Search found 82 matches
- Thu Oct 26, 2023 4:25 pm
- Forum: General Discussion
- Topic: Character shooting stat in PvP
- Replies: 3
- Views: 29054
Re: Character shooting stat in PvP
I did further tests. It definitely changes the maximum time he can hold his breath. The oscillation of the ironsight remain the same, it seems to me.
- Thu Oct 26, 2023 1:53 pm
- Forum: General Discussion
- Topic: Character shooting stat in PvP
- Replies: 3
- Views: 29054
Re: Character shooting stat in PvP
Oh, well. When you're shooting at long range at someone campering in the bushes, it could be very important, I think. For instance in Czech #6, with all those open fields and distant hiding spots...
- Thu Oct 26, 2023 10:58 am
- Forum: General Discussion
- Topic: Character shooting stat in PvP
- Replies: 3
- Views: 29054
Character shooting stat in PvP
Hi everybody. I don't know if this has already been asked or answered, but... Is the shooting ability of the chosen character relevant in PvP (i.e. multiplayer maps like Occupation or Deathmatch)? If I pick a character with 86% shooting, are my shots more accurate than picking one with 61%? Or is th...
- Mon Sep 26, 2011 9:05 am
- Forum: General Discussion
- Topic: H&D2 - IS it Worth buying?
- Replies: 12
- Views: 13362
Re: H&D2 - IS it Worth buying?
I've never taken care of bugs in H&D2. H&D2 is simply the best shooter I've ever played (though it's a bit outdated now)...
- Thu Sep 22, 2011 7:45 am
- Forum: General Discussion
- Topic: New way Editor!
- Replies: 21
- Views: 33085
Re: New way Editor!
About z-depth: How do I render from a camera perspective? It's working if i just render it from above perspective? Should be the same no? Yes, as long as it's an orthogonal view (and not a perspective view) it works. But using a camera provides some advantages. It's easier to place and move, it rem...
- Tue Sep 20, 2011 11:11 am
- Forum: General Discussion
- Topic: New occupation maps - New site
- Replies: 1
- Views: 5393
Re: New occupation maps - New site
Hi..
I've uploaded some new Occupation missions, along with some corrections on older ones.
You can find them here: http://malgolan.altervista.org/newmaps.php
You can use this thread to post suggestions, bugs or impressions on new maps.
Thank you.
I've uploaded some new Occupation missions, along with some corrections on older ones.
You can find them here: http://malgolan.altervista.org/newmaps.php
You can use this thread to post suggestions, bugs or impressions on new maps.
Thank you.
- Tue Sep 20, 2011 11:06 am
- Forum: General Discussion
- Topic: New way Editor!
- Replies: 21
- Views: 33085
Re: New way Editor!
Hi folks! The editor has been released. You can dowload it here: http://malgolan.altervista.org/Guide/index.php?page=RU00-main.php and have a look at some screenshots here: http://malgolan.altervista.org/Guide/index.php?page=RU10-screens.php . Most likely, it won't be bug-free, so post here any ques...
- Tue Sep 06, 2011 7:55 am
- Forum: General Discussion
- Topic: tree.klz think tank
- Replies: 22
- Views: 32876
Re: tree.klz think tank
Do not worry, hdmaster! You've done so much until now and you have all the time you want, before turning again your efforts toward Hidden :grin: I'm currently working on RevEngEd2 and it's almost done. Afterwards, I'll can start studying max script and try to write down a "tree.klz" exporter based ...
- Tue Aug 23, 2011 10:15 am
- Forum: General Discussion
- Topic: 4ds files hacked
- Replies: 282
- Views: 413753
Re: 4ds files hacked
Am I wrong, or the standard for rotation is different between .BIN and .4DS? It seems to me that for .4DS, null rotation is 0 0 0 1, while for .BIN null rotation is 1 0 0 0. HDMaster (in his script) import the 4 floats from .4ds to 3dsmax in the same order as they are written in the file. And I thin...
- Wed Aug 17, 2011 4:21 pm
- Forum: General Discussion
- Topic: New way Editor!
- Replies: 21
- Views: 33085
Re: New way Editor!
The DC|ED-like editor for .bin files is almost complete. I've also started the tree editor for map.4ds: http://malgolan.altervista.org/forumImages/rev2tree6.jpg And the feature which automatically fix a given mission, adapting it to a working "Occupation" map. You can specify a number of zones (i.e....
- Wed Aug 17, 2011 4:14 pm
- Forum: H&D2 Modding
- Topic: Occupation Editor for H&D2 done!
- Replies: 17
- Views: 26315
Re: Occupation Editor for H&D2 done!
This project has been set aside, in favour of a more complete one.
You can follow progresses here:
index.php/topic,2116.0.html
You can follow progresses here:
index.php/topic,2116.0.html
- Fri Aug 12, 2011 7:29 am
- Forum: General Discussion
- Topic: tree.klz think tank
- Replies: 22
- Views: 32876
Re: tree.klz think tank
What about making arbitrary low-res meshes, handling face collisions with these meshes, and giving the meshes a completely transparent texture?lexov wrote: Remember that you can't create arbitrary (low res) collision meshes but that you can only convert the visible mesh into face col data.
- Thu Aug 11, 2011 4:01 pm
- Forum: General Discussion
- Topic: 4ds files hacked
- Replies: 282
- Views: 413753
Re: 4ds files hacked
If the tree.klz comprehension proves out right (and clues are at our side ),
what do we miss to make maps from scratch?
Maybe, just the lightmaps and light sectors?
what do we miss to make maps from scratch?
Maybe, just the lightmaps and light sectors?
- Thu Aug 11, 2011 12:03 pm
- Forum: General Discussion
- Topic: tree.klz think tank
- Replies: 22
- Views: 32876
Re: tree.klz think tank
Regarding 4x4 matrices... What about fogetting OBB and XTOBB collisions? We could create tree.klz which does not use those structures, and instead uses only faces collision, cylinders, spheres, and ABB. Faces collisions could be calculated automatically by a max script and a list of meshes from a sc...
- Thu Aug 11, 2011 11:54 am
- Forum: General Discussion
- Topic: tree.klz think tank
- Replies: 22
- Views: 32876
Re: tree.klz think tank
Neplatny = "not valid"
Masivn = "solid wood"
Masivn = "solid wood"