[ Обновленные темы · Новые сообщения · Участники · Поиск · RSS ]
Результаты поиска
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
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.
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
Bond? you don't die?? You look like hippie now ;D

Сообщение отредактировал Woitek - ВТ, 03.09.2013, 18:13:03
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
example what music? Something hard?

Сообщение отредактировал Woitek - ВТ, 03.09.2013, 21:56:07
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
No. I ask what kind of music want you use for that game.
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
Good news. Bond back and give me yours trophy script. Soon add update for DM 11 ,12. Deathmatch X still need correct.
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
o.O? Is possible only need know how format of wav use.
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
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
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
Make launcher.cfg orginal?
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
Like your mods! Good work. When end DinerMight record some Tutorials what help users make easy missions,Deathmatches
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
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
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
I tried make this same for Worms 4 but Pipegun not have ID icon in weapon panel ;/. Other exist.
Yeah
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
Good work bond
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
My idea for replace worms3d weapons:
French Sheep Strike,Mine Strike, Napalm strike(not sure 100%), Super Banana Bomb, MingVase

Добавлено (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 =).

 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
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 beta

Добавлено (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
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
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
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11


Almost ended weapon panel =))

Добавлено (25.09.2013, 02:58)
---------------------------------------------
Images replace maps texture bundle. Only ID what are not used.

 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
Flamethrower icon need replace to new weapon. Still think what weapon make. Maybe Napalm?
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
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
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
. 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
 
Woitek
Проверенные
Сообщений: 523
Реп: 57 / Инв: 11
Minigun from Worms 3D Beta


 
Поиск: