05-04-2006, 07:09 PM | #181 | |
Join Date: Apr 2006
Posts Rated Helpful 0 Times
|
Quote:
update soon :P |
|
|
05-04-2006, 08:00 PM | #182 |
Join Date: Jan 2005
Location: Finland
Posts Rated Helpful 0 Times
|
Usually it flashes and says "Overspeed", damn liar. Not you, the machine.
|
|
05-10-2006, 10:19 AM | #183 | |
Join Date: May 2005
Location: Oxford, UK
Posts Rated Helpful 0 Times
|
Quote:
There hasn't been too much work on the map recently as we've got important exams coming up in a few weeks, and there isn't that much I want to change on the map anyway tbh. We've been working on some new front of base textures, which should be good, playing with the speedometer, and adding a little more trim in places. Apart from that, there isn't much more that can be done until FF is released... PS. I still need a nice sunny skybox that lines up. I'm told there are such things in DOD:S. Please message me if you can help me out here. Last edited by o_caesium; 05-10-2006 at 10:32 AM. |
|
|
05-10-2006, 04:59 PM | #184 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
|
http://www.superjer.com/nezumi/combineshield.zip
That's the red version. The blue one should be called com_shield003a. I'm not sure this is actually the right texture. This one may not fade away as you move away from it. Edit: I guess the combine shield textures don't fade out as you move away from them. It must be done with triggers in the game then. Oh well. These textures should look allright from across the map anyway. Last edited by o_nezumi; 05-10-2006 at 05:30 PM. |
|
05-10-2006, 10:57 PM | #185 |
Join Date: Jan 2006
Posts Rated Helpful 0 Times
|
Cheers Nezumi. The shield textures do work properly, but only if you put them on a func_brush. It uses the "PlayerProximity" proxy, which doesn't work on world brushes.
|
|
05-11-2006, 05:25 PM | #186 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
|
Pha! Wouldn't you know it. Well there you go then.
|
|
05-24-2006, 07:21 PM | #187 |
Join Date: Jan 2006
Posts Rated Helpful 0 Times
|
A Speed camera in action..
Perfectly calibrated into mph, of course. Hasn't been much progress recently, and there won't be until me and caes have finished exams, or ff comes out, whichever is soonest. Oh, and ff_badger is being planned |
|
05-24-2006, 08:38 PM | #188 |
Join Date: Jan 2005
Location: Finland
Posts Rated Helpful 0 Times
|
Hmph, miles are silly. What's the speed limit set by Mr. Aardwark anyway?
|
|
05-24-2006, 09:07 PM | #189 |
Join Date: Jun 2005
Location: Yorkshire
Posts Rated Helpful 0 Times
|
Haha, awesome!
|
|
05-24-2006, 09:07 PM | #190 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
|
Wow that's so cool
|
|
05-24-2006, 09:25 PM | #191 |
Join Date: Jan 2006
Location: United Kingdom
Posts Rated Helpful 0 Times
|
Heh! Thats fantastic.
|
|
05-24-2006, 10:16 PM | #192 |
Join Date: Feb 2005
Location: Europe, Front Yard
Posts Rated Helpful 0 Times
|
will only reach perfection when it'll count kilometers and not miles.
neat suff |
|
05-24-2006, 11:36 PM | #193 |
Join Date: Jun 2005
Posts Rated Helpful 0 Times
|
Is it possible to do something like this, but for the score?
Maybe this might also work on a map with flag locations too? A proximity sensor style brush which is invisable and non solid would determin which area the flag was displayed in. |
|
05-25-2006, 02:54 AM | #194 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
|
Hahaha, silly foreign noobs not knowing both metric and imperial.
How does the sensor behave when there's multiple people around? |
|
05-25-2006, 05:08 AM | #195 |
Useless
Retired FF Staff
|
Go ahead and make it kilometers, we're smart enough to convert it in our heads.
__________________
Look at all those dead links. |
|
05-25-2006, 07:45 AM | #196 | |
Join Date: Jan 2006
Posts Rated Helpful 0 Times
|
Quote:
There's quite a lot of silly stuff you could do with these, but it depends on what the devs consider is worthwhile. You can basically change how any wall looks. You can make this depend on: The player's speed, If they are looking at the wall, how far away they are, and how much health they have. If they add some things to ff, then you could have walls which change depending on your class, flag location, and score. Some potential applications are a scoreboard, like the one in etf Mach. Walls which only a scout or spy can see through. "Tutorial Mode" arrows appearing differently for different classes. Best of all though I think, is ghostly gazelle which you can only see in certain places after you have died, and before you respawn. objections to mph have been noted, and it now works in 7 furrowlengths per microcentury |
|
|
05-25-2006, 08:38 AM | #197 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
|
At last, truly universal units.
|
|
05-25-2006, 10:04 AM | #198 |
Join Date: Jun 2005
Posts Rated Helpful 0 Times
|
it is quite silly that we still use mph in the uk, when everything else is metric now :s but it would be so confusing/hard to get used to if it was changed to kph
really cool idea though |
|
05-25-2006, 12:14 PM | #199 |
Join Date: Apr 2006
Posts Rated Helpful 0 Times
|
looks sweet!
|
|
05-25-2006, 07:25 PM | #200 | |
Useless
Retired FF Staff
|
Quote:
__________________
Look at all those dead links. |
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|