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So I'm making a mod

Posted: Thu Sep 03, 2015 8:04 pm
by Bogie
I'm making a Goldeneye 007 inspired mod, (currently) called GoldenEar. But that's gonna be a temporary name. So far, I've got 4 different Russian soldiers (Yes, it takes place during the Cold War), and I'm coding a few weapons (Like the KF7 Soviet). I don't have access to UED 1/2 atm, but I will soon. As for mapping, I created 2 maps. My first one (Which was a metro station) refused to open, after putting in a giant Prefab of the paris subway tunnel, while my second one is pretty unfinished. More information Later.

Alright, so it turns out I only made 2 soldiers, and a regular character. Here's some images:
http://liambrocklehurst.com/uploader/fi ... eview1.png
http://liambrocklehurst.com/uploader/fi ... eview2.png
http://liambrocklehurst.com/uploader/fi ... eview3.png
:)

Re: So I'm making a mod

Posted: Tue Sep 08, 2015 10:22 pm
by Jonas
Keep us updated :)

Did you have a backup of that map that won't open?

Re: So I'm making a mod

Posted: Sat Sep 12, 2015 2:08 pm
by Bogie
No, sorry.

So, I haven't been doing much, but that's mostly because of laziness. I'm gonna try my best to keep this alive.
Also, is there a way I can get DXOgg? The version in TNM does not work with UnrealEd 2, and UnrealEd 1 doesn't play any music. Is there a UE2 compatible version available? Either that, or I'll just wait for Revision. :/

Re: So I'm making a mod

Posted: Sun Sep 13, 2015 12:56 pm
by DevAnj
Bogie wrote: Also, is there a way I can get DXOgg? The version in TNM does not work with UnrealEd 2, and UnrealEd 1 doesn't play any music. Is there a UE2 compatible version available? Either that, or I'll just wait for Revision. :/
If the people who made The Nameless Mod got their version of DXOgg to run well in the mod, why can't you? Just ask for help on how to use it. I doubt Revision will come with a DXOgg capable of working on UnrealED2, after all that editor is hacked to show up Deus Ex levels in the first place.

Re: So I'm making a mod

Posted: Sun Sep 13, 2015 5:27 pm
by bjorn98009_91
Our DXOgg works with UED2, it's not that hard. Just make a separate version of the src and delete all the actual code except for structs, enums, variables and defprops and you are good to go.

Or just download my version here (with "source"), it also comes with my music trigger but since that isn't in the src you have you better just ignore that.

Re: So I'm making a mod

Posted: Tue Sep 22, 2015 9:58 pm
by Bogie
Yep so some news: I'm lazy. Very Very lazy. Not only that, but school! (celebrates quietly)
It barley got past planning, so to make it up, I made this little demo map to show how good/bad I am with UE2 called UnatcoFUBAR.
http://liambrocklehurst.com/uploader/fi ... ofubar.rar
EDIT: Also, take the Throwing knives from the NSF body and throw them at the target in the break room (while drinking).
:)

Re: So I'm making a mod

Posted: Tue Nov 24, 2015 8:59 pm
by FastGamerr
Seems like a swell start, good luck with the project.

Re: So I'm making a mod

Posted: Wed Nov 25, 2015 7:49 am
by Hanfling
I would recommend using ALAudio and using it for ogg/oxm playback. I added lipsynch recently and Smirftsch will upload a build with it in anytime soon.

http://www.oldunreal.com/cgi-bin/yabb2/ ... 1399614715

Re: So I'm making a mod

Posted: Wed Nov 25, 2015 1:00 pm
by Bogie
I already use OpenAL, but it's nice to see an updated version. :)
Also, I moved development from Unreal Editor 2 to Unreal Editor1, since it is alot easier to open maps.

Re: So I'm making a mod

Posted: Fri Nov 27, 2015 6:47 pm
by Hanfling
Bump!
ALAudio build with lipsynch is finally out: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1399614715

/edit:
Regarding your opening maps problem, maybe the path is too long? Try some directory like C:\DXStuff. I'm aware that there are several limits when it comes to the length of file/path/execs/etc. in UnrealEd.