213/62584626.png[/img][/url]
#36
Posted 27 September 2010 - 10:39 PM



I have never really had a thing for apple...
due to their ways about doing business. Although it is sad to see a great and well know fellow nerd/visionary go. God bless Steve Jobs and his family.
#37
Posted 27 September 2010 - 10:55 PM


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#38
Posted 27 September 2010 - 10:57 PM
Looking "bad ass"
lol thats exactly how they will pop up in game. Actual size and everything.
I have never really had a thing for apple...
due to their ways about doing business. Although it is sad to see a great and well know fellow nerd/visionary go. God bless Steve Jobs and his family.
#39
Posted 28 September 2010 - 02:52 AM

Join http://ertrpg.com and beecome part in a fun emergency roleplay!
#40
Posted 28 September 2010 - 05:14 PM
I have never really had a thing for apple...
due to their ways about doing business. Although it is sad to see a great and well know fellow nerd/visionary go. God bless Steve Jobs and his family.