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Re: Programming Pimpage Thread

PostPosted: Sun Oct 06, 2013 10:54 pm
by Spike
Modular weapon system I've made for UDK. Next step will be pistols


Re: Programming Pimpage Thread

PostPosted: Mon Oct 07, 2013 7:10 am
by Gary
Botolf wrote:Ah, similar line of code to get the Combine Soldiers to jump?


Yep. Then just give them the necessary activities and you're good.

Re: Programming Pimpage Thread

PostPosted: Mon Oct 07, 2013 9:45 am
by Mehis
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Because there isn't enough GUI compilers.

Still need to add the -game option and a config file to save studiomdl paths, so you don't have to insert the paths every time you run the program.

Re: Programming Pimpage Thread

PostPosted: Mon Oct 07, 2013 10:50 am
by Ken Chan
It can better, because there's way for auto-steam-path detecting so you don't need to define path, like my SDK Launcher, it doesn't need user to tell where steam is installed:
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Re: Programming Pimpage Thread

PostPosted: Mon Oct 07, 2013 11:19 am
by Mehis
I presume this is done by reading the registry? Thanks for the tip!

Re: Programming Pimpage Thread

PostPosted: Mon Oct 07, 2013 2:04 pm
by Ken Chan
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My design of the MDL compiler :P

Re: Programming Pimpage Thread

PostPosted: Mon Oct 07, 2013 10:01 pm
by Surfa
Mehis wrote:I presume this is done by reading the registry? Thanks for the tip!


Look for the steam environment variable. %STEAM% or something can't remember and not on a PC at the moment.

Re: Programming Pimpage Thread

PostPosted: Mon Oct 07, 2013 10:41 pm
by Dr. Delta
That one time I actually made something very practical:
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Made this back when I worked on Visage/Black Snow, seems someone else had similar ideas.

Re: Programming Pimpage Thread

PostPosted: Tue Oct 08, 2013 2:54 pm
by SM Sith Lord
I use Cannonfodder's StudioCompiler for everything. I'm actually very surprised that it is not the norm.

Re: Programming Pimpage Thread

PostPosted: Thu Oct 10, 2013 10:45 am
by Ken Chan
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Re: Programming Pimpage Thread

PostPosted: Fri Dec 20, 2013 2:00 am
by PelPix
Made this for City 17 Ep1 ages ago.

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This is a real-time dynamic moon, lit accurately to location and fractional day. Excuse the rim.
This looked great behind the skydome. We were going to have location-accurate stars too. Sadly, I don't have any pictures of it working in-engine because my build stopped working with the SDK ages ago. It was there, though. And pretty.

Edit:

I DO have a shot from early testing when it was on a plane in the middle of a room

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But none of it in the sky,

Re: Programming Pimpage Thread

PostPosted: Fri Dec 20, 2013 7:36 am
by MrTwoVideoCards
We never had any night maps...

Re: Programming Pimpage Thread

PostPosted: Fri Dec 20, 2013 1:32 pm
by SM Sith Lord
PelPix wrote:We were going to have location-accurate stars too.


Madness! Talk about going the extra mile. Now you got me wondering how many games DO properly light their moon. :S

Re: Programming Pimpage Thread

PostPosted: Fri Dec 20, 2013 10:36 pm
by PelPix
MrTwoVideoCards wrote:We never had any night maps...


YOU never had any night maps. We never got a chance to commit it because the SVN died lol.

Re: Programming Pimpage Thread

PostPosted: Fri Jan 17, 2014 6:04 pm
by TechieUK
Made it so you can change npc_combine_s' field of view with a console command, sv_combine_fov. They also start patrolling immediately on spawn.