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    » Goto page Previous  1, 2, 3, ... 11, 12, 13  Next
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Can you help with TBG/Freebuild?
Absolutely, love to do some coding
22%
 22%  [ 9 ]
Absolutely, mapping/artwork/interface
25%
 25%  [ 10 ]
No, but I look forward to playing
47%
 47%  [ 19 ]
I have no interest in this
5%
 5%  [ 2 ]
Total Votes : 40

Author Message
Lucas W


Expert


Joined: 07 Sep 2009
Posts: 577
Location: Australia

Posted: 11 Sep 2009 07:28:16 pm    Post subject:

Maybe for the health and the blue thing (ammo? or is it jetpack?) you could have it on the sides of the crossshair like on HL2:

{[+]}

like that
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elfprince13


OVER NINE THOUSAND!


Joined: 23 May 2005
Posts: 10232
Location: A galaxy far far away......

Posted: 11 Sep 2009 07:29:28 pm    Post subject:

I hear you, I hear you,
Just wait until it's actually done before you jump on it.


[edit]


that's an interesting idea..... I'll take it under consideration.
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Ultimate Dev'r


Join us on #cemetech-vaporware


Joined: 16 Mar 2005
Posts: 7297

Posted: 11 Sep 2009 07:40:32 pm    Post subject:

What's with the on this topic? Confused
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elfprince13


OVER NINE THOUSAND!


Joined: 23 May 2005
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Posted: 11 Sep 2009 07:55:28 pm    Post subject:

Ultimate Dev'r wrote:
What's with the on this topic? Confused


It's an announcement (notice the front page) so I promoted it to such.

Also, I finished the chat-huddy goodness.
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Lucas W


Expert


Joined: 07 Sep 2009
Posts: 577
Location: Australia

Posted: 11 Sep 2009 08:07:36 pm    Post subject:

Chatting in fashion is allways important Very Happy
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elfprince13


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Posted: 11 Sep 2009 11:45:59 pm    Post subject:

Parsing the Cemetech server list is now operational. Still needs a little work to actually use the info....but we're getting there.




[edit]
Integrated this patch for a script-side performance boost
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elfprince13


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Posted: 12 Sep 2009 02:40:27 pm    Post subject:




[edit]

sub-tasks to accomplish:

Fallbacks for login/sax stuff, and the ability to shut off SAX/Cemetech integration (particularly for LAN situations).

GUI for managing Game Modes, and script support for having multiple activated game modes on a server.

Civilian/Builder flag for deathmatch situations.
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Last edited by elfprince13 on 12 Sep 2009 07:33:59 pm; edited 1 time in total
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TheStorm


NOU!


Joined: 26 Mar 2007
Posts: 2375

Posted: 12 Sep 2009 06:32:14 pm    Post subject:

Why does that guy not have a face? Other than that looking good Elf.
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<Michael_V> or create a Borg collective and call it The 83+
<Michael_V> Lower your slide cases and prepare to be silent linked. Memory clears are futile.
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elfprince13


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Posted: 13 Sep 2009 01:35:17 am    Post subject:

TheStorm wrote:
Why does that guy not have a face? Other than that looking good Elf.


meh. Mounting+preference issues. I messed some stuff up when I was playing around with 3d player previews and we still don't *quite* have everything back to normal. On a positive note, I get FreeBuild to compile natively under linux. On a not so positive note, it segfaults. But I used gdb to get a backtrace and asked for some help on GG. We'll see how it goes.
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swivelgames


Transient Squash


Joined: 27 Sep 2005
Posts: 2345
Location: On the planet called Earth

Posted: 15 Sep 2009 10:08:47 pm    Post subject:

Hope this goes well. I would have loved to contribute my time to this earlier in the year but I couldn't care much less for the project anymore to be completely honest.

I hope to see some progress on this. Maybe even see a working beta sometime?
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55742
Location: Earth, Sol, Milky Way

Posted: 15 Sep 2009 10:14:41 pm    Post subject:

swivelgames wrote:
Hope this goes well. I would have loved to contribute my time to this earlier in the year but I couldn't care much less for the project anymore to be completely honest.

I hope to see some progress on this. Maybe even see a working beta sometime?
I was playing a few minutes of TBM 2 today, just running around in some of the old maps and some of my ancient builds. Brought back some really nice memories. Smile
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elfprince13


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Posted: 15 Sep 2009 11:15:30 pm    Post subject:

KermMartian wrote:
I was playing a few minutes of TBM 2 today, just running around in some of the old maps and some of my ancient builds. Brought back some really nice memories. Smile


Skype with Rivereye + JPez while building that train station in Blocktopia?
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elfprince13


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Location: A galaxy far far away......

Posted: 19 Sep 2009 08:21:52 pm    Post subject:

Hey guys, not huge amounts of progress this week/weekend as it was parents weekend, and I had a frisbee tournament for a large portion of the day, but I'm digging through the engine code to figure out how to make a good 3D player customization GUI widget for the options menu. I'm also planning on adding in GuiObjectView's for use with the inventory.
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elfprince13


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Joined: 23 May 2005
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Location: A galaxy far far away......

Posted: 09 Oct 2009 08:57:56 am    Post subject:

After 3:30 today I don't have class again until 10:30 Wednesday morning. Saturday->Sunday morning will have a fair amount of coding time.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55742
Location: Earth, Sol, Milky Way

Posted: 09 Oct 2009 10:14:11 am    Post subject:

elfprince13 wrote:
After 3:30 today I don't have class again until 10:30 Wednesday morning. Saturday->Sunday morning will have a fair amount of coding time.
Wootsauce! Tell me if there's anything I can do to help out with coding or testing. Smile
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Xeno_Cre8or


Power User


Joined: 29 Sep 2009
Posts: 343
Location: Earth. Maybe...

Posted: 09 Oct 2009 10:15:05 am    Post subject:

How do you play in TBG?
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calcs: 84+ 2.42 DCS6.2 and Emu84+SE 2.53MP with DCS7.0
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CyberPrime


Power User


Joined: 19 Apr 2009
Posts: 370

Posted: 09 Oct 2009 10:44:30 am    Post subject:

What do you mean, Xeno? We would have to give you access to the SVN for you to play. We haven't released anything yet.
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Xeno_Cre8or


Power User


Joined: 29 Sep 2009
Posts: 343
Location: Earth. Maybe...

Posted: 09 Oct 2009 10:45:51 am    Post subject:

CyberPrime wrote:
What do you mean, Xeno? We would have to give you access to the SVN for you to play. We haven't released anything yet.


O.
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elfprince13


OVER NINE THOUSAND!


Joined: 23 May 2005
Posts: 10232
Location: A galaxy far far away......

Posted: 10 Oct 2009 12:14:39 pm    Post subject:

GUIObjectView has been compiled in. This will let us finish up the inventory stuff. A more in depth solution will be needed for the player preview, but this is a good start. Using XCode + gdb to track down a particularly insidious bug with Torquescript-variable memory management.

[edit]

If any of you C++ gurus have ideas/investigative routes about the discussion here:
http://www.garagegames.com/community/resources/view/18045/2#comment_form

let me know. I'm happy to provide more code + debugging info.
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elfprince13


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Joined: 23 May 2005
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Location: A galaxy far far away......

Posted: 10 Oct 2009 10:19:38 pm    Post subject:

mmm, so, I cheated a little, but here's a preview of the first generation of the inventory system.




Slightly improved, now I need to handle some text loading and weapon previews. And then modify it to skin things properly.

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