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22991 Posts in 2373 Topics by 7359 Members - Latest Member: noxforumgr June 20, 2013, 08:42:03 AM
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Author Topic: Demo test  (Read 9904 times)
Morden Tral
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« on: March 16, 2011, 10:53:23 PM »

Try it out, it is missing a file that i forgot so the inventory shows some missing images but its a test.

You can load the other map by typing ~open N2-TestLevel

Colors are weird on the default test map, my comp crashed when i tried to re bake the lighting so i said fuck it.

Fixed many of the multiplayer problems, cleaned up the map a lot, and did a few other things.
http://www.mediafire.com/?iwy13p75ri9d3lk
Fixed a few things and updated lighting


Was playing with jekate in multiplayer current bugs as of now that are known. Listing them so you won't cuplicate reports and so that I can fix them all tomorrow before i start to work on adding all the warrior content in.

Missing global shader, seems to not have baked correctly
Inventory is missing textures that seem to have not baked correctly
No collision objects on player characters, you crash when you touch other dynamic objects
You can cancel ram animation with walk button and it static loops it
Ram doesn't not animate to other players in multiplayer
Hitting a wall in multiplayer with ram does not reset hit stun, old bug i forgot about
warhammer doesn't stop movement (known it isn't really swinging it just playing the animation)
Hitbox on the warhammer on the ground still (fix and make pickable)
jump animation needs the arm moved in so it doesn't flail as much
motion blur isn't in the demo build, revert and add it back in
need to fix pick ups
need to fix ram collision on walls still
need to fix up multiplayer code
Warcry needs to play for joining clients
need to add a spawn item command so i can test shizzy
need to make pickups on ground walkable so i can ram through them
you can jump during ram........
Spells are unfinished and will be removed for the warrior test build, bugs don't exist really atm with them.
« Last Edit: March 29, 2011, 10:41:09 PM by Morden Tral » Logged

Jekate
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« Reply #1 on: March 17, 2011, 05:30:47 PM »

*Edited by morden to removed fixed issues*

-Cursor appears behind inventory
-You can jump while stuck on the wall
-You can jump then perform beserker charge in mid-air
-You can jump and cast spells
-You can launch spells overtop of the walls
-You can pick up both flags
-The flags turn in accordance with your cursor
-You can pick up objects from an infinite distance?Huh?? - * Pretty sure this isn't true
-Picking up items with your inventory open doesn't update the inventory screen until you close and re-open it. The potion quick slot refreshes though.

-Once you go above 10 potions things mess up. The potions in my inventory sometimes:
-disappear completely, and start back at one (randomly occurs after picking potions after 10, so I could be picking up 5 after the first stack, then it disappears, then pick up 4, disappears, etc)
-Start another stack once a stack of 10 has been made

-Quick potion slots goes over 9
-You can get stuck on the lights on the wall
-You can jump on the bottom platform of the mana obelisks
-Some mana obelisks are missing the bottom platform
-You can jump and land on the window sills
-Flags don't show up in inventory
you can't drop items
-You can perform beserker charge with the flag
« Last Edit: March 29, 2011, 08:38:09 PM by Morden Tral » Logged
philliyxx
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« Reply #2 on: March 18, 2011, 07:37:57 AM »

I downloads it and gonna try it today
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Morden Tral
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« Reply #3 on: March 18, 2011, 10:15:23 AM »

Mmmm, thanks jekate, I never tested the stacking very well back when I implemented it. I'll write those down so they don't make it into any sort of game play demo.
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Morden Tral
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« Reply #4 on: March 22, 2011, 12:26:29 PM »

Status update:

Harpoon is 80% functional
Warcry smoothed out
Jump is now "nox like", all forward momentum you cannot air strafe
Several small clean ups

No dem version of this yet, want poon fully working first (and not shooting from the crotch like it is currently), I need to mo cap an animation for it.
« Last Edit: March 22, 2011, 12:29:14 PM by Morden Tral » Logged

Morden Tral
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« Reply #5 on: March 24, 2011, 12:40:31 AM »

http://www.mediafire.com/?6cqggjw12ko6t0z

Harpoon test build, plenty of movable things to pull in the map too
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Morden Tral
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« Reply #6 on: March 25, 2011, 10:31:12 AM »

Almost have the LOS system finalized......I honestly can't believe that I tackled this part of it right now but I suddenly got really motivated yesterday and mostly finished it all at once.

So far no frame drop when it is enabled, I am going to run more processing on it to clear up some jaggies so that might change a little.

I'm trying to find  a way around a small compromise that I had to make in the system for lower screen walls, if I can't then we'll just have to adjust.
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n0x
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« Reply #7 on: March 25, 2011, 05:29:05 PM »

i cant fuking believe nox2 actually being made. this will make me and my kor friends happy. we are all korean. now korea will have another nox game to play besides the original which we have plague with our high ping servers in the past and in the present.
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Morden Tral
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« Reply #8 on: March 27, 2011, 04:19:47 PM »

Test with the LOS system enabled, test for frame rates



http://www.mediafire.com/?863zhtc2br5sbhb
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HydraKing
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« Reply #9 on: March 27, 2011, 05:21:59 PM »

So far looking good and a much better jump system, I tried jump my best on things to get out of the map some more again with the use of barrels and such but no luck, again much better.

Here are teh screenies, could not find anything else at the moment. Nice Harpoon by the way.
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Never stick your dick in a pudding. Sure it might still be good pudding and you can spend all afternoon explaining that, but no one is going to eat it BECAUSE YOU STUCK YOUR DICK IN IT!    -Yahtzee-
Morden Tral
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« Reply #10 on: March 27, 2011, 06:50:45 PM »

Smiley TY hydra, i found the spot that was troubling the LOs system for that.

I set a maximum distance it would render a tri at so save on speed, I'll just require that walls that long be split into two so I don't have to increase how much cpu time i'm using to detect where the lines of sight should be drawn.


Also the windows are there on purpose, just too bright atm.

*Edit* Poons fun to play around with the barrels isn't it.

I have a tip being modeled for it to match the original also
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n0x
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« Reply #11 on: March 29, 2011, 06:16:13 PM »

awesome shader

will there be mac/linux versions?
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Morden Tral
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« Reply #12 on: March 29, 2011, 09:47:22 PM »

There is a way to port udk to linux, however mac is not going to happen.


also immortal, you were right, the magic wall needed spiffing up. Think you'll like the new one.
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Morden Tral
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« Reply #13 on: March 29, 2011, 10:40:20 PM »

Original post updated with a new build, fixed the crappy lighting and gave in and did something because immortal whined his ass off Tongue
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Jekate
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« Reply #14 on: March 30, 2011, 12:34:46 AM »

Seems awesome. Will update tomorrow with stuff found.
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