Nexuiz Team Fortress - Concept Pics

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby Clueless Newbie » Wed May 20, 2009 8:12 am

Flying Steel wrote:Later he said this:

Now that my IB Exams are over, I'm hoping that I'll find some time to do so (since regents exams are a joke compared to IB).


But when people are working on a project on their free time, you can expect alot of stop-and-go, as well as curve balls. Just the nature of the beast, IME.


Of course.

I think we should put the discussion wrt content on hold until somebody actually starts coding. After all, he/she is the one who will be the final arbiter of what the classes will be like — or if anything happens at all.
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Postby Flying Steel » Wed May 20, 2009 2:13 pm

Clueless Newbie wrote:I think we should put the discussion wrt content on hold until somebody actually starts coding. After all, he/she is the one who will be the final arbiter of what the classes will be like — or if anything happens at all.


Actually, it might be possible for just about anyone with a little motivation to make their own character classes, once completed the heavy lifting that is the code for handling different character classes and their basic stats (armor/health levels/regeneration, run and jump accelerations, air speed, friction, GH and JP equipment, etc.)
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Postby tundramagi » Thu May 21, 2009 5:56 am

Flying Steel wrote:
Clueless Newbie wrote:I think we should put the discussion wrt content on hold until somebody actually starts coding. After all, he/she is the one who will be the final arbiter of what the classes will be like — or if anything happens at all.


Actually, it might be possible for just about anyone with a little motivation to make their own character classes, once completed the heavy lifting that is the code for handling different character classes and their basic stats (armor/health levels/regeneration, run and jump accelerations, air speed, friction, GH and JP equipment, etc.)


Psychpf's mutator code allready does some of this, he should have it svnized.
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Postby Flying Steel » Sat May 23, 2009 1:07 am

tundramagi wrote:
. . .once completed the heavy lifting that is the code for handling different character classes and their basic stats (armor/health levels/regeneration, run and jump accelerations, air speed, friction, GH and JP equipment, etc.)


Psychpf's mutator code allready does some of this, he should have it svnized.


BTW, what things does it do so far, specifically? (I ask since I wasn't able to get it to run in its current form on my system.)
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Postby KillaGrunt » Sat May 23, 2009 6:45 pm

I pissed in my pants when I saw this thread.ILOVETF!!!!!!!!!!!
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Postby NightRage » Sun May 24, 2009 4:27 am

KillaGrunt wrote:I pissed in my pants when I saw this thread.ILOVETF!!!!!!!!!!!


How do think i feel I just Bought "Orange Box" a week ago. Just for "Team Fortress 2".
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Postby Fisume! » Sun May 24, 2009 9:32 am

I think you can buy TF2 without the other games... but Portal is also very nice :D
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Postby cortez » Sun May 24, 2009 12:19 pm

you can buy it without other game like portal.

for nexuiz it would be best to look at the quake:tf mod because there are many similarities
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Postby Psychcf » Sun May 24, 2009 10:39 pm

Flying Steel wrote:
tundramagi wrote:
. . .once completed the heavy lifting that is the code for handling different character classes and their basic stats (armor/health levels/regeneration, run and jump accelerations, air speed, friction, GH and JP equipment, etc.)


Psychpf's mutator code allready does some of this, he should have it svnized.


BTW, what things does it do so far, specifically? (I ask since I wasn't able to get it to run in its current form on my system.)


ATM it doesn't work, but I just had the basic class selector working. With that, I put in some extra code that forces playermodels for each class, and gives each class their specific weapons on spawn. I also prevented all the pickup items from spawning, since those would be provided by the field ops/medic.
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Postby tundramagi » Mon May 25, 2009 2:13 am

Psychcf wrote:
Flying Steel wrote:
tundramagi wrote:
. . .once completed the heavy lifting that is the code for handling different character classes and their basic stats (armor/health levels/regeneration, run and jump accelerations, air speed, friction, GH and JP equipment, etc.)


Psychpf's mutator code allready does some of this, he should have it svnized.


BTW, what things does it do so far, specifically? (I ask since I wasn't able to get it to run in its current form on my system.)


ATM it doesn't work, but I just had the basic class selector working. With that, I put in some extra code that forces playermodels for each class, and gives each class their specific weapons on spawn. I also prevented all the pickup items from spawning, since those would be provided by the field ops/medic.


That's pretty cool (I tried it out btw). Could you keep working on it. You have _working code_ don't let it die on the vine!
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