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Plan for Xavier "eXoDuS" Amado

Plan for Xavier "eXoDuS" Amado
Name:Xavier "eXoDuS" Amado
Date Posted:May 14, 2002
Rating:2.0 out of 5
Public:YES
Comments:YES
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Blog post
Maybe you haven't heard of me for a while, or maybe you dont even care about me, in that case dont read anymore :)

Well i've been kinda busy with my two projects, one of them is a torque game and the other one is called Real Life.

I felt i wanted to contribute something else to the community so i made a bit an effort and built together a new tutorial or code snippet for you guys... Bullet Holes!
Check it out:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2707
If there are any problems please dont get mad since i havent had time to test it.. i wrote it by looking at my own code.

I will also try to finish some code i've been hacking around for loading different game types depending on a variable set in the mission file, it works using packages, it's very nice. So you can define a DM and a CTF package and change certain functions depending on the game mode specified by the mission file.

I've also been playing with the player code, added walk/run support (since my game is realistic, running makes your stamina drop) and been also looking into adding some 'modifiers' for the player speed, for example the weight, so the final speed will depend on the weight you are carrying .. for this im planning to add a weight element to every item (weapons, ammoclips, etc) and add them together. I still have to see tho, i barely started on this.

I have tried to export a simple character model with envmapping on it but i couldnt get it to work :(
I have set emap = true; in the player.cs also i have showEnvironmentMaps set to 1, but it wont work. Not that important i guess.
Well that maybe sums a bit my last two past months of life, i'll try to finish this things and get them to the community.

Oh, also i've been playing with Melv's fxLight... damn, he kicks ass :)
Tho Torque has a little bug calculating the lights, it seems that they go through dif objects.. so if u have a light a dif building and a shape behind the building, both the building and the shape get lit up.. also the y dont affect the player's shadow :\

Have a nice day!

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Matt Webster   (May 14, 2002 at 22:36 GMT)
So how many players can be in one game of Real Life? More than 128?

Also, do you plan on using cel-shading?

Mike Stoddart   (May 14, 2002 at 22:45 GMT)
I like the idea of adding weight to an object. I hadn't thought of doing this, but I might add it to the to-do list.

James Lupiani   (May 15, 2002 at 01:59 GMT)
Cool, eX. Have you had any luck making the player physics less floaty without feeling sluggish?

Xavier "eXoDuS" Amado   (May 15, 2002 at 02:12 GMT)
Matt, well i've been in games with more than 128 players... its kewl.. tho it gets very stupid, everyone talking and giving opinions, it just sux, very annoying.. better with lil groups

What do u mean defiant?

mmm.... my backspace isnt working... wtf...

James Lupiani   (May 15, 2002 at 02:25 GMT)
Well, by default it feels like the player's got a parachute on his back or something. =)

Xavier "eXoDuS" Amado   (May 15, 2002 at 02:31 GMT)
LOL, i know what u mean, havent looked at it yet tho..

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