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  3. robert.briscoe

Posts by robert.briscoe

  • Meeting?

    • robert.briscoe
    • July 22, 2008 at 4:35 PM

    you should meet at a nice warm inviting place for outsiders here in stockholm...

    Medusa or that Medieval bar ftw!

  • Good luck Arttu :D

    • robert.briscoe
    • July 22, 2008 at 3:31 PM

    good luck, you lucky b*****d!

  • Meeting?

    • robert.briscoe
    • July 17, 2008 at 9:35 AM

    Who is going from Dice? I might attend if there's large amounts of beer involved.

  • Wolfenstein

    • robert.briscoe
    • July 16, 2008 at 11:09 AM
    Quote from dux

    I'm assuming everything looks super low res and slightly outdated so it can run on consoles?

    Even that shouldnt be an excuse these days either

  • Wolfenstein

    • robert.briscoe
    • July 16, 2008 at 10:26 AM

    [Blocked Image: http://games.tiscali.cz//images/wolfenstein360/ilgd.jpg]

    noexcuse for tilling normals like this in this day of age.

  • Wolfenstein

    • robert.briscoe
    • July 16, 2008 at 9:40 AM

    Some of those textures look really low-res and tiley. Im a bit dissapointed with the visuals to be honest, the engine looks very dated. However im willing to reserve jusdgement until I see some gameplay.

  • EA to PC Gamers: “Install 3 times? Buy another copy”

    • robert.briscoe
    • June 19, 2008 at 11:48 AM

    Its just another attempt at an EA scare story, very funny imo

  • EA to PC Gamers: “Install 3 times? Buy another copy”

    • robert.briscoe
    • June 19, 2008 at 8:44 AM

    omg, what bullshit, do you honestly believe this? lol

  • In need of coding help

    • robert.briscoe
    • June 14, 2008 at 10:22 PM

    Hmm well just thought i'd have an experiement with triggering the zombie to go into a sleep state today, and discovered to my joy, that there isnt an input to make the zombie go back to sleep!

    This is really frustrating since I cant even experiment with it myself now. Looks like it has to be coded after all.

  • In need of coding help

    • robert.briscoe
    • June 12, 2008 at 9:34 PM

    Ok thanks I will check thos out, and thanks for the offer, just let me know when you are free.

  • In need of coding help

    • robert.briscoe
    • June 12, 2008 at 8:46 PM

    Just out of curiosity, does any know a coder who whould be up for helping me test these tweaks for some cash? If not does anyone know a good place to find source engine coders?

    Im hoping something like this shouldnt take up more than a few hours (but then what do I know! ).

    Thanks

  • Off Limits (nevermind, completed)

    • robert.briscoe
    • June 10, 2008 at 9:55 PM

    looks like poooooooooooooooooooooooooooooo!

    now fix that leg!

  • In need of coding help

    • robert.briscoe
    • June 10, 2008 at 6:38 PM
    Quote from Sentura

    that would be tricky. i can imagine it done through a point_template entity, where the first template is the actual zombie and the second being the trigger, the trigger STILL parented to the zombie. this could reduce the mess quite a lot since you just keep making an instance of the template.

    Thanks! I think i may give this a try later tonight and see what happens.

    Quote from Jetsetlemming

    I hope you make those zombies far back from the player culled from view as well...

    Yeah exactly, thats why I want them to be dormant when at a certain distance when they are not visible and culled (by fog for example). Atm, they still take up cpu time idling around walking in circles etc.

    Quote from Pampers

    theres lots of info on the sdk about the subject, take a look here: http://developer.valvesoftware.com/wiki/Npc_zombie and scroll down to sleepstate

    Gonna browse though that now, thanks.

    Any coders have ideas about the modified zombie citizen in the video I posted?

    Thanks!

  • In need of coding help

    • robert.briscoe
    • June 10, 2008 at 8:39 AM
    Quote from Sentura

    yeah i was about to say you could probably do it with some I/O scripting. having a trigger parented to a zombie that toggles the zombie state depending on where the player is located. it would get messy, and i am not sure how well you could actually incapsulate it to save resources, but none the less, it is possible.. although yeah, source could benefit from a decent scripting language :\

    Yes this is similar to something to a method I thought of also, the problem I encountered was that when I need to spawn additional zombies how do I create additional trigger brushes dynamically for them?

    I've yet to look at the zombie npc's "sleep state" yet to see how optimised it is, but I will perform some tests this evening to determin if its useful or not.

    Quote from Pampers

    NPCs can change state depending on the distance to the player

    Are you referring to Sentura's method above or something else? If so please elaborate.

    Thanks!

  • In need of coding help

    • robert.briscoe
    • June 9, 2008 at 10:32 PM

    Hi,

    So I have recently started planning out an idea of a small SP mod for the source engine which i plan to make over the summer and release around October. Without going into the intricate details of the mod it's self Im toying with using either hl2's npc zombies or ideally having slightly modified versions which act slightly differently than they currently do.

    Of course the latter needs code work which as an artist is way out of my league, but im wondering if anyone here would be willing to help me out, or at least give me an idea how hard it would be, from a coders point of view, to implement it into a mod.

    To give you an idea of exactly what im looking for here is a basic description:

    A way of LODing out the AI if the zombie is at a certain distance from the player.

    For example: Once the player is 2048 units away from the NPC it will cease all AI and just play an idle animation remaining in a 'sleep state' until the player is within 2048 units radius of the NPC.

    The reason for this is that im thinking of ways to have alot of zombie NPCs spread over a large area without clogging up the CPU on pointless walking and pathfinding stuff like they do now while they idle.

    Secondly, I recently played the latest version of SMOD and noticed they they added a pretty cool new type of zombie as shown in this video from SMOD: Tactical:


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    It seems like a pretty simple AI modification to an NPC citizen or something, where they are idle until they see or hear the player then just run straight at them causing damage if they come into close contact with the player. They also seem to run to random path nodes whilst searching for the player also which also crude looks pretty convincing!

    If you're now thinking "why dont you just use SMOD?" its because they have no source code to implement the zombie LOD system which is more important atm and SMOD is not very mapper/modder friendly (it doesnt even have a FDG entity file for hammer). I also need to use some Orange box specific features for the mod to have some outstanding visuals.

    Anyway any advice or help anyone can offer would be greatly appreciated!

    Thanks!

  • Need a side project, what to do??

    • robert.briscoe
    • May 12, 2008 at 8:35 AM

    Of course resting and relaxing is my first priority! but after a week of that I know im gonna get a bit A.D.D.

    Thanks for the offer HP, your mod looks awesome btw, but im looking to do something on a bit of a smaller scale atm.

    I'd love to make some kind of casual/classic arcade mp game for source, I've had some ideas floating around for a while to make some kind of mario kart style type flying game, or a platform shooter or beat 'em up, but again, no coder, no joy!

    Anyone know where I can find enthusiastic Source coders?

  • Need a side project, what to do??

    • robert.briscoe
    • May 11, 2008 at 10:21 PM

    So after months of crunching it looks like things may be settling down for me in the coming weeks and its got me thinking as to what to do with some of my new found free-time (apart from lots of sleeping, drinking and getting sunburnt for the short time there is actually sun here in stockholm)

    I always like to have a project on the side to keep me occupied and my mind refreshed but recently i've been totally stuck for ideas. I've been thinking of making some kind of SP minimod for source in a similar vien to Minerva but I have no ideas about story or scenarios. I also had an idea of making a very simple MP mod for source or unreal 3 but without any code knowledge im completely blank.

    Im not really keen on joining any mods as I kinda have done my fair share of that stuff in the past so feel I should do something more independent.

    So I guess im turning to you guys for some inspiration! If you have any ideas to throw into the pot or brainstorm with me about please let me know!

    Cheers!

  • Mirror's Edge

    • robert.briscoe
    • May 7, 2008 at 9:13 AM

  • Source Cables and Ropes

    • robert.briscoe
    • April 30, 2008 at 3:51 PM

    make sure you have a normal map for the rope!

  • Shadows from Alpha textures in Source?

    • robert.briscoe
    • April 6, 2008 at 5:51 PM

    Woot! as I suspected i needed to add something to lights.rad:

    Code
    forcetextureshadow props_foliage/tree_dead01.mdl

    This forces VRAD to use alpha in shadow calculations.

    Success!

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