Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Sandcrawler

#61
Completed Maps / Re: Completed Maps Guidelines
December 02, 2010, 07:25:51 AM
Beta maps or Maps in Progress are the same. Its up to you how you beta test the map, you can post up a download here and let people try it, or testing by a group of friends.
#62
As I've mentioned before I'll be removing and redirecting portions of the old website and links, to the new website.

As of today most of the pages on the old site have been redirected to their corresponding new site, including the forums. The link to the old site has been removed from the front portal page.

The two sites that haven't been moved or redirect is the Sandcrawler Network (site with videos, and whatnot) I'm thinking of an update for the content, most likely it will be brought back under a new name. I think the site was important because it was more targeted towards gamers, rather than modders.

The other site in Anchorhead Brawl, its well underway although I haven't had time to finish it up lately.

That is where we stand now...
#63
Maps in Progress / Re: Download | Upload Section Guide
November 10, 2010, 10:22:47 AM


Fixed the link now. Well should be close anyways I'll take a look later when I'm not on an iPhone.
#64
Nope.

DownloadManager is missing from the RC files, and it needed to work again. (as far as I know from looking at RC and then in KF)
#65
Maps in Progress / Re: Catacombs
October 31, 2010, 09:48:16 AM
Its almost exactly the same. RC has a few thing KF doesn't, and the same goes for KF having a few things RC doesn't
#66
Maps in Progress / Re: Catacombs
October 30, 2010, 09:58:06 AM
I think insanitee is mapping for Killing Floor?


I'm going to add a mod (hopefuly this weekend) that lets me setup some forum prefixes. So on this forum you'll be able to pick from Republic Commando and Killing Floor. Then it will tag the post with it (for example [Killing Floor] Catacombs)
#67
Not in-engine. The first Unreal Engine that supports bumpmapping is Unreal Engine 3.

I believe the workaround used a hack on the engine as well as the proprietary Nvidia drivers.


I'm not really sure why it works for some people and not for others, and is it actualy working when you have it on high? or not that you can tell.


I'll put togeather an example in the UDK of bumpmapping using a RC texture, here ina  bit to show the difference.
#68
News and Announcements / Mobile forums
October 29, 2010, 10:57:33 PM
I added a modification to the forums that give me alot more control of the mobile site (and supposedly it will automaticly pull it up on the iphone, needs some testing.)

I have it pulled up on my iphone now and its alot nicer than using the old theme, but I had to manualy pull up the mobile website (already had the forums pulled up before I added the mod).

So if anyone can give it a test with an Iphone, Droid, Blackberry, Ipod Touch, or any other mobile device and let me know of any issues. If it doesn't pull up the mobile site automaticly you can click on the WAP2 link at the bottom of the page (below the Powered by SMF 2.0).

Let me know if you use the mobile forums, and if you'd like a mobile version of the actual website.

#69
In RC/ Unreal Engine 2 and 2.5 to Bumpmapping is a joke. It was a workaround to add bumpmapping for Nvidia cards (only) at the time, nowday no recent graphics cards support the bump-mapping workaround. So just shut it to low.

UE2.5 does use Detail Textures, that acieve a simular goal. Just search for UE2 Detail Textures.


If you want to see the effects of Bump-mapping look at a more recent games, such as Fallout 3, or New Vegas both use bumpmapping. What bumpmapping does is create the illiusion of a bump on a texture. It looks like its coming out at you, or receding but its not. It can be broke at extreame angles (so the texture just looks flat)
#70
Republic Commando / Re: Interest?
October 18, 2010, 12:18:05 AM
Its coming, don't have a date atm.

No free time right now, between midterms, class, photography and several other life things I haven't gotten as far as I wanted to.


If I recall correctly though the Anchorhead Brawl site is mostly finished, all I need to finish/revamp a bit is the Clan pages.


I'll sendout a Sitewide email when I launch the Anchorhead Brawl site.

I just checked over my test version of the AB site and the clan page is indeed the last one to need an update. I'll see what I can do this week. The clan page is also one of the biggest and most complicated systems on the site, and I can recall a few design flaws from when I first wrote it that I want to address.
#71
Republic Commando / Re: Interest?
October 04, 2010, 08:09:54 PM
The next step will be a test round, I'm going to try and have the website up on the comign weekend sometime.

First test will be the clan system, I want clan leader or reps to create thier clan entry and have memebrs join. I'd like feedback from the admin and the members who joined, so I know what to change/add.

Then we will start an event for RC for feedback and ideas. 


So keep an eye out for more information coming soon.
#72
Star Wars Republic Commando Chat / Re: sound in zones
October 03, 2010, 01:41:32 PM
No idea, check in Zone Info, or place one in the droidzone and check if that helps.

Sounds should be stoped by BSP brushes, well technically it would echo and bounce some. But thats based off of the UDK/ Unreal Engine 3. Not exactly sure how UE2/RC does sound.
#73
Star Wars Republic Commando Chat / Re: AntiPortals
October 02, 2010, 06:05:51 PM
They are used to stop rendering of Static Meshes. Say if you had a static mesh waller, that wouldn't create a protal otherwise, place a anti-portal inside and it will stop the client from rendering meshes that are behind that portal, so then when you pall around it would do the same on the other side.

You can also use it under terrain to stop the rendering of static meshes that are under the surface, or above.


I've never found them very useful, as long as you zone good that easier and more useful.
#74
Clan Recruiting / Re: {MotR} Mercenaries of the Republic
September 29, 2010, 06:48:43 AM
This is the kind of posts I want in here, thanks utengineer.
#75
Republic Commando / Re: Interest?
September 29, 2010, 06:46:21 AM
Quote from: Vanity on September 28, 2010, 01:18:39 PM
Of course I'm hoping there'd be different values for beating higher ranked teams.

E.G: Beating the 1st place team would be worth more points than the 4th placed team.

Just to stop boycotting/blackballing.

Right now its setup like ER, where its more about solo performance as a whole, than group performance. So right now, no points but that is something I have thought of adding. (with points for what spot you come in out of your team, what map its on, total points of both sides compared to give more to the lower points side, ect) We can see how it goes after a test round.

I'll be working on the Anchohead Brawl this weekend to try and finish it up, then when we have 30 votes I'll start a testround for feedback and so we can fix or add anything that you guys decide on.