Search found 370 matches

by Karnizero
Sat 26 Jun 2010 4:26 pm
Forum: General Discussion
Topic: Test binary : EDGE 1.35b
Replies: 6
Views: 2966

Re: Test binary : EDGE 1.35b

Sorry for the delay on this. No prob. Here is a test binary for what I've done so far for EDGE 1.35 (which is not much). Main thing is that it fixes the COAL problem of not being able to redefine the draw_all() and begin_level() functions. Important fix this is. Thanks. A new feature is support for...
by Karnizero
Sat 26 Jun 2010 4:12 pm
Forum: Feature Suggestions
Topic: 3DModels vertical angle.
Replies: 4
Views: 3483

3DModels vertical angle.

I don't know if this is a kind of bug or a missing feature. I think it's more the second one. I realize that 3D models can't be angled nor in XY nor in XZ axis. This is annoying when you shoot a 3D Missile to a higher (or lower) possition, and the missile does not faces the correct XY Axis angle In ...
by Karnizero
Sat 26 Jun 2010 3:53 pm
Forum: Bug Reports
Topic: Non-PowerOfTwo Textures troubleshoot.
Replies: 8
Views: 4661

Textures need to be power-of-two sizes to tile (repeat) properly. This is a limitation of standard OpenGL. Some modern cards (NVidia iirc) have an extension which allows non-power-of-two textures, but it is not common enough to make it absolutely required by EDGE. The other possibility is that EDGE...
by Karnizero
Sat 26 Jun 2010 3:47 pm
Forum: Feature Suggestions
Topic: Just a small request : Lasers
Replies: 5
Views: 4465

by Karnizero
Sat 26 Jun 2010 3:42 pm
Forum: Projects for EDGE
Topic: A.v.M. - Aliens vs. Marines "Aliens Online" redux
Replies: 237
Views: 96631

Thats nothing, what until you see the high res versions with full rotations! 8) Why you don't make some 3D models instead all those sprites? Well made models with good textures are better than sprites. Just take a look at Quake. It wouldn't look good if Ogres and Shamblers were made out of sprites....
by Karnizero
Mon 21 Jun 2010 8:49 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14653

I have just get a (I think) nice idea for quite realistic mountains and valley rendering for your engine. If you gonna make a kind of FPS-Roguelike, some exterior places could look good. For this, you can use Heightmaps If you don't want to read that whole article, I will explain briefly what Height...
by Karnizero
Sun 20 Jun 2010 11:30 am
Forum: Projects for EDGE
Topic: GFX & SFX Design Project: HOW-TO Topic
Replies: 6
Views: 3913

I will start with a quite simple but usefull grafical effect that we can achieve in two minutes: a realistic explossion. Lets do it. When we finish it, we will get something like this: REALISTIC EXPLOSSION SPRITE http://img203.imageshack.us/img203/2310/step7z.png I will be using The Gimp as Graphica...
by Karnizero
Sun 20 Jun 2010 10:21 am
Forum: Help!
Topic: MD3 MODELS, HOW-TO?
Replies: 2
Views: 2857

Karnizero, Andy has mentioned this multiple times - MD3 support was part of the experimental 1.32 branch that never continued. 1.34 is a continuation of 1.31. MD3 support was only in 1.32. It is not supported in any other version of EDGE. http://www.worldofstock.com/slides/PSO1467.jpg We need MD3 s...
by Karnizero
Sun 20 Jun 2010 10:15 am
Forum: Bug Reports
Topic: Non-PowerOfTwo Textures troubleshoot.
Replies: 8
Views: 4661

Here you go:



Enjoy. :wink:
by Karnizero
Sat 19 Jun 2010 1:30 pm
Forum: Help!
Topic: MD3 MODELS, HOW-TO?
Replies: 2
Views: 2857

MD3 MODELS, HOW-TO?

I'm trying to make some MD3 Models to work in 1.34, but they doesn't work. I have a PWAD with the MD3 and it's texture in PNG format. The model lump name is "KNEDMD3" (instead of KDENMD2, since it's a MD3 model, not MD2). The Skin Lump is a PNG called KANEDA. Into the DDFIMAGE lump I defin...
by Karnizero
Sat 19 Jun 2010 10:43 am
Forum: Bug Reports
Topic: Non-PowerOfTwo Textures troubleshoot.
Replies: 8
Views: 4661

by Karnizero
Fri 18 Jun 2010 2:18 pm
Forum: Feature Suggestions
Topic: Just a small request : Lasers
Replies: 5
Views: 4465

Just a small request : Lasers

Is it too late to ask for a small thing to be implemented? Could you, Andrew, please, implement some type of linear attack type? That is, a laser beam type attack. This attack must: - Be immediate damage attack. - Constant beam image along the line defined from the player to the impact point. Someth...
by Karnizero
Fri 18 Jun 2010 1:32 pm
Forum: Bug Reports
Topic: Non-PowerOfTwo Textures troubleshoot.
Replies: 8
Views: 4661

No, the texture is correct. Just a Tileable PNG image @ 1024x768. The IMAGES.ddf file just adds it as follows: [FLAT:FL_STN1] IMAGE_DATA=LUMP:PNG:"FLSTONE1"; SCALE=0.25; But when testing in the map, i got those nasty "gaps" where the texture ends, instead of being tiled.
by Karnizero
Thu 17 Jun 2010 8:49 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14653

Your last post confused me. Now I don't know if your game (engine?) will allow modifications as EDGE allows, or we can only modify minor aspects. In any case, would you make use of COAL for everything? Or will you implement any kind of precompiled language as QuakeC or as Vavoom Engine does with it'...
by Karnizero
Thu 17 Jun 2010 8:45 pm
Forum: Bug Reports
Topic: Non-PowerOfTwo Textures troubleshoot.
Replies: 8
Views: 4661

Non-PowerOfTwo Textures troubleshoot.

I'm having problems with non-power-of-two textures in edge 1.34. That's what the map looks like: http://img443.imageshack.us/img443/4387/shot01.th.png The original texture image is 1024x768, and scaled to 0.25 via DDFIMAGE. Is this a bug, or doesn't EDGE support those kind of non-power-of-two textur...
by Karnizero
Wed 16 Jun 2010 3:12 pm
Forum: Help!
Topic: Containing COAL inside WAD?
Replies: 15
Views: 6640

Could you implement something like "JumpInventory()" for DDF? That is a DDF function that checks if an item is in the player's inventory and then jumps to another frame or state. I have thought about it, but I don't think it would be a very useful feature, sorry. Some info about JumpIfInv...
by Karnizero
Mon 14 Jun 2010 1:15 pm
Forum: Help!
Topic: Containing COAL inside WAD?
Replies: 15
Views: 6640

Also, could you please implement any way to link COAL with RTS and/or DDF as well, something to start and stop COAL functions from within RTS or DDF, and viceversa? You are talking about using COAL for map scripting. That would be a major major feature, requiring months of work. Sorry but that is j...
by Karnizero
Thu 10 Jun 2010 7:52 pm
Forum: General Discussion
Topic: Something I wanna show you
Replies: 2
Views: 1677

Cool, does the shield block projectile attacks only? Or does it lessen melee damage as well? All types of attacks: Missile Types, Shot Attacks and Close Combat. Do not blocks the Splash damage from explossions as should be (but blocks the missile direct hit damage, so you only receive the splash da...
by Karnizero
Wed 09 Jun 2010 5:10 pm
Forum: General Discussion
Topic: Something I wanna show you
Replies: 2
Views: 1677

Something I wanna show you

I'll just leave this here:



Enjoy. 8)
by Karnizero
Tue 08 Jun 2010 10:40 am
Forum: Help!
Topic: Floor Slider Missile
Replies: 1
Views: 2467

by Karnizero
Mon 07 Jun 2010 4:52 pm
Forum: Help!
Topic: Floor Slider Missile
Replies: 1
Views: 2467

Floor Slider Missile

I'm in the need to a projectile type attack, such as a Cyberdemon Missile, BUT with some special requirements. I don't know if I did something similar to this before with EDGE, I don't remember, and I don't want to look for all the PWADs and code I have on my computer. What I need is a projectile th...
by Karnizero
Mon 07 Jun 2010 4:34 pm
Forum: Feature Suggestions
Topic: Damage percentage zones
Replies: 19
Views: 9699

Like this: WEAKNESS.HEIGHTS=75%:100%; WEAKNESS.ANGLES=90:270; WEAKNESS.MULTIPLY=3.5; The ranges are LOW:HIGH, e.g. 75% to 100% for height, and 90 to 270 degrees for angle. The angle range could be something like 270:90 (which is the opposite of 90:270). Ok, thanks for info.
by Karnizero
Mon 07 Jun 2010 10:35 am
Forum: Feature Suggestions
Topic: Damage percentage zones
Replies: 19
Views: 9699

by Karnizero
Sun 06 Jun 2010 11:29 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 67033

Here you have the random particle generator for the waterfall splash:



It replaces the Zombieman, so you can test it fast.

Don't forget to read the README. It contains important information.
by Karnizero
Sun 06 Jun 2010 9:45 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 67033

Yeah, based on the reactions we've gotten, most people who liked Blood will enjoy it, but an even bigger demographic never played or heard of Blood, and almost all of them are looking forward to the game. It's in an interesting position. Then there's the people who just hate it because it's not &qu...
by Karnizero
Sun 06 Jun 2010 9:27 am
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14653

Well I'll butt in but I got the impression this engine is geared mainly towards being an game project rather than a customisable engine like Edge. I'm not just building an engine, I'm also going to make a whole new game with it ... :P Yes, correct, but any game has an engine, even Minesweeper has i...
by Karnizero
Sat 05 Jun 2010 10:23 pm
Forum: Projects for EDGE
Topic: AvM- Episode 1
Replies: 25
Views: 12880

by Karnizero
Sat 05 Jun 2010 9:39 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14653

It'll run as fast as your hardware allows Ok, true, but if you made a Quake 2-like engine, it should run fast in any year 97+ computer. Not 60 fps, just 600 or even more. Fraps says me that Quake 2 runs on my 7 years old laptop at 3xx fps., and Quake 3 and nearly 175 or something. Both games at max...
by Karnizero
Sat 05 Jun 2010 9:25 pm
Forum: Help!
Topic: Containing COAL inside WAD?
Replies: 15
Views: 6640

Thanks Karnizero, your wad was a big help to find the problem. What is happening is that functions do replace other functions like they should, except the ones called directly from EDGE -- in particular the draw_all() function. I apologise for such a massively stupid bug :( I will consider making a...

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