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Messages - ilgm
11
« on: July 13, 2017, 08:03:21 PM »
Newman's secret room is now in Zoom City. It's supposed to be a white void but SSAO kinda ruined that illusion. I fixed that by changing the room into a sphere, but the lines still show if you use SAO. Also a cannonball launcher to replace the scorpion launcher. postal and BehemothProgrammer found a kexstudio bug that adds to the map's filesize and loadtime with every save after loading the map. Stuff like "ammo_weight_13" gets added to generators every save, which pretty much multiplies the filesize after awhile. Replacing all the generators in crossfire brought the map from 11.7mb down to 1.53mb. At first it went to 800kb but I had to save the map again cause I forgot to change some generator respawn times. I updated the download link with that version. And if anyone just wants the map without dodgeball: https://www.dropbox.com/s/11gfdo1zdn36vc5/Crossfire.kpf?dl=0I also loaded up turok 2 on the n64 a few days ago to compare a few things and I noticed that player height was a little bit smaller, so I matched that in dodgeball
12
« on: July 13, 2017, 12:41:40 PM »
I have bNetLatched on those particles to make sure they won't desync. That was also from testing on my own server, just starting up raptor fest with the purlinn gunner as the first spawn
13
« on: July 13, 2017, 01:45:25 AM »
I'm getting a weird bug where sometimes the enemy projectiles in raptorfest don't do any damage to players, they just pass through. I tried all sorts of things to fix it, I eventually did when I put the BP scriptcomponents in my enemies def file, but last time we played I noticed they weren't doing damage.
I just tried fixing that again, first by putting your mod into my mod and overwriting everything. That didn't fix it, so I tried just your mod with my mod's projectiles which ended up working. The weird thing is the original version of my mod, which wasn't working before, works now after loading it again. So after all that, the only thing that changed was me loading another mod and restarting steam, I'm not even sure if it's a problem with your mod at this point but I thought I'd let you know anyway.
14
« on: July 05, 2017, 07:08:00 PM »
Cool there let us know when the link updates so I can update on turok sanctum 
Oh right I should probably add a date to the download link in the OP. Last updated yesterday, so you can probably update the turok sanctum link tomorrow or later tonight cause I'll have a fixed version of one of the maps up. Edward and Kaiser found that there was an occlusion issue with one of the models Edit: Okay I just updated it with the fixed version of the map
15
« on: July 01, 2017, 01:41:07 PM »
Oh my god you actually added slapping lol. You're a hero for Turok 2 modding. Looks like one of those essential half life server addons I really wanted some of these commands in dodgeball so thanks for releasing it. Now I can finally add fast switch for the grenade launcher
16
« on: June 25, 2017, 12:19:48 AM »
Yeah I found the grenade launch and charge dart. Missed most of the grenade shots too so that's probably where I went wrong with ammo lol
17
« on: June 24, 2017, 02:08:18 PM »
Just played through it and it's pretty good. Difficulty felt alright, had some fun with the faster shotgun, though I was completely out of ammo by the end and had to rely on my warblade and infighting lol, must've missed some pickups somewhere. The Fireborn variants were really cool too, love how the ice ones left behind trails.
18
« on: June 21, 2017, 09:01:57 PM »
When the mod is more stable (developed), I could go through and make an "SP Friendly" version that has better balance.
Yeah that'd be good. The fact that there's barely any health pickups right now is probably the biggest problem with singleplayer. I did that for more weapon/ammo pickups in MP cause most weapons are instakill anyway i added some more AI into Raptor Fest Fireborn, Nala, Biobot, Primagen Trooper, Primagen Guard, Juggernaut, Cave Spider, Death Guard and Lord of the Flesh
19
« on: June 21, 2017, 08:57:41 PM »
Really helpful, thanks.
I added some AI scripts in so I can put them in Raptor Fest. Might add more later
Fireborn, Biobot, Primagen Guard, Primagen Trooper, Nala, Cave Spider, Flesh Sentinal, Death Guard, and Lord of the Flesh
Fireborn kActor_AI_Fireborn { className "kexActor" placeable TRUE health 40 initialScale "0.5 0.5 0.5" Begin_Component "kexRenderMeshComponent" mesh "char/Fireborn.skinnedmesh" anim "anims/Fireborn.anim" End_Component Begin_Component "kexWorldComponent" radius 40.959999 wallRadius 51.199997 height 122.879997 deadHeight 20.480000 heightOffset 0.000000 bTrackGround TRUE End_Component Begin_Component "kexEnemyAIComponent" commonFlags 40372 startHealth 40 startAnimID 0 startSoundID 0 painSoundID 0 deathItemDropFlags1 0 deathItemDropFlags2 0 leashRadius 2048.000000 aggressionLevel 0 tranqHealth 2 flags 17072176 attackCombatRadius 163.839996 attackLeapRadius 245.759995 attackDartRadius 245.759995 attackProjectileRadius 1024.000000 attackWeaponRadius 1228.799927 groundBehavior 1 airBehavior 0 underwaterBehavior 0 extremeDeathModelIndex 1 explodeDeathModelIndex 1 headBlownDeathModelIndex 1 leftArmBlownDeathModelIndex 2 rightArmBlownDeathModelIndex 3 bodyHoleDeathModelIndex -1 extremeDeathAnimID 7315 explodeDeathAnimID 7310 headBlownDeathAnimID 7310 leftArmBlownDeathAnimID 7345 rightArmBlownDeathAnimID 7345 bodyHoleDeathAnimID 0 idleAnimFlags 33 moveAnimFlags 8452 patrolAnimFlags 1057 evadeAnimFlags 0 combatAnimFlags 1 leapAnimFlags 0 dartAnimFlags 0 projectileAnimFlags 4 weaponAnimFlags 0 comboAnimFlags 0 normalDeathAnimFlags 8452 movingDeathAnimFlags 4 violentDeathAnimFlags 0 explosiveDeathAnimFlags 1 alertAnimFlags 1 takeCoverAnimFlags 0 leftArmWoundAnimFlags 1 rightArmWoundAnimFlags 1 fleeAnimFlags 1 End_Component }
CaveSpider kActor_AI_CaveSpider { className "kexActor" placeable TRUE health 150 initialScale "0.500000 0.500000 0.500000" Begin_Component "kexRenderMeshComponent" mesh "char/Spider_Adult.skinnedmesh" anim "anims/Spider_Adult.anim" End_Component Begin_Component "kexWorldComponent" radius 61.4 wallRadius 92.2 height 112.6 deadHeight 61.43 heightOffset 0.000000 bTrackGround TRUE End_Component Begin_Component "kexEnemyAIComponent" commonFlags 6420 startAnimID 11200 deathItemDropFlags1 0 deathItemDropFlags1 0 leashRadius 2560.0 aggressionLevel 0 tranqHealth 20 startSoundID 0 painSoundID 841 flags 0 attackCombatRadius 204.799988 attackLeapRadius 163.83 attackDartRadius 163.83 attackProjectileRadius 921.59 attackWeaponRadius 1842.19 groundBehavior 1 airBehavior 0 underwaterBehavior 0 extremeDeathModelIndex -1 explodeDeathModelIndex -1 headBlownDeathModelIndex -1 leftArmBlownDeathModelIndex -1 rightArmBlownDeathModelIndex -1 bodyHoleDeathModelIndex -1 extremeDeathAnimID 0 explodeDeathAnimID 0 headBlownDeathAnimID 0 leftArmBlownDeathAnimID 0 rightArmBlownDeathAnimID 0 bodyHoleDeathAnimID 0 idleAnimFlags 1057 moveAnimFlags 1057 patrolAnimFlags 1056 evadeAnimFlags 0 combatAnimFlags 1 leapAnimFlags 0 dartAnimFlags 0 projectileAnimFlags 0 weaponAnimFlags 1 comboAnimFlags 0 normalDeathAnimFlags 1057 movingDeathAnimFlags 0 violentDeathAnimFlags 0 explosiveDeathAnimFlags 1 alertAnimFlags 0 takeCoverAnimFlags 0 leftArmWoundAnimFlags 0 rightArmWoundAnimFlags 0 fleeAnimFlags 0 startHealth 150 pathTID -1 End_Component }
Nala kActor_AI_Nala { className "kexActor" placeable TRUE health 30 initialScale "0.5 0.5 0.5" Begin_Component "kexRenderMeshComponent" mesh "char/Nala_normal.skinnedmesh" anim "anims/Nala_normal.anim" End_Component Begin_Component "kexWorldComponent" radius 10.2 wallRadius 51.199997 height 71.68 deadHeight 20.480000 heightOffset 0.000000 bTrackGround TRUE End_Component Begin_Component "kexEnemyAIComponent" commonFlags 7444 startAnimID 0 startSoundID 0 painSoundID 0 deathItemDropFlags1 0 deathItemDropFlags2 0 leashRadius 2560.000000 aggressionLevel 0 tranqHealth 20 flags 0 attackCombatRadius 81.839996 attackLeapRadius 163.8 attackDartRadius 163.8 attackProjectileRadius 1024.000000 attackWeaponRadius 409.599927 groundBehavior 1 airBehavior 0 underwaterBehavior 0 extremeDeathModelIndex 1 explodeDeathModelIndex 1 headBlownDeathModelIndex 1 leftArmBlownDeathModelIndex -1 rightArmBlownDeathModelIndex -1 bodyHoleDeathModelIndex 1 extremeDeathAnimID 7300 explodeDeathAnimID 7300 headBlownDeathAnimID 7300 leftArmBlownDeathAnimID 0 rightArmBlownDeathAnimID 0 bodyHoleDeathAnimID 7300 idleAnimFlags 1057 moveAnimFlags 1059 patrolAnimFlags 1056 evadeAnimFlags 0 combatAnimFlags 0 leapAnimFlags 0 dartAnimFlags 0 projectileAnimFlags 1 weaponAnimFlags 0 comboAnimFlags 0 normalDeathAnimFlags 1057 movingDeathAnimFlags 0 violentDeathAnimFlags 0 explosiveDeathAnimFlags 0 alertAnimFlags 0 takeCoverAnimFlags 0 leftArmWoundAnimFlags 0 rightArmWoundAnimFlags 0 fleeAnimFlags 0 startHealth 30 pathTID -1 End_Component }
PrimagenGuard kActor_AI_PrimagenGuard { className "kexActor" placeable TRUE health 100 initialScale "0.5 0.5 0.5" Begin_Component "kexRenderMeshComponent" mesh "char/Elite_Guard.skinnedmesh" anim "anims/Elite_Guard.anim" End_Component Begin_Component "kexWorldComponent" radius 51.959999 wallRadius 51.199997 height 174.879997 deadHeight 51.480000 heightOffset -2.500000 bTrackGround TRUE End_Component Begin_Component "kexEnemyAIComponent" commonFlags 40324 startAnimID 0 deathItemDropFlags1 33554432 deathItemDropFlags2 0 leashRadius 1024.000000 aggressionLevel 0 tranqHealth 20 startSoundID 0 painSoundID 0 flags 0 attackCombatRadius 225.279 attackLeapRadius 358.759995 attackDartRadius 163.759995 attackProjectileRadius 409.000000 attackWeaponRadius 2048.799927 groundBehavior 0 airBehavior 0 underwaterBehavior 0 extremeDeathModelIndex 1 explodeDeathModelIndex 5 headBlownDeathModelIndex 4 leftArmBlownDeathModelIndex 2 rightArmBlownDeathModelIndex 3 bodyHoleDeathModelIndex -1 extremeDeathAnimID 7300 explodeDeathAnimID 7325 headBlownDeathAnimID 7325 leftArmBlownDeathAnimID 7100 rightArmBlownDeathAnimID 7100 bodyHoleDeathAnimID 0 idleAnimFlags 1057 moveAnimFlags 1057 patrolAnimFlags 1057 evadeAnimFlags 0 combatAnimFlags 1 leapAnimFlags 1 dartAnimFlags 0 projectileAnimFlags 0 weaponAnimFlags 3 comboAnimFlags 0 normalDeathAnimFlags 1057 movingDeathAnimFlags 0 violentDeathAnimFlags 1 explosiveDeathAnimFlags 0 alertAnimFlags 1 takeCoverAnimFlags 0 leftArmWoundAnimFlags 0 rightArmWoundAnimFlags 0 fleeAnimFlags 0 startHealth 100 pathTID 5000 End_Component }
Biobot kActor_AI_BioBot { className "kexActor" placeable TRUE health 40 initialScale "0.5 0.5 0.5" Begin_Component "kexRenderMeshComponent" mesh "char/Bio-bot.skinnedmesh" anim "anims/Bio-bot.anim" End_Component Begin_Component "kexWorldComponent" radius 71.959999 wallRadius 40.199997 height 81.879997 deadHeight 30.480000 heightOffset -17.500000 bTrackGround TRUE End_Component Begin_Component "kexEnemyAIComponent" commonFlags 530692 startAnimID 0 deathItemDropFlags1 8192 deathItemDropFlags2 0 leashRadius 1024.000000 aggressionLevel 0 tranqHealth 20 startSoundID 0 painSoundID 0 flags 0 attackCombatRadius 307.279 attackLeapRadius 614.759995 attackDartRadius 163.759995 attackProjectileRadius 409.000000 attackWeaponRadius 2560.799927 groundBehavior 1 airBehavior 0 underwaterBehavior 0 extremeDeathModelIndex 3 explodeDeathModelIndex -1 headBlownDeathModelIndex 3 leftArmBlownDeathModelIndex 1 rightArmBlownDeathModelIndex 2 bodyHoleDeathModelIndex -1 extremeDeathAnimID 7300 explodeDeathAnimID 0 headBlownDeathAnimID 7300 leftArmBlownDeathAnimID 7345 rightArmBlownDeathAnimID 7345 bodyHoleDeathAnimID 0 idleAnimFlags 1072 moveAnimFlags 1057 patrolAnimFlags 1057 evadeAnimFlags 0 combatAnimFlags 1 leapAnimFlags 0 dartAnimFlags 0 projectileAnimFlags 0 weaponAnimFlags 1 comboAnimFlags 0 normalDeathAnimFlags 1057 movingDeathAnimFlags 0 violentDeathAnimFlags 0 explosiveDeathAnimFlags 1 alertAnimFlags 0 takeCoverAnimFlags 0 leftArmWoundAnimFlags 0 rightArmWoundAnimFlags 0 fleeAnimFlags 0 startHealth 40 pathTID -1 End_Component }
PrimagenTrooper kActor_AI_PrimagenTrooper { className "kexActor" placeable TRUE health 60 initialScale "0.5 0.5 0.5" Begin_Component "kexRenderMeshComponent" mesh "char/Trooper.skinnedmesh" anim "anims/Trooper.anim" End_Component Begin_Component "kexWorldComponent" radius 40.959999 wallRadius 40.199997 height 174.879997 deadHeight 40.480000 heightOffset -2.500000 bTrackGround TRUE End_Component Begin_Component "kexEnemyAIComponent" commonFlags 34196 startAnimID 0 deathItemDropFlags1 262144 deathItemDropFlags2 0 leashRadius 2560.000000 aggressionLevel 0 tranqHealth 20 startSoundID 0 painSoundID 0 flags 0 attackCombatRadius 225.279 attackLeapRadius 256.759995 attackDartRadius 163.759995 attackProjectileRadius 409.000000 attackWeaponRadius 3072.799927 groundBehavior 0 airBehavior 0 underwaterBehavior 0 extremeDeathModelIndex 1 explodeDeathModelIndex 4 headBlownDeathModelIndex 5 leftArmBlownDeathModelIndex 2 rightArmBlownDeathModelIndex 3 bodyHoleDeathModelIndex -1 extremeDeathAnimID 7300 explodeDeathAnimID 7325 headBlownDeathAnimID 7335 leftArmBlownDeathAnimID 7345 rightArmBlownDeathAnimID 7345 bodyHoleDeathAnimID 0 idleAnimFlags 1057 moveAnimFlags 1057 patrolAnimFlags 1057 evadeAnimFlags 1 combatAnimFlags 1 leapAnimFlags 0 dartAnimFlags 0 projectileAnimFlags 0 weaponAnimFlags 0 comboAnimFlags 0 normalDeathAnimFlags 1057 movingDeathAnimFlags 0 violentDeathAnimFlags 1 explosiveDeathAnimFlags 3 alertAnimFlags 1 takeCoverAnimFlags 0 leftArmWoundAnimFlags 0 rightArmWoundAnimFlags 0 fleeAnimFlags 0 startHealth 60 pathTID 5005 End_Component }
LordoftheFlesh kActor_AI_LordoftheFlesh { className "kexActor" placeable TRUE health 80 initialScale "0.5 0.5 0.5" Begin_Component "kexRenderMeshComponent" mesh "char/Lord_Of_The_Flesh.skinnedmesh" anim "anims/Lord_Of_The_Flesh.anim" End_Component Begin_Component "kexWorldComponent" radius 20.959999 wallRadius 61.199997 height 122.879997 deadHeight 20.480000 heightOffset 0.0 bTrackGround TRUE End_Component Begin_Component "kexEnemyAIComponent" commonFlags 40340 startAnimID 0 deathItemDropFlags1 0 deathItemDropFlags2 0 leashRadius 2560.000000 aggressionLevel 0 tranqHealth 5 startSoundID 0 painSoundID 0 flags 0 attackCombatRadius 81.91 attackLeapRadius 163.839 attackDartRadius 163.839 attackProjectileRadius 409.59 attackWeaponRadius 1843.199 groundBehavior 0 airBehavior 0 underwaterBehavior 0 extremeDeathModelIndex 1 explodeDeathModelIndex 5 headBlownDeathModelIndex 4 leftArmBlownDeathModelIndex 2 rightArmBlownDeathModelIndex 3 bodyHoleDeathModelIndex -1 extremeDeathAnimID 7300 explodeDeathAnimID 7500 headBlownDeathAnimID 7000 leftArmBlownDeathAnimID 7345 rightArmBlownDeathAnimID 7345 bodyHoleDeathAnimID 0 idleAnimFlags 1057 moveAnimFlags 1057 patrolAnimFlags 1057 evadeAnimFlags 0 combatAnimFlags 1 leapAnimFlags 0 dartAnimFlags 0 projectileAnimFlags 0 weaponAnimFlags 6 comboAnimFlags 0 normalDeathAnimFlags 1057 movingDeathAnimFlags 1 violentDeathAnimFlags 1 explosiveDeathAnimFlags 1 alertAnimFlags 1 takeCoverAnimFlags 0 leftArmWoundAnimFlags 1 rightArmWoundAnimFlags 1 fleeAnimFlags 1 startHealth 80 pathTID 5000 End_Component }
DeathGuard kActor_AI_DeathGuard { className "kexActor" placeable TRUE health 50 initialScale "0.5 0.5 0.5" Begin_Component "kexRenderMeshComponent" mesh "char/Death_Guard.skinnedmesh" anim "anims/Death_Guard.anim" End_Component Begin_Component "kexWorldComponent" radius 20.959999 wallRadius 61.199997 height 122.879997 deadHeight 20.480000 heightOffset 0.0 bTrackGround TRUE End_Component Begin_Component "kexEnemyAIComponent" commonFlags 40852 startAnimID 0 deathItemDropFlags1 0 deathItemDropFlags2 0 leashRadius 2560.000000 aggressionLevel 0 tranqHealth 3 startSoundID 0 painSoundID 0 flags 0 attackCombatRadius 81.91 attackLeapRadius 163.839 attackDartRadius 163.839 attackProjectileRadius 1024.59 attackWeaponRadius 1843.199 groundBehavior 0 airBehavior 0 underwaterBehavior 0 extremeDeathModelIndex 3 explodeDeathModelIndex 4 headBlownDeathModelIndex 5 leftArmBlownDeathModelIndex 1 rightArmBlownDeathModelIndex 2 bodyHoleDeathModelIndex -1 extremeDeathAnimID 7300 explodeDeathAnimID 7200 headBlownDeathAnimID 7335 leftArmBlownDeathAnimID 7345 rightArmBlownDeathAnimID 7345 bodyHoleDeathAnimID 0 idleAnimFlags 1057 moveAnimFlags 1057 patrolAnimFlags 1057 evadeAnimFlags 3 combatAnimFlags 7 leapAnimFlags 0 dartAnimFlags 0 projectileAnimFlags 1 weaponAnimFlags 1 comboAnimFlags 0 normalDeathAnimFlags 1057 movingDeathAnimFlags 1 violentDeathAnimFlags 1 explosiveDeathAnimFlags 3 alertAnimFlags 1 takeCoverAnimFlags 0 leftArmWoundAnimFlags 1 rightArmWoundAnimFlags 1 fleeAnimFlags 1 startHealth 50 pathTID 5000 End_Component }
FleshSentinel kActor_AI_FleshSentinel { className "kexActor" placeable TRUE health 30 initialScale "0.5 0.5 0.5" Begin_Component "kexRenderMeshComponent" mesh "char/Sentinel.skinnedmesh" anim "anims/Sentinel.anim" End_Component Begin_Component "kexWorldComponent" radius 10.959999 wallRadius 51.199997 height 117.879997 deadHeight 20.480000 heightOffset 0.0 bTrackGround TRUE End_Component Begin_Component "kexEnemyAIComponent" commonFlags 8084 startAnimID 0 deathItemDropFlags1 0 deathItemDropFlags2 0 leashRadius 2560.000000 aggressionLevel 0 tranqHealth 2 startSoundID 0 painSoundID 0 flags 2 attackCombatRadius 81.91 attackLeapRadius 163.839 attackDartRadius 163.839 attackProjectileRadius 1024.59 attackWeaponRadius 409.199 groundBehavior 1 airBehavior 0 underwaterBehavior 0 extremeDeathModelIndex 3 explodeDeathModelIndex 5 headBlownDeathModelIndex 4 leftArmBlownDeathModelIndex 1 rightArmBlownDeathModelIndex 2 bodyHoleDeathModelIndex -1 extremeDeathAnimID 7300 explodeDeathAnimID 7201 headBlownDeathAnimID 7335 leftArmBlownDeathAnimID 7345 rightArmBlownDeathAnimID 7345 bodyHoleDeathAnimID 0 idleAnimFlags 1057 moveAnimFlags 1057 patrolAnimFlags 1058 evadeAnimFlags 3 combatAnimFlags 3 leapAnimFlags 0 dartAnimFlags 0 projectileAnimFlags 1 weaponAnimFlags 0 comboAnimFlags 0 normalDeathAnimFlags 1057 movingDeathAnimFlags 1 violentDeathAnimFlags 1 explosiveDeathAnimFlags 3 alertAnimFlags 0 takeCoverAnimFlags 0 leftArmWoundAnimFlags 1 rightArmWoundAnimFlags 1 fleeAnimFlags 1 startHealth 30 pathTID -1 End_Component }
20
« on: June 21, 2017, 12:28:52 AM »
Okay I added in some dodgeball pickups to hopefully make single player a little bit easier. The 3 superballs you shoot will all turn into a box of 5 balls to pickup, and a regular dodgeball's crit will drop a superball. Still, with modded pickups and weapons not intended for singleplayer, it's gonna be really weird. I imagine you'd have to use the warblade wave beam a lot
Edit: I'm not sure why I had the ammo limit for dodgeballs set to 20, I raised it a little bit to 9999 to make singleplayer a little easier.
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