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Commando : Open Source [message #115158] Fri, 17 September 2004 11:27 Go to previous messageGo to next message
Jaspah is currently offline  Jaspah
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Very cool assets... I especially like the buggy. Smile
Commando : Open Source [message #115166] Fri, 17 September 2004 11:53 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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Quote:

The only way could be that they work to gether with an other team but this community was never really help friendly so why would they work together with ppl like that?


He's asking to get his HL2 mod's code for nothing, that has nothing to do with helping a community, or even this community.


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Commando : Open Source [message #115168] Fri, 17 September 2004 12:00 Go to previous messageGo to next message
Hav0c is currently offline  Hav0c
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If i worked on coding a whole mod i know i wouldn't be just passing it over to someone. Was a pretty far fetched request.
Commando : Open Source [message #115170] Fri, 17 September 2004 12:04 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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j4S[p

]Very cool assets... I especially like the buggy. Smile


If you ask why it was scrapped, it was because it didn't have any kind of suspension and making the axles work as suspension looked silly.
Commando : Open Source [message #115174] Fri, 17 September 2004 12:20 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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Half-Life 2 has really cool buggy physics. Watch either the "Coastline" or "Coast" video for Half-Life 2. Smile
Commando : Open Source [message #115189] Fri, 17 September 2004 13:17 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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icedog90

Half-Life 2 has really cool buggy physics. Watch either the "Coastline" or "Coast" video for Half-Life 2. Smile


I did. Really cool stuff.
Commando : Open Source [message #115191] Fri, 17 September 2004 13:20 Go to previous messageGo to next message
PiMuRho is currently offline  PiMuRho
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You won't be able to use that level of physical simulation in multiplayer.

Commando : Open Source [message #115193] Fri, 17 September 2004 13:26 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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Still better than Renegade.
Commando : Open Source [message #115201] Fri, 17 September 2004 14:04 Go to previous messageGo to next message
smwScott is currently offline  smwScott
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Actually, I believe you will be able to attain a similar level of physics in multiplayer. You'd probably have to change the more unimportant objects client side, or remove a lot of extra physical objects to cut down lag, but it's definitely do-able. Even if you keep it standard I'm sure it will be far beyond the physics boundaries of almost any other game, even single player.

And to Dante, I'm well aware it will take a good deal of coding to get an RTS themed mod running on Source, but just look at what Ren Alert has been doing. You've got people working double time to make characters viewable in vehicles and increase the draw distance to a more acceptable length. There are still no vehicle enter/exit animations, no way of going prone, etc. Also, the infantry combat is awful and there's not much anyone can do about that. All this stuff comes out of the box with Source, allowing modders to work on more important things like getting the multiplayer modes set up properly and balancing gameplay.

The only advantage I see for Renegade is that it already has the main multiplayer mode set up and working, so you've got a head start on the devloping process. Even so, a much higher quality version of this mode, with a commander and buildable buildings could be created with Source.


-smwScott

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Commando : Open Source [message #115268] Fri, 17 September 2004 19:55 Go to previous messageGo to next message
z310
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Renardin6

Dante

yes, but i am well aware of what needs to be coded, and have some people on the team that have worked quite a bit with the hl coding techniques, and are VERY good with C++ programming.


what about sharing your code ( when done of course ) later to help other people to make renegade-like mod on HL2 engine ?

If you do a such thing, we will make an HL2 version in the future.


ROFL no offence, but common...
Commando : Open Source [message #115292] Fri, 17 September 2004 21:33 Go to previous messageGo to next message
PiMuRho is currently offline  PiMuRho
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smwScott

Actually, I believe you will be able to attain a similar level of physics in multiplayer. You'd probably have to change the more unimportant objects client side, or remove a lot of extra physical objects to cut down lag, but it's definitely do-able. Even if you keep it standard I'm sure it will be far beyond the physics boundaries of almost any other game, even single player.



I was referring to the physical simulation of the buggy. In a game of 16+ players, you couldn't run it as if it were single-player.


Commando : Open Source [message #115293] Fri, 17 September 2004 21:37 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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PiMuRho

I was referring to the physical simulation of the buggy. In a game of 16+ players, you couldn't run it as if it were single-player.



Why not? It will cause lag? So what you're saying is that in multiplayer, the buggy's physics are toned down?
Commando : Open Source [message #115298] Fri, 17 September 2004 23:20 Go to previous messageGo to next message
PiMuRho is currently offline  PiMuRho
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There's two types of physics - server-side and client-side.

Anything done server-side is calculated by the server and the data sent to all the clients. This is for stuff that is essential that all players receive the accurate data. For example - a large rock on top of a cliff. If it's pushed off, each client needs to know the exact position in case it affects anything (or themselves). Obviously, any server-side data is passed to each client, so this increases the bandwidth requirements.

Client-side stuff is easier. It's calculated on each client machine, because the data isn't a necessary part of the gameplay. The ragdoll death animations you see in games like Far Cry, UT2004 etc are examples of this. Anything processed client-side will appear slightly differently for each player.

The buggy in HL2 singleplayer has quite a lot of physical simulation going on. The wheels are properly simulated, as is the suspension and the body. To use it in multiplayer, you'd have to tone the physics down quite a lot until you found an acceptable balance between simulation and playability. It'd still be a damn sight better than Renegade's vehicle physics, though Smile


Commando : Open Source [message #115419] Sun, 19 September 2004 02:05 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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For example, in Renegade if your vehicle tipped over, the vehicle would explode after a few seconds. But in Source the vehicle can be pushed back on its wheels/tracks.
Commando : Open Source [message #115420] Sun, 19 September 2004 02:06 Go to previous messageGo to next message
Hav0c is currently offline  Hav0c
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I think il be buying Hl2 just for the mods alone Very Happy
Commando : Open Source [message #115421] Sun, 19 September 2004 02:11 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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Make sure you got a decent rig to play with. I'm upgrading from my old GF4 Ti 4800 SE to ATI Radeon 9600XT.
Commando : Open Source [message #115423] Sun, 19 September 2004 02:54 Go to previous messageGo to next message
Dan
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I think I should be Ok: Sapphire X800 Pro =)
Commando : Open Source [message #115425] Sun, 19 September 2004 03:40 Go to previous messageGo to next message
Hav0c is currently offline  Hav0c
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I need a new comp, my cpu sucks ass. I got a Radeon 9200 which should work much better if i had a better system Sad
Commando : Open Source [message #115544] Sun, 19 September 2004 17:01 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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The minimum requirements are pretty low. You'll be able to run it, but it'll run like shit.
Commando : Open Source [message #115681] Mon, 20 September 2004 13:28 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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So is that it then Seaman, I'm outta Commando without even been informed or appologised to?
Now you got my Scans, I guess your work will be much easier.

Never been used like this before, doesn't feel good...http://www.conquerworld.me.uk/forum/smileys/10.gif


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Commando : Open Source [message #115682] Mon, 20 September 2004 13:35 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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Didn't you say that you're leaving? Surprised
Sorry if I misunderstood you.
Should I put you back on the active members list?

Yes, those scans were very helpful. Smile
Commando : Open Source [message #115686] Mon, 20 September 2004 14:02 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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find me a quote where I said I was leaving

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Commando : Open Source [message #115690] Mon, 20 September 2004 14:30 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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My memory is playing tricks...Confused
I added you back to the list.
I'm sorry if I caused any inconvenience.
Commando : Open Source [message #115692] Mon, 20 September 2004 14:44 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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pfft. no need.

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Commando : Open Source [message #116684] Sun, 26 September 2004 12:11 Go to previous messageGo to previous message
Deactivated is currently offline  Deactivated
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BTW, if you want to have a quick test of HL2's physics, try this:
http://oldsite.havok.com/xtra/demos/demo-dashcar2.html
Use arrow keys to move around.
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