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Old 09-10-2007, 03:56 PM   #61   Add To Ignore List  
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Default Re: geyser's showcase

OK, here's the driveable (wheeled) variant of the Iron Demon.

It's basically the "original" Demon (the one by Seventeen Seconds)...
http://geyser.oni2.net/SE2/vehicles/SegwayTest0.png

... on Serious Wheels ("Serious Grip 225/45/19")...
http://geyser.oni2.net/SE2/vehicles/SegwayTest1.png

... and you drive it like this (the legs are telescopic)...
http://geyser.oni2.net/SE2/vehicles/SegwayTest3.png

Fuchikoma meets Segway

I don't know what happened to the dynamic shadows and AF. They used to work in the Editor, but seems I messed them up.
Maybe IS2 or the Racing Mod thing screwed up some settings. Another thing I couldn't get to work is shooting sounds.
Oh, and for some reason the player keeps the current weapon in his hand (and shoots) even though the flag is OFF

Here is a package if you want to try out that vehicle: http://geyser.oni2.net/SE2/vehicles/SegwayTest.gro
It's Philer's "BikeTerrain2", minus Pricindalas's car... I left our first bike in. Not Bungie's (but it was tempting).
As usual, you're free to do anything and everything with that model and entity params. Be my guest.

The "segway" is fully set up, all that's left is tweaking. Shaders and such, and a few different driving parameter sets.
Right now, it's about as enjoyable as the bike. It's OK. It can be a pain to "fix", though, mainly because of engine glitches.
On a smoother track, and with fixing-per-macro, it would be quite reliable, and then you can finetune speed and such.

As for the color schemes and adspace, I hope you get the general idea there can be dozens of those...
As you can see, there's already some dials and stuff in front of the player. No seat or handles, though. Yet.
Basically, this same thing could be trimmed and fitted with a SS2 turret (chaingun or other) rather easily.

Last edited by geyser; 09-10-2007 at 08:55 PM.
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Old 09-11-2007, 02:04 PM   #62   Add To Ignore List  
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Default Re: geyser's showcase

That looks cool.

Try to fit a Seriously! banner on it.
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Old 09-11-2007, 03:46 PM   #63   Add To Ignore List  
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Default Re: geyser's showcase

No. YOU fit a S! banner on it
The Serious Segway is YOURS.
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Old 09-11-2007, 04:25 PM   #64   Add To Ignore List  
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Default Re: geyser's showcase

Well, there's a small problem with that. I don't want it. You see, I'm not really working with SEd2, so I haven't got a clue what to do with it.

Thanks for the offer though. If I were a SS2 mapper, I'd definitely put that in as a vehicle.
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Old 09-11-2007, 08:04 PM   #65   Add To Ignore List  
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Default Re: geyser's showcase

Ah, so you're one of those who didn't switch to SS2 mapping or take it up at all...
Makes me wonder: how many people actually map for SS2 these days? 1? 2? 3?

What does adding banners, logos etc to a vehicle model have to do with mapping, anyway?
If you want to set up a vehicle's "look", all you need is the Mesh Editor and Model Editor.
If you want to adjust the vehicle's "feel", you need the Collision Editor and a test level.
The test level can be crappy as anything, as long as it provides sensible driving situations.
Then the editing amounts to tweaking the Model/Collision and Entity parameters. No mapping.

Anyhow, the textures for the Demon are in the SegwayTest pack.
You can either edit and reimport them, or suggest content to me.

Just post your ideas of color schemes and ad themes and such.
The S! banner is OK, but would you add more logos and where?
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Old 09-11-2007, 08:27 PM   #66   Add To Ignore List  
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Default Re: geyser's showcase

Quote:
Originally Posted by geyser View Post
Ah, so you're one of those who didn't switch to SS2 mapping or take it up at all...
Makes me wonder: how many people actually map for SS2 these days? 1? 2? 3?
Oh, you make it sound like I'm a bad person.

Actually, I tried mapping, but the most basic things of all take more effort than should. Plus the tutorials for things are incomplete or lacking, you have a lot of bugs (as demonstrated by taking a quick look in the SS2 bug report thread) and an insane amount of necessary shortcuts and buttons which are either nowhere documented or listed, or outdated and changed. All in all, I prefer SEd1 more.

Quote:
Originally Posted by geyser View Post
What does adding banners, logos etc to a vehicle model have to do with mapping, anyway?
If you want to set up a vehicle's "look", all you need is the Mesh Editor and Model Editor.
If you want to adjust the vehicle's "feel", you need the Collision Editor and a test level.
The test level can be crappy as anything, as long as it provides sensible driving situations.
Then the editing amounts to tweaking the Model/Collision and Entity parameters. No mapping.
Well what would I do with it after downloading? I mess around a bit with it in a test map and then what? What's the use of messing around with it if I won't distribute it in a map?

Quote:
Originally Posted by geyser View Post
Anyhow, the textures for the Demon are in the SegwayTest pack.
You can either edit and reimport them, or suggest content to me.

Just post your ideas of color schemes and ad themes and such.
The S! banner is OK, but would you add more logos and where?
Hmm, I dunno actually... maybe put F1 car ads on it? I'm not much of an ad guy. Maybe create ads like Mental Technologies, or George B. Gnaar's Vegetables, or Admir's Hats (Reference to one of Aarian's drawings)?
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Old 09-11-2007, 09:43 PM   #67   Add To Ignore List  
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Default Re: geyser's showcase

The use of messing around with a vehicle is to distribute the vehicle as a vehicle, duh.
I.e., to let "other" people include it in either maps or mods, such as KC's Serious Race.

F1/Nascar/whatever car ads are exactly the idea, yes. And you suggestions are good.
It would be nice to have links to some actual GIFs or PNGs. Or to that hat thing, even.

My point is that not everybody can draw nice-looking textures for a Serious Vehicle, right?
But in the case of the Serious Segway - everyone can create a custom "sponsor" set

The Demon is made of big, simple primitives. The mapping is flat as Earth in its early days.
So it's an invitation to take some existing art or some new one and apply it to that model.

I think it's fairly easy to customize the hull to a very nice effect (country flags, patterns, etc)
But it doesn't have to be artsy. Wacky or even crappy is also OK, as long as it's original.

I remember you were quite inventive when it came to player models and their descriptions.
This is basically the same thing. One vehicle is good, lots of customized variants are better.

What I'm thinking of right now is a Domo-Kun variant, a cow variant, a Croatian flag variant...
(BTW, there's a free, animatable, Domo-Kun model on turbosquid. For LightWave. Anyone?)
http://www.turbosquid.com/FullPrevie....cfm/ID/242911

Quote:
Oh, you make it sound like I'm a bad person.
I think I was making some kind of statement about SE2's popularity as an engine.
I encountered as good as no crashes or shortcut problems while I did the Segway.
And I'm on a laptop (that means UV mapping requires some additional acrobatics).
I'm ready to believe that it would crash unbearably often when used intensively.

Last edited by geyser; 09-11-2007 at 10:04 PM.
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Old 09-11-2007, 09:57 PM   #68   Add To Ignore List  
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Default Re: geyser's showcase

Quote:
Originally Posted by geyser View Post
F1/Nascar/whatever car ads are exactly the idea, yes. And you suggestions are good.
It would be nice to have links to some actual GIFs or PNGs. Or to that hat thing, even.
As you wish.
http://www.garydraws.com/daily/images/08-30-06---someday.jpg

It doesn't really have a logo, but it might give someone inspiration to make one.

Quote:
Originally Posted by geyser View Post
My point is that not everybody can draw nice-looking textures for a Serious vehicle, right?
But in the case of the Serious Segway - everyone can create a custom "sponsor" set
Hmyes, I like that idea. Kinda like the time someone requested a brick texture to be changed from JPG into TGA, and instead of complying, all of us just added a doodle on it one at a time. Which was here. Oh, the memories...
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Old 09-11-2007, 10:11 PM   #69   Add To Ignore List  
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Default Re: geyser's showcase

Ah, hats for the beheaded... nice one. Will see about that.
And that graffiti thread is quite inspiring, too. So, care to sign?
Every active member can sign a collective Segway, or his own.

"Give me a brick texture and I'll build a level"... sweet guy.
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Old 09-12-2007, 07:54 AM   #70   Add To Ignore List  
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Default Re: geyser's showcase

Now I know what it reminds me of...it's a slightly more robotic Tau Commander from WH4k

EDIT:
http://img262.imageshack.us/img262/2187/taucommandersb4.jpg

Well actually some of the battlesuits look more like it (especially Broadsides, they're nearly clones with exactly same arms etc).

Quote:
Originally Posted by geyser View Post
And actually it's normal since you wouldn't see it in real life anyway
You're gonna need glasses if normal floor/ground/walls/whatever looks that blurry to you in real life. And it doesn't only apply to oblique angles, there's a noticeable difference in image quality with higher levels of AF. At least for me. AF is also noticeable when in bird's eye view; you can't go very far at all without seeing extremely blurry textures. If I compared real life to 3D, my eyes would have permanent 16x AF and 16xAA Without that AF, you'd have to go very near an object to read text, for example.

Screenshots with AF just look better in general. If you can't get it working, try forcing it on via your videocard's control panel You don't need to do this when testing of course, but it's a good idea to use AF when taking pics.

Last edited by Finzy; 09-12-2007 at 08:21 AM.
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Old 09-12-2007, 10:21 AM   #71   Add To Ignore List  
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Default Re: geyser's showcase

Here's a nice logo for ya.

Name:  Bananas256.gif
Views: 151
Size:  18.0 KB

I know the quality is horrible, but barely any uploaders accept TGAs and ChJees' uploader is a bit broken. When it's fixed I'll upload the high quality TGA.
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Old 09-12-2007, 11:04 AM   #72   Add To Ignore List  
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Default Re: geyser's showcase

@ Discy's Bananas: Thanks a lot. Keep'em coming
Don't forget to include a separate banana and text.
One last thing: by all means DO prefer PNG to GIF.

@ AFW: My point is that if something is painted solid white, it's just white
It wasn't about the floor or walls (which were of course seen at oblique angles).
It was about the white areas of the Demon facing you and only about them.

If the Demon was handpainted, then maybe you'd see some "detail" up close.
Right now it's some kind of almost imperceptible patina/polish kind of thing.

My screenshots are not works of art, they just show you what it's about.
You can DL the Segway and enjoy it with all the AA and AF you wish.

For my part, I've tried cranking up AF (and AA), and I've seen the following:
*definitely there's only a noticeable difference for oblique surfaces
*BTW, bird's eye scenes feature exactly those same oblique angles
*the overall improvement is radical, but nothing I care about much

I might follow your advice and force AF (and AA) up while shooting pics.
But it would be a relief if SEd2 deigned to do dynamic shadows and AF.
As I said, it used to. As I said, it doesn't anymore. Why'd that happen?

Last edited by geyser; 09-12-2007 at 11:06 AM.
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Old 09-12-2007, 11:18 AM   #73   Add To Ignore List  
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Default Re: geyser's showcase

Have you tried deleting your SED2 profile?

(If you do this, I recommend doing a backup first though)
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Old 09-12-2007, 12:12 PM   #74   Add To Ignore List  
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Default Re: geyser's showcase

Hm. Usually I prefer to find out what the problem was...
I renamed my Content\SeriousEditor2 directory and ran SEd2.
Sure enough, it felt rather empty at first, until I opened some files.
Then it generated a new default profile, but... still no shadows or AF.
However, the newly generated SeriousEditor.ini has everything OK.
ren_iDynamicShadowQuality = 3;
tex_iFiltering = 22;
tex_iAnisotropy = 1;
gfx_iAntiAliasing = 1;
It probably got those settings from the SeriousSam2 settings.
And ingame, the dynamic shadows are visible, at least. So...

It's very tempting to reinstall SS2 or kill IS2 or whatever.
It's very probably an issue with either IS2 or the racing mod.
Another issue is that the player's guns stay active when riding.
That one occurs not only in the editor, but also in normal game.

Hm, I think the Racing Mod is more of a suspect. Removing it...
Re:Hm, IF it is so kind as to uninstall properly... You never know.

Last edited by geyser; 09-12-2007 at 12:29 PM.
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Old 09-12-2007, 12:49 PM   #75   Add To Ignore List  
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Default Re: geyser's showcase

Ok geyser, listen. If the situation requires it, I can give you a heads-up.

First answer these questions please for me in order to give you help.
1. From where have you got your version of the RacingMod and
2. How old is it?

Answer them, first then I can tell you further. But I'm guessing that you may have got a really outdated version.
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Old 09-12-2007, 01:50 PM   #76   Add To Ignore List  
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Default Re: geyser's showcase

1 & 2: Posted on the your mod's thread on August 30, 2007.
http://forums.seriouszone.com/showpo...&postcount=166
As far as I can tell, there has been no public release since.

BTW, the download link on your wiki is broken:
http://knightchris.no-ip.info/wiki/index.php/Downloads
Clicking the 0.7c link gives me a 404

As for the mod I've installed, it affects SEd2 and SS2 in really nasty ways.
If I understood correctly, it's supposed to modify them via the launcher...

There is a problem with ReplaceHistory.txt and the way you handle it.
When I first tried the launchers, Launcher.bat complained with:
echo "Error: The file 'ReplaceHistory.txt' already exists! Please rename it or delete it!"
echo "It's maybe a file from a different mod."

Of course you meant the one generated by IS2 in the main SS2 folder.
But if one never had problems with that file before, what does one think?
The first reflex is to look for ReplaceHistory.txt somewhere close to the BAT.
Guess what I did. Right. I deleted it. And maybe it went downhill from there.

A few minutes ago I reinstalled your mod, so that your ReplaceHistory.txt is back.
It no longer complains about the ReplaceHistory.txt in the main folder. Guess why.
Because your BAT deleted that one upon exit. The one I had no idea existed. IS2's.

I'm pretty sure that's not the way things were supposed to happen.
But I'm not sure the fault is entirely mine here: not quite foolproof

Additionally, there is one critical mistake in Editor.bat:
copy "RacingMod Entities.ctr" ..\..\SeriousEditor2\CustomTrees\RacingMod Entities.ctr
(should be ".\..\SeriousEditor2\CustomTrees\RacingMod Entities.ctr" since the filename has a space)

Also, both in Editor.bat and Launcher.bat you refer to a file that is not included with the mod:
copy "RacingMod_ExtraPack_00.gro" "..\..\..\RacingMod_ExtraPack_00.gro"
del "..\..\..\RacingMod_ExtraPack_00.gro"

Maybe I was supposed to upgrade from some early version?

Also, at the end of Launcher.bat it asks me to "Press any key" twice
And Launcher.bat doesn't let me QUIT SS2, so I have to kill the window.
And that ReplaceHistory.txt deletion which I already mentioned. Why do you delete it so easily?
Are you sure it's OK to delete ReplaceHistory.txt without uninstalling the corresponding mod first?
Are you sure it's OK to ask me to delete IS2's ReplaceHistory.txt while IS2 is installed?

Here's another, very nasty feature (maybe connected somehow): if you open a level with the modified Editor (launch Editor.bat, then open a level, then shut down), then you are no longer able to open that level with the normal Editor
It complains about the level having been edited with a "newer" version of SEd2, even if you actually just opened and closed the, without changing anything or being prompted to save.
You really might want to fix this, because I "lost" two levels like that already

Another nasty feature seems to be that it permanently overrides some settings, like "Player can shoot with own weapons", and maybe dynamic shadows and AF.

Right now I'll probably not bother to uninstall your mod to see if it solves the problems, because I'm taking a break.
Let me know when/if there's a newer version available and/or when/if you've confirmed and/or fixed those "features".
Also let me know if you're interested by the Serious Segway, or other vehicle templates (bikes, vans, trucks, tanks).

Last edited by geyser; 09-12-2007 at 02:07 PM.
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Old 09-12-2007, 02:10 PM   #77   Add To Ignore List  
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Exclamation Re: geyser's showcase

Hi,

ok let me try to explain each thing

Quote:
Originally Posted by geyser View Post
1 & 2: Posted on the Mod thread on August 30, 2007.
http://forums.seriouszone.com/showpo...&postcount=166
As far as I can tell, there has been no public release since.
Well the mod was progressing with lightspeed since then, so unfortunately I can't tell what I've changed between the LEW 1 and now, because my big changelog got somehow lost on my PC and I had to create a new one starting with V0.8

Quote:
BTW, the download link on your wiki is broken:
http://knightchris.no-ip.info/wiki/index.php/Downloads
Clicking the 0.7c link gives me a 404
Thanks, I'll fix it

Quote:
As for the mod I've installed, it affects SEd2 and SS2 in really nasty ways.
If I understood correctly, it's supposed to modify them via the launcher...
There was a problem with ReplaceHistory.txt when I tried the launchers.
There are is one critical mistake in Editor.bat:
copy "RacingMod Entities.ctr" ..\..\SeriousEditor2\CustomTrees\RacingMod Entities.ctr
(should be ".\..\SeriousEditor2\CustomTrees\RacingMod Entities.ctr" since the filename has a space)
Also, both in Editor.bat and Launcher.bat you refer to a file that is not included with the mod:
copy "RacingMod_ExtraPack_00.gro" "..\..\..\RacingMod_ExtraPack_00.gro"
del "..\..\..\RacingMod_ExtraPack_00.gro"
Maybe I was supposed to upgrade from some early version?
Bummer... yes, but strangely the batch files were working just fine on my PC without the problems you've mentioned
And yes, this line is obsolete. It was thought to include Buddhamasters' Enemies pack, to include with the mod, so the player/leveldesigner can choose
if he wants it or not, slightly modified enemies pack, but since it was 30 MB I decided not to include it, so this line can be ignored.

But thanks for reminding me

Quote:
Also, at the end of Launcher.bat it asks me to "Press any key" twice
And Launcher.bat doesn't let me QUIT SS2, so I have to kill the window.
1. Hehe script flaw
2. Hm... well, do you click in SS2 on Quit? Then it should automatically move all files back and restoring the originial SS2.

Quote:
Here's another, very nasty feature (maybe connected somehow): if you open a level with the modified Editor (launch Editor.bat, then open a level, then shut down), then you are no longer able to open that level with the normal Editor
It complains about the level having been edited with a "newer" version of SEd2, even if you actually just opened and closed the, without changing anything or being prompted to save.
You really might want to fix this, because I "lost" two levels like that already
Sorry to say, but this is the problem always when the DLL changes. Even if you do just a microscopic-small change (like adding a META INDEX etc.) to the code, it counts as "a newer version of the application".

The same is also with IS2, which causes a screwing up of the level. I also lost 2 levels with IS2, so

But remember you have got BACKUPS in your Temp/ folder. Try restoring them, it should help. If not, please change the Backup count to more than 10, I would recommend at least 24. This prevents you from such cases

Quote:
Another nasty feature seems to be that it permanently overrides some settings, like "Player can shoot with own weapons", and maybe dynamic shadows and AF.
Yes, I can remember having"Player can shoot with own weapons" enabled, but only for one vehicle IIRC ("Car_08.ep"), not for vehicles in general

But with the dynamic shadows & AF I don't know really, since the editor/sam2 stores each mod in an own section in their .inis (like [SeriousSam2] [Engine] [RacingMod] [InSamnity2]) and so on. So you could try deleting these sections or the whole ini's at all.

Quote:
Right now I'll probably not bother to uninstall your mod to see if it solves the problems, because I'm taking a break.
Let me know when/if there's a newer version available and/or when/if you've confirmed and/or fixed those "features".
Sorry that I can't help you, but I don't know where the problem lies atm.

As for the bottom line, some bugs/flaws are true, but I swear I can't tell, because there was a huge leap between the version I've posted and the one which I'm currently developing/working with.

Quote:
Also let me know if you're interested by the Serious Segway, or other vehicle templates (bikes, vans, trucks, tanks).
Of course! If you want to model me some or you have already modeled them, and they are WHEELED vehicles (no hovercraft/aircrafts please, they can easily exploit the race) and they are already drivable (I suck at making them drivable), you can send them to me. Also please don't give them when they have copyright, but I think they haven't

Wow, this must be the longest post I've ever done
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Old 09-12-2007, 02:45 PM   #78   Add To Ignore List  
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Default Re: geyser's showcase

Quote:
some bugs/flaws are true, but I swear I can't tell, because there was a huge leap between the version I've posted and the one which I'm currently developing/working with.
Brilliant. I guess uninstalling is the way then. I'll take my break and come back when you have a beta
Quote:
Sorry to say, but this is the problem always when the DLL changes. Even if you do just a microscopic-small change (like adding a META INDEX etc.) to the code, it counts as "a newer version of the application".
Re: Brilliant, although I can't see why opening/closing files without ever saving should count as an edit.
I guess I'll just be deleting the whole blown bitch (I mean SS2) and reinstall it clean when and if there's a decent fix to that.
Or maybe I'll install it clean and will just avoid installing any mods. It may sound a bit radical, but Damn! my camel's back hurts.

I'm not sending vehicles to anyone. Usually I release them to the public. See the Serious Segway above.
The Oni vehicles are copyrighted as for the meshes and textures, but the vehicle parameters are not.
That means I could make them into dummy models with no meshes, and take those from elsewhere.

I'm not sure you're right to rule hovercraft out. As long as they can't strafe, they're OK.
FYI, all the original vehicles I did (bike, tank, segway) are basically hovercraft on wheels.
That is, they have idle wheels or tracks in contact with the ground (hence more friction).
The tank is special because the tracks (hinged loops) are actually not part of the vehicle.

Wheeled vehicles are a lot harder to parametrize and to master/drive
I've made some, but they require an awful lot of tuning to be enjoyable.
A major issue is with the rather basic steering controls and loss of grip.

All that will be all the harder to balance if you want several vehicle profiles.
Personally, I think more or less custom hovercraft are ideal for a racing mod.
But if some people think thay can fully control a wheeled car, then why not?
Quote:
2. Hm... well, do you click in SS2 on Quit? Then it should automatically move all files back and restoring the originial SS2.
Clicking QUIT doesn't work, neither do Arrows & Enter do the trick.
When I close the SS2 window, your script completes as intended.

Last edited by geyser; 09-12-2007 at 02:50 PM.
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Old 09-12-2007, 06:54 PM   #79   Add To Ignore List  
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Default Re: geyser's showcase

@ KC:
One final bump before I go (will be staying away from the forum for a while)
I uninstalled your mod, and now the shadows and AF are back in the Editor.

However, your uninstall also removed IS2, but not completely. I hate that
Now I have a few vehicles and enemies missing from the original SS2 levels.

I guess if this teaches us anything, it's this: SE2 modding is... not foolproof.
Probably things work fine if one removes one mod before installing another.

@ Everybody: Never mind my absence. Keep the bananas coming.
Don't tell me you can't stick the banana up your... on your segway.
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Old 09-20-2007, 01:17 PM   #80   Add To Ignore List  
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Default Re: geyser's showcase

Respect, you got cool stuff here, geyser! Also, your definalizer seems to be pretty sophisticated, maybe you want to create a windowed version with more specials? If not, forget it, you've already done great
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Old 09-20-2007, 03:48 PM   #81   Add To Ignore List  
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Default Re: geyser's showcase

Speaking of which, where's the link to the definalizer? I want to try it out, but I just looked through this thread and can't find a download link in any of your posts geyser.
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Old 09-21-2007, 12:49 AM   #82   Add To Ignore List  
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Default Re: geyser's showcase

Then he has removed the link. It was there, because I got it only my PC...
But why is geyser "READ ONLY"?
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Old 09-21-2007, 06:37 AM   #83   Add To Ignore List  
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Default Re: geyser's showcase

Well apparently he's not allowed to post for one week.
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Old 09-21-2007, 12:18 PM   #84   Add To Ignore List  
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Default Re: geyser's showcase

This isn't the right thread to ask this kind of question, dude.
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Old 09-21-2007, 01:35 PM   #85   Add To Ignore List  
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Sorry, my bad. I apologize for this
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Old 09-28-2007, 01:24 PM   #86   Add To Ignore List  
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Default Re: geyser's showcase

@ J-M: Even if there's a better thread to ask "this kind of question", it was quite intuitive for UP to ask here.

@ UP: I was READ ONLY for a week because of a certain shitstorm that occurred in the Off Topic forums.
Actually, a week ago I intended to log out for a while, but then spotted the 911 thread. The rest is history.

As for the windowed version, heh, I'd love to (that's what wxDev-C++ is good at), but it'd have to be automatic, first.

@ Spoon: I don't remember deleting any links, but it could be that I only posted the URL on Deepblue's thread.
Here it is (you could have just looked around http://geyser.oni2.net/SE2): http://geyser.oni2.net/SE2/def/

As I already said, it's still übermasochistic: I basically rip the STARs manually and look up a few counters in SEd2.
Also, if a mesh has multiple "surfaces" (polygon maps), then it fails to correctly parse everything but the first...
Not to mention weightmaps. I'm not handling them at all. That means lots of postprocessing for characters.

It would be nice if I could actually parse the finalized mesh to: A) navigate to the relevant STARs; B) get the counters.
I know it's supposed to be easy, but I've been too lazy until now to figure out the file structure and write a parser for it.

@ everybody: I'll be mostly idle now, but I might pimp up the Orc Arbiter a bit and definalize some more simple stuff.
I'm looking forward to turning SS2's turrets into vehicles, for example. Buggy, light hovercraft, or SW pod racer style.

Of course, if Spoon and I/whoever can beat the definalizer into shape, there will be much coolness with relative ease.

Stay tuned.

Last edited by geyser; 09-28-2007 at 01:33 PM.
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Old 09-28-2007, 01:49 PM   #87   Add To Ignore List  
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Default Re: geyser's showcase

geyser, if it helps I can give you the current version of my metadata reader, including source files. It's all in C# and pretty complete with comments. Actually, do you have MSN? It will be easier to talk there.
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Old 09-28-2007, 01:51 PM   #88   Add To Ignore List  
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I forgot you posted the definaliser in my showcase thread
Too bad I probably won't be able to use it without any help

I can't mess with that segway thing, it says that it's made with a newer version of the app

Last edited by Deepblue; 09-28-2007 at 01:54 PM.
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Old 09-28-2007, 01:56 PM   #89   Add To Ignore List  
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@ Spoon: C#. Great. Just what I wanted to hear
I prefer ICQ (or YIM) to MSN. Authorization requested.

@ Deepblue: With any luck, it'll be DB-friendly Soon(TM).
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Old 09-28-2007, 02:01 PM   #90   Add To Ignore List  
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Great because I want to definalize that Centaur model and make a kamikaze style horse to ride in some of my maps
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