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Posted: Tue Dec 19, 2006 11:08 am
by that guy
I'm not sure I've changed anything since 0.43 but sure. Check the ftp for 0.44

Posted: Tue Dec 19, 2006 4:25 pm
by Jonas
Speaking of package updates, here's a list of things we need for TNMDeco, and when you got everything in there, we'll need an update of that:

1) HDTP Lamp2
2) Forklift steering wheel
3) DVD cases (as many skins as have been completed)
4) TNM vending machine
5) Scissors (once Rice is done with the texture)
6) Phas' fixed goat fountain (with a bottom)
7) Phas new lamp model(s), if finished

Posted: Tue Dec 19, 2006 4:53 pm
by DDL
Do you guys have the final (uncompiled) versions of the HTDP stuff? I think I sent it to trest, but I could be wrong. Anyway, I can send it if need be: there were a few decos that I had to fiddle about with before importing, and I never uploaded the 'revised' versions to the HTDP upload manager. Because I'm lazy, and it would've taken hours.

Posted: Tue Dec 19, 2006 5:06 pm
by Jonas
I don't think we have it, no. Did you change the Valve model, because we've already used that for the forklift steering wheel. I think we got the final vending machine model though.

If you got the HDTP Lamp2 and its 3 textures in a ready-to-import format though, I'd be much obliged if you could send it to Shane. I think the one he got was in 3ds.

Posted: Wed Dec 20, 2006 10:32 am
by that guy
1) I have three classes tnmlamp2a, tnmlamp2b, tnmlamp2c. I assume they're it.
2) I got this off you already right?
3) I believe I have the class but need replacement skins that are the right way around and have the correct colour depth
4) This hasn't been changed for some time except perhaps for textures which I don't have.
5) don't ahve. I'll get them when they're done
6) Where do I get this?
7) See above

Posted: Wed Dec 20, 2006 10:51 am
by Jonas
that guy wrote:1) I have three classes tnmlamp2a, tnmlamp2b, tnmlamp2c. I assume they're it.
Sounds right.
2) I got this off you already right?
Yep, just want to make sure you include them ;)
3) I believe I have the class but need replacement skins that are the right way around and have the correct colour depth
I'll get right on it.
4) This hasn't been changed for some time except perhaps for textures which I don't have.
I got one off fub so far, I'll send it to you over MSN.
6) Where do I get this?
Sending it over MSN.
7) See above
I've asked Phas to send it to you in the modelling thread.

Posted: Wed Dec 20, 2006 4:11 pm
by Jonas
Shane, uploaded the DVD cases here, there are 21 of them. Chris will make the rest within a few days, but don't let it hold up TNMDeco if you get everything else together before then:

http://tnm.offtopicproductions.com/team ... _12_06.rar

Posted: Mon Jan 22, 2007 11:26 pm
by NVShacker
I'm having a problem overriding takedamage in my subclass of deusexdecoration (the firestarter). I've tried throwing the function in the default state (forget what it's called offhand) and having it outside of any states but it doesn't seem to get called. What's the best way to override takedamage -- should I just make an actor subclass?

Posted: Mon Jan 22, 2007 11:40 pm
by DDL
auto state active

that's what decos love to sit in. The fuckers.

If in doubt, post up the code, or something?

Posted: Thu Jan 25, 2007 7:54 pm
by that guy
Do you want me to investigate this or is it covered? I don't know the answer off-hand.

Posted: Thu Jan 25, 2007 8:07 pm
by NVShacker
Hmmph, it works now. I guess I must've forgotten to add the "auto" qualifier to the active state.

Posted: Sun Oct 21, 2007 12:20 am
by Jonas
Nick, the bugtracker is busted, but I need you to put the following new tags in the persistent item code. They're all in 20_ and 22_FCCorpSewers:

ItemCrate01
ItemCrate02
ItemCrate03
ItemCrate04
ItemCrate05
ItemCrate06
ItemCrate07
ItemCrate08
ItemCrate09
Molotov01
Molotov02
LAM01
SniperRifle01
SniperAmmo01
Multitool01

Also please tell me wtf I type to unbind U from the new console. I can't use tantalus or summon anymore :x

Posted: Mon Nov 19, 2007 8:17 am
by Jonas
Hey Nick, do you reckon you could change the Display menu so higher resolutions can actually be chosen from there, or would that create unpleasant complications?

Also, do you know whether higher resolutions work with the old OGL and D3D renderers?

Posted: Mon Nov 19, 2007 11:18 am
by NVShacker
I can probably fix the display menu, right now I think its only bug is it cuts off the highest resolution. If that's not the only bug then no, it can't easily be fixed.

And yes, all resolutions work with all renderers.

Posted: Mon Nov 19, 2007 2:48 pm
by Phasmatis
Could someone write a little bit of code for me? I've animated the space station and I need to test it to make sure it's all looking good.

There are 2 sequences. Still and Blowup.

I'll put the model in a big room so I don't have to set the scene up completely. I would like to use a button to trigger the blowup sequence.

1: SpaceStation in still sequence
2: Triggered by the button
3: SpaceStation in Blowup Sequence
4: Once the Blowup sequence has finished, fragments are spawned (more fragments than usual will need to be spawned as it's a big space station. :P)

So if you clever peeps in coding could write that up for me I would be very gratful, thank you. :D