Beleg Cúthalion on 21/2/2008 at 16:02
When I started with T3Ed back in October, had the feeling that I would look at the entrance of a deep and dark mine where all the workers left two years ago. :erg: But since this is a chance to recall the latest achievements: Did the rope arrows get any better than in Krellek's Labyrinth (especially the thing with the buggy rope climbing animation that could not be implemented - or at least not without overwriting another one)? And what I've wondered about lately: Do all AIs have the same skeleton as Garrett and could that be used to give them additional animations (well, I don't want to ask if they can be made climb laders --oops -- but it would be ridiculous if that was simpler than rope arrows and we did not try it)?
@ NH: Thanks a lot! :)
Judith on 21/2/2008 at 16:15
Quote:
That statement is a bit misleading to someone who hasn't used T3Ed though because, unless something has drastically changed, those features aren't fully functioning in the truest sense of the word.
This isn't misleading. I've been experimenting with water too and everything works fine, just had to change some scripts from Rantako's tutorial. I don't have any working example right now, only an old (bit crappy) footage from a part of the intro, which will never be used anywhere:
(
http://media.putfile.com/TDS---abandoned-mission-intro)
Well, I doubt that it shows anything really ;) Still it worked fine
Quote:
Also, as I was touching on earlier, with the advances in Fan Mission loading...T3EnhancEd should be able to be used like any other fan mission. The proper loading tools simply weren't available when I packaged T3EnhancEd...that's why I said it was incompatible. So please, until we know for sure one way or the other...don't say that.
I'm against having multiple editors. This creates more confusion than it's worth. Either we replace T3ed with Enhanced entirely or leave it as it is, making an option with some kind of "T3ed pack" mentioned before, but without modifying the code, just gamesys, ini files, some textures, static meshes, etc.
SubJeff on 21/2/2008 at 17:01
Quote Posted by Judith
And failed, because they didn't understand the principles of UEngine, or their PC was too slow to provide a stable platform for the editor (who had 1-1,5 gig of ram at the time of realease anyway).
What, GBM doesn't understand the principles of the Unreal Engine? Are you kidding me?
New Horizon on 21/2/2008 at 17:27
Quote Posted by Judith
...but without modifying the code, just gamesys, ini files, some textures, static meshes, etc.
What code? As I said, all I modified were the same files anyone else has access to in T3Ed. That would be gamesys, ini, a model or two and maybe a texture or two as well. There's no access to any code. :) I hacked a larger static mesh browser into T3Ed, but that doesn't affect anything on the gaming end.
Quote Posted by Judith
This isn't misleading. I've been experimenting with water too and everything works fine, just had to change some scripts from Rantako's tutorial. I don't have any working example right now, only an old (bit crappy) footage from a part of the intro, which will never be used anywhere:
Is it real swimmable water, or using the invisible lifts that Rantako setup? By misleading, I mean if it's not real swimmable water, then it's misleading to those who aren't aware that it's a work around and might be expecting something different. Kudos if you hacked in real water though. :)