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by Viech
Thu Mar 30, 2017 11:41 pm UTC
Forum: Ideas & Suggestions
Topic: [RFC] Fixing early design flaws (package format, package version]
Replies: 11
Views: 18852

Re: [RFC] Fixing early design flaws (package format, package version]

I don't see a problem here, or maybe I don't understand what you are saying. Can you try a more concise argument? Random thoughts that may be relevant: Developers can always use t for testing, it's greater than r for release. Personally I use source as my only in-development version string. I think ...
by Viech
Wed Mar 29, 2017 10:14 pm UTC
Forum: Ideas & Suggestions
Topic: [RFC] Fixing early design flaws (package format, package version]
Replies: 11
Views: 18852

Re: [RFC] Fixing early design flaws (package format, package version]

I'm fine with changing the package extension to dpk . I agree that our packages are sufficiently different from pk3 to justify this change, given that the current same-name policy actually causes issues. However, I'd like to maintain full debian version strings and debian version sorting. It's well ...
by Viech
Sun Mar 19, 2017 3:49 pm UTC
Forum: Animations
Topic: dragoon
Replies: 34
Views: 48660

Re: dragoon

If the modelRotation directive works for player models or can be implemented easily, nothing on your end.

by Viech
Sat Mar 18, 2017 11:32 pm UTC
Forum: Animations
Topic: dragoon
Replies: 34
Views: 48660

Re: dragoon

In that case I'm not sure. Player model config files seem to support only scaling and a z-offset from a quick glance. Buildables (and missiles?) appear to have a modelRotation keyword, too. Maybe that one does work with player models but was just not used so far?

by Viech
Sat Mar 18, 2017 12:14 pm UTC
Forum: Animations
Topic: dragoon
Replies: 34
Views: 48660

Re: dragoon

It is possible to work around nonstandard animation names within the code. There's a big obscure table somewhere in cgame where you can map Unvanquished's animation names to the model's animation names. Of course, it is preferable for the animation names to be standard. This doesn't need interventio...
by Viech
Fri Mar 17, 2017 1:34 pm UTC
Forum: Level Design
Topic: Unvanquished mapping with DarkRadiant
Replies: 15
Views: 28777

Re: Unvanquished mapping with DarkRadiant

This does look really promising. We strongly want an editor that's maintained and DarkRadiant also offers features that can come in handy later, such as proper support for Doom 3-Era entity/dynamic lights. Would be really nice if we could get it fully working by contributing to the root repository.

by Viech
Sun Feb 05, 2017 1:39 pm UTC
Forum: Map Releases
Topic: Fortification
Replies: 17
Views: 28524

Re: Fortification

I love the layout of this one! :thumbup:

Pipe shafts could use a little more detail, like actual pipes in front of the texture.

by Viech
Fri Feb 03, 2017 7:16 am UTC
Forum: Models
Topic: Dragoon
Replies: 83
Views: 209437

Re: Dragoon

Then here's my updated testing pk3.

by Viech
Thu Feb 02, 2017 3:08 pm UTC
Forum: Models
Topic: Dragoon
Replies: 83
Views: 209437

Re: Dragoon

Working on eyes more closely resembling the Tyrant.

Image

Thoughts? Note that the eyeballs aren't perfectly aligned. This wouldn't be a problem if they get an animation, otherwise it would look like this.