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Сообщений: 523
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Опубликовано: 01.09.2013, 15:19:04
For make better Deathmatches need opinion. =). Thanks. For people what not know how install. In rar is folders called like orginal. Put files inside to orginal one ;D. For run script use Alexbond Launcher or replace it for play time with Scripts.xom.
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Сообщений: 523
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Опубликовано: 03.09.2013, 16:12:20
Bond? you don't die?? You look like hippie now ;D
Сообщение отредактировал Woitek - ВТ, 03.09.2013, 18:13:03
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Сообщений: 523
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Опубликовано: 03.09.2013, 21:18:14
example what music? Something hard?
Сообщение отредактировал Woitek - ВТ, 03.09.2013, 21:56:07
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Сообщений: 523
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Опубликовано: 03.09.2013, 21:56:45
No. I ask what kind of music want you use for that game.
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Сообщений: 523
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Опубликовано: 05.09.2013, 21:29:28
Good news. Bond back and give me yours trophy script. Soon add update for DM 11 ,12. Deathmatch X still need correct.
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Сообщений: 523
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Опубликовано: 08.09.2013, 17:54:12
o.O? Is possible only need know how format of wav use.
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Сообщений: 523
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Опубликовано: 11.09.2013, 21:19:12
Good news for Worms 3D or Worms 4 users!. I found way how to extract data from PS3 pkg files. And got W:UM lua files =). W:UM take some data from Databanks.xom (in worms 4 xml) but now is closer to make Worms 4 campaign to Worms 3d :).
For more advanced people send lua pack for download.
http://w4tweaks.ru/load....-0-1774
Добавлено (09.09.2013, 19:26) --------------------------------------------- Diner Might: Progress: Blure,texture,Map ended. Camera,Text ended Added emmiters Added sound ended Added Theme Animations =)
to fix: Add Mission details
Добавлено (11.09.2013, 21:19) --------------------------------------------- ref
Сообщение отредактировал Woitek - ПТ, 20.09.2013, 00:27:06
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Сообщений: 523
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Опубликовано: 12.09.2013, 22:05:28
Make launcher.cfg orginal?
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Сообщений: 523
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Опубликовано: 15.09.2013, 17:24:42
Like your mods! Good work. When end DinerMight record some Tutorials what help users make easy missions,Deathmatches
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Сообщений: 523
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Опубликовано: 16.09.2013, 18:35:32
I have good news for Worms3D and Worms 4 players. In worms3D we can bring back to weapon panel this weapons: Armageddon Magic Bullet SheepStrike MineStrike LaserSight Because in exe exist data about allow this weapon in WeaponPanel and Q. (in worms3D used for Weapon count and Delay data) For others need call bond but this something. Also have bad news for Worms 4 players. Pipegun have almost all data but not have programmed icon for WeaponPanel in exe ;/ Добавлено (16.09.2013, 18:35) --------------------------------------------- Want someone make graphic for missed weapons? I'm not Photopaint pro =)
Сообщение отредактировал Woitek - ПН, 16.09.2013, 12:21:44
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Сообщений: 523
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Опубликовано: 16.09.2013, 19:24:58
I tried make this same for Worms 4 but Pipegun not have ID icon in weapon panel ;/. Other exist. Yeah
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Сообщений: 523
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Опубликовано: 17.09.2013, 03:30:44
Good work bond
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Сообщений: 523
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Опубликовано: 17.09.2013, 19:04:46
My idea for replace worms3d weapons: French Sheep Strike,Mine Strike, Napalm strike(not sure 100%), Super Banana Bomb, MingVaseДобавлено (17.09.2013, 19:04) --------------------------------------------- Think replace Napalm Strike to minigun. Orginal Team17 model: Want someone make from it them concept? I'm really suck in draw =).
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Сообщений: 523
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Опубликовано: 23.09.2013, 02:31:46
Aha. thanks for info. I mean in this topic that game not use this ID. How you can see Magic Bullet use Super Banana Bomb icon =). Or MineStrike icon who any know from worms forts (Napalm). Not know that Lasergun from W3d is created from Worm Blast 2D... Same bazooka looks from betaДобавлено (18.09.2013, 17:22) --------------------------------------------- Next good news. Is possible add all weapons to scheme editor. For this need decode WeaponControlDesc container. Добавлено (18.09.2013, 18:40) --------------------------------------------- And one more container ... Добавлено (21.09.2013, 13:52) --------------------------------------------- We found a way how use more ID's as Weapon,Payload in Worms3D by Paths. First screens soon Добавлено (21.09.2013, 15:33) ---------------------------------------------
Need only rezise model but ID work ! =) Добавлено (23.09.2013, 02:31) --------------------------------------------- One more Scheme Page with weapons =) Not all icons exist need make some
And almost full Weapon Panel. No Redbull
Сообщение отредактировал Woitek - ВТ, 17.09.2013, 23:02:14
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Сообщений: 523
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Опубликовано: 23.09.2013, 13:01:45
Alexbond help me everytime when have problems. Alex decode FE.WeaponOption container in this project example and learn me how add new object to theme without crash xom =). So this is our project. My and Alex =). fifty fifty work =)
Maybe is possible add Sentrygun and other weapons like that to worms 4... but not tested it.
Сообщение отредактировал Woitek - ПН, 23.09.2013, 13:04:37
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Сообщений: 523
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Опубликовано: 25.09.2013, 02:58:55
Almost ended weapon panel =))Добавлено (25.09.2013, 02:58) --------------------------------------------- Images replace maps texture bundle. Only ID what are not used.
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Сообщений: 523
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Опубликовано: 25.09.2013, 12:22:25
Flamethrower icon need replace to new weapon. Still think what weapon make. Maybe Napalm?
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Сообщений: 523
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Опубликовано: 27.09.2013, 19:03:50
Developed by Sick Puppies, Ghost Master is a strategy game with a difference. Your aim is to build up and control a team of ghosts, your goal to to scare the humans. Set in the town of Gravenville, there are number of different scenarios to play, set over a variety of fully 3D envirnoments including the country house, police station and hospital. Instead of playing with one single character, you build up an entire ghostly team. There are around 50 ghosts in total and each haunter has its own personality - its own strengths and weaknesses. As the game develops the characters themselves will develop and grow. What's more, each one has its own unique set of powers - some can make the walls drip with blood whilst others can cut the lights in the room... Each time you scare a human or 'mortal', you will increase your plasm; the energy you need to scare them in the first place. Scare them too much and people will flee from the building, hence making your job more difficult. Ghost Master has a true state-of-the-art AI engine which means the player gets a sense of natural human behaviour. The mortals will go about their every day lives; cooking, going to work, arguing with others... until they encounter the horrors you control! After these encounters they will become irrational, afraid and sometimes even go insane! As well as horror the game also contains elements of humour.
It's one of my favorite games =) Fans want make continuation but for this need Engine from first version. If anyone played it and want help please sign in petition
http://www.petitiononline.com/gmaster2/petition.html
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Сообщений: 523
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Опубликовано: 01.10.2013, 14:55:34
. Making this tread for user but mostly for yourself. If have all writtted then easier understand how it work =). Most of information is from Worms4Mayhem.exe but change it (much in some part) for better uderstand how it work.
Comment - Commentary for Emmiter (only information for user) EmmiterType - Resource ID of the sprite used to render the perticle SpriteSet - what texture use emmiter (not needed if you want use object) but you can use them both MeshSet - Array of meshes resource ID's to use for the particles (In Worms 3D you can use all ID's) in worms 4 not know. MeshAninNodeName - Animation frame(s) for XOM mesh particles. Syntax '[loop:]<NodeName1> [+|,[loop:]<NodeName2]...]. To Loop animation start with 'Loop:'. To play animations simultaneously use '+'. To play animations in sequence use ','. Any number of animations can be played. Example: LOOP:Go Emmiter Acceleration - Accelaration of the EMITTER. It vector EmitterAccelerationRandomise - Randomise values of Accelaration of the EMITTER EmitterIsAttachedToLand - If set then the emmiter will die if the land directly below it disappears EmitterIsOfInterest - If set then the current turn will not end until the emitter dies EmitterIsLaunchedFromWeapon - If set then the emitter will come the end of the weapon EmitterLifeTime - Life time of the emitter (in ms) EmitterLifeTimeRandomise - Randomise time for Life Time of emmiter (in ms) EmitterMaxParticles - Maximum number of particles visible EmitterNumCollide - How many of MaxParticles will collide with the ground. VERY EXPENSIVE OF MEMORY so keep low! EmitterNumSpawn - Number of particles the emitter will spawn at once EmitterNumSpawnRadnomise - Randomise Number of particles the emitter will spawn at once EmitterOriginOffset - Position of the emitter (relative to the emitter's origin) EmitterOriginRandomise - Randomise Position of the emitter (relative to the emitter's origin) EmitterParticleExpireFX - Particle emitter to spawn when EACH particle expires - EXPENSIVE OF MEMORY! EmitterParticleFX - Particle emitter effect to attatch to EACH particle - EXPENSIVE OF MEMORY! EmitterSameDirectionAsWorm - If set then particles will be emitted in the direction the worm is facing EmitterSoundFX - Sound effect to play when the emitter is created EmitterSoundFXVolume (only worms4,WUM) - Volume of the Sound effect EmitterSpawnFreq - How frequently the emitter will spawn particles (in ms) EmitterSpawnFreqRansomise - Randomise frequently of the emitter will spawn particles (in ms) EmitterSpawnSizeVelocity - Velocity of emmiter size. It mean how quickly emmiter change size when spawn. EmitterStartDelay - Delay before the emitter starts emitting prarticles (in ms) EmitterVelocity - Velocity of the EMITTER EmitterVelocityRandomise - Randomise Velocity of the EMMITER
Particles:
ParticleAcceleration - Acceleration of the particles. (Set Y to a negative value for gravity) ParticleAccelerationRandomise - Randomise Acceleration of the particles. (Set Y to a negative value for gravity) ParticleAlpha - Initial alpha of the particle ( Between 0-1). It float ParticleAlphaFadeIn - Time until the alpha value reaches the value set in the ParticleAlpha files ( length of fade in ) ParticleAlphaVelocity - How the alpha changes over time. Set to -1 to fade out over lifetime ParticleAlphaVelocityDelay - Delay before alpha velocity is applied (in ms) ParticleAlternateAccelerationN - Alternate acceleration for North(Up) ParticleAlternateAccelerationS - Alternate acceleration for South(Down) ParticleAnimationFrame - Inital Animation frame of the particle. Used only for animated Sprites ParticleAnimationFrameRandomise - Randomise Animation frame of the particle. Used only for animated Sprites ParticleAnimationSpeed - Speed of animate (in ms) ParticleAnimationSpeedRandomize - Randomise speed of animate (in ms) ParticleAttractor - Position (relative to the emitter origin) that the particles attract towards ParticleAttractorRandomise - Randomise of Position (relative to the emitter origin) that the particles attract towards ParticleAttractorIsActive - Enable attract to point mode ParticleCanEnterWater - If set to false then particles will expire when they hit the water ParticleCollisionFreq - Which particles collide with the worms ie Every n particle will do collision detection ParticleCollisionImmuneTime - Time (in MS) until the particle can re-collide with a worm ParticleCollisionMinAlpha - If the alpha of the particles is below this value then don't collide with a worm ParticleCollisonRadius - Size of the collision sphere of the particle ParticleCollisonRadiusOffset - Position of ParticleCollisonRadius ParticleCollisonRadiusVelocity - How the collision sphere radius changes over time ParticleCollisionShowDebug - if set then make information about collision (Debug) ParticleCollisionWormDamageMagnitude - How many damage inflict Particle when worm collide with this ParticleCollisionWormImpulseMagnitude - How strenght worm will be push away. X,Z values ParticleCollisionWormImpulseYMagnitude - How strenght worm will be push away.Y value(Up or down) ParticleCollisionWormPoisonMagnitude - How many damage of poison inflict to worm when collide with this. (Make poison status what take damage from this value) ParticleCollisionWormType - Type of Worm collision (0 - Normal collision , 1 - Collision with particle death) ParticleColor - The colours of the particles (Values from 0-1 float) For example how calculate: Green color 0 - Red 255 - Green 0 - Blue 0/255 = 0 for red 255/255 = 1 for green 0/255 = 0 ParticleColorBand - When to change color. This is a value between 0 & 1 representing the lifetime of the particle ParticleExpireShake - Shake the camera when EACH particle dies ParticleExpireShakeLength - Length of the camera shake when EACH particle dies (in MS) ParticleExpireShakeMagnitude - Strength of the camera shake when EACH particle dies ParticleIsAlternateAcceleration - If set then particles will come out fast & then quickly slow down ParticleIsEffectedByWind - If set then particles will be blown by the wind ParticleIsSpiral - If set then particles will spiral upwards ParticleIsUnderWaterEffect - If set then particles will die when the reach the water level (from under the water) ParticleLandCollideType - What to do when the particle collides with the land (NumCollide must be set too) ParticleLife - Lifetime of each particle (in ms) ParticleLifeRandomise - Randomise Lifetime of each particle (in ms) ParticleMass - Mass of the particles ParticleNumColors - The number of colours in the particle effect ParticleNumFrames - Number of animation frames (Need animated Sprite) ParticleOrientation - Rotation of the particle (in degrees) ParticleOrientationRandomise - Randomise Rotation of the particle (in degrees) ParticleOrientationVelocity - How the rotation changes over time ParticleOrientationVelocityRandomise - Randomise how the rotation changes over time ParticleSize - Size of the particles ParticleSizeOriginIsCenterPoint - If set then the particle will be sizes around it's center point, rather than the bottom left corner ParticleSizeRandomise - Randomise Size of the particles ParticleSizeVelocity - How the size changes over time ParticleSizeVelocityRandomise - Randomise the size over time ParticleSizeVelocityDelay - Delay until the particle starts resizing ParticleSizeVelocityDelayRandomise(worms4,WUM) -Randomise Delay until the particle starts resizing ParticleFinalSizeScale - The size of the particle when it's finshed (dies). This value is a scale factor. Example set to (0.25,0.25) to make it shrink to a quater of it's original size when by the time it dies. ParticleFinalSizeScaleRandomise - Randomise size of the particle when it's finshed (dies). This value is a scale factor. Example set to (0.25,0.25) to make it shrink to a quater of it's original size when by the time it dies. ParticleSizeFadeIn(worms4,WUM) - Time taken (in MS) to fade the size of the particles from zero to their actual size ParticleSizeFadeInRandomize(worms4,WUM) - Randomise Time taken (in MS) to fade the size of the particles from zero to their actual size ParticleSizeFadeInDelay(worms4,WUM) - Don't start fading in the size of the particles until this time ParticleSizeFadeInDelayRandomize(worms4,WUM) - Randomise Delay for FadeIn size ParticleRenderScene - Order in which to render the particles. Scene1 will always be rendered before Scene2 and so on ParticleSpiralRadius - Radius of the spiral effect ParticleSpiralRadiusRandomise - Randomise Radius of the spiral effect ParticleSpiralRadiusVelocity - How fast the particles move around the spiral radius ParticleSpiralRadiusVelocityRandomise Randomise How fast the particles move around the spiral radius ParticleSpiralRadiusSizeVelocity - How the spiral radius changes over time ParticleVelocity - Velocity of the particles ParticleVelocityRandomise -Randomise Velocity of the particles ParticleVelocityIsNormalised - If set then when Velocity get max value then back to first one.Добавлено (01.10.2013, 14:55) --------------------------------------------- It's all =) Maybe later write Parttwk for Worms Forts
Сообщение отредактировал Woitek - ВТ, 01.10.2013, 14:48:42
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Сообщений: 523
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Опубликовано: 04.10.2013, 03:34:57
Minigun from Worms 3D Beta
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