03-22-2006, 07:56 PM | #1 |
Join Date: Jun 2005
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Just out of curiosity, if you...
..the design team wanted to have a scrim amongst youself. Is it possible at this stage? I'm talking rudementry scrim, like weapons actually work, you can hop around, conc, sgs, etc? From all I've read, seen on SS, video, etc, I'm guessing you are close? Do tell...
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03-22-2006, 09:19 PM | #2 |
Join Date: Jul 2005
Location: Washington DC
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i think everything is there to do that except for weapon and player animations...lots of placeholder effects, but yeah they can (mostly)
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03-22-2006, 09:30 PM | #3 |
Join Date: Feb 2005
Location: Markham, Ontario, Canada!
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Let's say yes because then it makes it seem like the mod is closer to release.
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03-22-2006, 09:41 PM | #4 | |||
Join Date: Dec 2004
Location: Newcastle, UK
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Little summary for you (From Mirv's post below - read his first)
Player Models Quote:
Quote:
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*edited to include stuff from Mirvs post! Last edited by o_legacy; 03-22-2006 at 11:15 PM. |
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03-22-2006, 10:09 PM | #5 |
Join Date: Dec 2004
Location: Bournemouth, England
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*shudders at the mention of scrim*
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03-22-2006, 10:18 PM | #6 |
Fortress Forever Staff
Join Date: Dec 2004
Location: Cape Town, SA
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There's 3 player models ingame that I can remember (sniper, demo, medic) and the rest are meant to be coming in soon. The engineer model is ingame but unskinned. The scout model is invisible ingame and crashes HLMV if you try view it in there. So kinda difficult to tell how finished the model is meant to be then.
The rest are random placeholders in game. The civ I expect should be in sometime soon, and the spy and pyro are currently having their skinning finished I think. I dont know if the soldier is skinned yet. The HWG is waiting for a concept. Many of the first person view models are just the TFC placeholders, ones that are finished that I can recall offhand are supershotgun, rpg, super nailgun, crowbar, knife, wrench, pipe/gren launcher. How many others are completed but waiting for anims/to be put ingame I don't really know. All the grenades except for the gas & nail grenade are in game, and all the projectiles (nail, rocket, tranq) are placeholders still. edit: actually the gl and pl grens/pipes are done too 3rd person models I'm not entirely sure, I think they just get added as each first-person model gets added. Player anims are still being worked on, but I think there's a fair bit of stuff done there now. I'm pretty sure that all classes are just sharing the same skeleton and animations set, so once it's done they should all be sorted. The mod sounds really good, I was playing against a bot earlier and the mix of explosions, gunfire and everything, and it all sounded really crazily chaotic. I think we've got a sizeable bunch of textures now, but I only ever load up our developers ctf map (the only map which is properly rigged up with the entity system so far, so I use it as default for when I have to test something entity related) so I haven't really seen the full extent of those. We are actually at a stage where we can play properly with pretty much all of the game dynamics in place. We haven't really got together to play much recently though which is a pity because last time it was pretty fun. The ongoing bug fixing and tweaking is progressing well, Mulchman has been doing plenty of work while I've been sidetracked with my University final year project. Together we've made plenty of progress in shaping everything up and there's not a huge amount left to do really. Also ted_maul has made a good start on the cool effects, I think he's just committed a new conc effect but I haven't looked at it yet. edit: oh man that was longer than i thought it would be Last edited by mirvin_monkey; 03-22-2006 at 11:16 PM. |
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03-22-2006, 10:30 PM | #7 |
Join Date: Jul 2005
Location: Washington DC
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thanks for the informal dev journal!
ps, give me your uni project so you can get back to work! |
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03-22-2006, 11:02 PM | #8 |
Join Date: Aug 2005
Location: Israel
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shit that's possibly the best update EVAR! you sure it was approved?
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03-22-2006, 11:43 PM | #9 | |
Join Date: Jun 2005
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Quote:
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03-23-2006, 12:40 AM | #10 |
Join Date: Feb 2005
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thanks for the great info, very promising
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03-23-2006, 01:33 PM | #11 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
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There's a lot of stuff that's basically 'done' but isn't ingame right now. Every time new animations are done or character parts change / skins are updated the whole model has to be recompiled.
If the skeleton changes, all models have to be updated and lots of other stuff. Rebo recently squashed a bonemerge problem and that means he has to recompile all of the models to use the new skeleton etc. It's just time-consuming and slightly misleading, I guess. |
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03-23-2006, 02:29 PM | #12 | |
Join Date: Jun 2005
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Quote:
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03-23-2006, 02:36 PM | #13 |
Fortress Forever Staff
Join Date: Dec 2004
Location: Cape Town, SA
Posts Rated Helpful 8 Times
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We can have a scrim already yeah, the weapons and classes without models are still fully functioning, they just look a bit silly.
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03-23-2006, 04:07 PM | #14 |
Join Date: Dec 2004
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You can play as any class, use all weapons and grenades. They just dont all look finished.
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03-23-2006, 04:25 PM | #15 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
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I would take them on all by myself and win by 500-0. They don't cap 'cause I leave my ego on D as HW.
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03-23-2006, 04:43 PM | #16 |
Join Date: Jul 2005
Location: Washington DC
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who is considered the best tfc player on the dev team? i want some...
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03-23-2006, 05:45 PM | #17 | |
Join Date: Dec 2004
Location: Bournemouth, England
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Quote:
Its all sounding like its coming together |
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03-23-2006, 05:52 PM | #18 |
Fortress Forever Staff
Join Date: Dec 2004
Location: Cape Town, SA
Posts Rated Helpful 8 Times
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concing and grenade jumps are both in but need a bit of tweaking. rocket jumping is in but is waiting for some model issues to be sorted before it can be tweaked properly.
trimping, rampsliding, sharking are all in too (but all subject to tweaking still) |
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03-23-2006, 05:54 PM | #19 | |
Join Date: Mar 2005
Location: Somerset, UK
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Quote:
I wonder how much of a long-term advantage developing the mod will give them when FF is released |
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03-23-2006, 06:22 PM | #20 |
Join Date: Jan 2005
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Would be funny if they built int secret commands to help them while playing.
Wait a second....not really. |
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