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Guests Area / Other Games / Besiege
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on: Wed 18.02.2015 22:41:21
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Some crazy constructions made with the alpha version of Besiege. Not sure if this rather belongs into the jokes topic, but here is a compilation:
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84
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Guests Area / Other Games / Re: Toxikk (vs UT3)
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on: Tue 17.02.2015 20:50:36
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Good thing there is a second map and gamemode now. Made a quick game and it looks fine so far.
The viper alike vehicle is the "hoverboard" of this game. It can be spawned at any time, even when you hold the flag (called "cell" in this game). This will consume all the energy of your energy pack, which alternatively can be used for cloaking/making you semi-transparent. You won't have any weapons or selfdestruct mode, but you can make hit and runs - but you'll fall to the ground whenever you take any damage.
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Guests Area / Other Games / Re: Toxikk (vs UT3)
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on: Sun 01.02.2015 23:20:19
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There is no modding support yet, but since the game is mostly based on UDK, it was enough to decompile just a little code from the Toxikk game files to get RypelCam to work. Kinda not working correctly yet, since it would require to decompile more code from Toxikk, so no download for the Toxikk RypelCam for now.
Example video showing a simple camera path:
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Guests Area / Other Games / Re: Toxikk (vs UT3)
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on: Mon 26.01.2015 13:11:58
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Once the SDK is released/accessible, a RypelCam adapted version for Toxxik could be created. Probably not by me as I don't plan to buy an access-code for Toxxik for the moment (still too much on my todo-list as you may know ). Yeah, sorry for not being of help. But I can take on the port for Toxikk, it is just a simple task if the port is based on the RO2 RypelCam. PS: UE4 doesn't prevent us/anyone from creating RypelCam4 Just for saying, you could also implement RypelCam functions in CS:Go or Quake. But I'd say, it is up to Epic to finally implement a porper spectator with some camera tools. All games based on UE4 would benefit from that solution. OT got dropped quite fast But as you said, it might have been the reason for the start of the development of UT4. I recall Epic being total d*ckheads about OT, saying you could make that game if you don't use UT assets and don't use the brand name. The hell, I'd rather go for an Open Tournament game on Unity or CryEngine, just to annoy a company for such statements.
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89
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Guests Area / Other Games / Re: Toxikk (vs UT3)
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on: Sun 25.01.2015 13:21:36
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So yeah, devs just didn't try demo recording when they said it didn't work ( source on Toxikk forum). It seems to work for local games, so it is reasonable that it works on servers aswell. With unrealscript still in place in that engine version, there could be a Toxikk RypelCam, if the SDK is released.
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90
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Guests Area / Other Games / Re: Toxikk (vs UT3)
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on: Sun 25.01.2015 10:25:46
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AFAIK, it was planned as a rip-off isn't it?
Apparently that is the case. The developers didn't know about UT4 when they started to work on Toxikk,so basing a game on any UT game is not that shameless. I just expected more of ut99 influence, since they promote the game as "frag like it is 1999". I didn't expect them to mostly take just UT3 as reference, since that was supposed to be the "flop game" of the series, ignoring ut2003 even being a game on its own. If people like it, it shows that UT3 was not such a bad game at all. :) An alternative based on UT3 running on a more modern engine isn't that bad, in case UT4 should flop despite being free. Who knows to what extent Epic is gonna make UT4 free anyway, maybe they'll keep it up with the 20 bucks a month for using the SDK - at least Toxikk is supposed to provide a free SDK for owners of the game. PS. No demorec, at least that is what developers say. Maybe they didn't even test it yet. Devs just call it a "nice to have" feature, where nth = fine if it works withouth further ado, otherwise there possibly will always be something else to do that has a higher priority. Could be a RypelCam candidate, otherwise.
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Guests Area / Other Games / Toxikk (vs UT3)
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on: Sat 24.01.2015 13:11:15
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i'm more looking forward to Toxikk than UT4
UT3 Toxikk is available for purchase on Steam, despite the game not being finished. The only deathmatch map, DM-Heatray Foundation, looks pretty dark - maybe because it is an urban environment at nighttime. The map is painted in a desaturated color scale of gray and brown. Colors are only to be found on neon lights. Oh, and there is an oversized hologram of a dancing lady on the roof. Seriously, how much of a rip-off can a game be? Frag it like it's 1999 UT3! I'd advice anyone to stay with UT3 instead of the prepurchase version of Toxikk, maybe check out the final release when it's done. The developers don't realize the importance of first impressions. They should clearly have seen this in the history of UT3. Releasing an unfinished demo was fatal. Despite the game was patched and turned out pretty playable later on, the player base was gone.
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RypelCam / Tactical Ops / Re: Tactical Ops Demo Manager 3 by UsAaR33 with extensions by {GkC}Poema: Commands
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on: Thu 25.12.2014 16:24:17
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The "Demo Manager" is a third party tool included with the UT99 and Tactical Ops RypelCam releases. When installed, the tool is listed in the game menu and offers a demo browser window to see recorded demos, and in addition, it is also active during the demo playback. This way, it can fix bugs that exist in the original demorecording and give you the possibility to enter additional console commands. This topic is about said additional console commands, which happen to be the same for the Tactical Ops as for the UT99 Demo Manager (therefore the link to the UT99 Demo Manager topic, you can use any of those commands in Tactical Ops).
The Unreal Engine 1 RypelCam is supposed to be used with the included version of the Demo Manager 3, which has been vastly extended and improved compared to the original Demo Manager 3. There seem to be no instructions on the changes or the additional console commands, though. I listed the available console commands from the source code of the Demo Manager, since they may be very useful if you work with demos in the UE1.
How to enter a console command: Tabulator is the default key to open the console, than you can write your console command and execute it with the enter key. For example, the console command "ghost" allows you to fly through walls, or "setcamspeed 2" sets the speed of the spectator to twice its normal speed.
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RypelCam / Tactical Ops / Tactical Ops RypelCam: Instructions for use
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on: Tue 16.12.2014 00:43:52
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Tactical Ops RypelCam - Instructions for use
Start a demo: To load an existing replay, open the game menu (Escape key), and select Mod > Demo Manager. If there are no demos listed, you may need to update the demo path on the 3rd tab of the Demo Manager window. Use the time setting "Time Based (?timebased)" and the "3rdPerson (Spectate)" option before starting a demo.
Creating a camera path: The left mouse button lets you spectate and switch players, the right mouse button detaches the camera and allows free movement via WASD keys. "Space" moves the camera up, "Control" down. You can pause the replay with the pause key or "F". You still can move around, but you can not turn with the mouse while the game is paused - use the arrow keys instead. Numpad5 allows to set so called cam points, which are represented with an an orange colored flag icon. Cam points contain data of the camera position, perspective and the time, when they were created. With this information, RypelCam will construct a camera path that goes through all cam points, as soon as you set at least 4 cam points (minimum 4, maximum 50).
Saving a camera path: To save a camera path, the game needs to run in windowed mode. If it runs in fullscreen, use Numpad8 to switch to the windowed mode. Numpad4 opens a new editor window, which allows to interact with RypelCam. Under RypelCamProperties, doubleclick "save_all_to_ini".
Playing a camera path: The camera can take account of the time, when the cam points were created. This way, the speed of the camera will be dynamic and the camera will speed up and slow down all by itself. Restart the game and select "Demo3+LoadCam" to reload the demo. The key "5" enables the timed camera path option, and the game will pause automatically, when the creation time of the first cam point is reached (on-screen text will say "Time till Camstart: x"). Hit "Numpad Slash" and "Numpad Multiply" to remove the icons of the camera path the on-screen text. "Numpad3" sets the camera as view target, and when the game is unpaused, the camera will start.
Delete a cam point: If in fullscreen, switch to windowed mode with Numpad8. Open the editor window with Numpad4, expand the section called "RypelCam_Insert_or_Remove_Flag". For "remove_Flag", enter the number of the flag you want to remove. Finally, confirm by double clicking on "remove_the_specified_Flag".
Insert a cam point: If in fullscreen, switch to windowed mode with Numpad8. Open the editor window with Numpad4, expand the section called "RypelCam_Insert_or_Remove_Flag". For "insert_after_flag", enter the number of the flag after which you want to insert a new cam point. Double click "I_want_to_insert_a_Flag", then you can place the new cam point with Numpad5.
Playing a camera path with manual speed control: If you don't enable the time-dependent camera option, you can manually control the speed of the camera and use the camera while the game is paused. "Delete" and "End" change the camera speed by the value of one unit, whereas "PageUp" and "PageDown" cause speed changes of 20% in respect to the current speed.
Change position of a cam point: Select a cam point with Numpad+ and Numpad-. Right click to detach the spectator camera. "2" toggles the option, to move the cam point in-plane with the mouse, "3" allows to move the cam point vertically. The more you move the mouse in a certain direction, the faster the flag will move in that direction.
Change rotation of a cam point: Select a cam point with Numpad+ and Numpad-, go into firstperson with Numpad0, then hit Numpad6. Choose a new rotation and confirm it with "1".
Change various parameters of cam points: If in fullscreen, switch to windowed mode with Numpad8. Open the editor window with Numpad4, expand the section called "RypelCam_Flags", which contains more parameters that you can change at will.
Some useful keys and commands: The key bind for M ("togglemovebv") toggles whether the behindview camera should be moveable with normal movement. The key bind for R ("CurTime | TotalTime | CurFrame | TotalFrames") shows information about the time and frames of the currently playing demo. The key bind for U ("ghost") enables the spectator to fly through walls. The key bind for X("ViewRecorder") sets the view to the player who recorded the demo (will not work for demos recorded on a server) The key bind for Y ("FindFlags") will change the view to flags, if there are any in the map (CTF game mode)
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RypelCam / Tactical Ops / Tactical Ops RypelCam: Installation
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on: Tue 16.12.2014 00:40:44
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RypelCam Unreal Engine 1 Edition - V1.2
created by RypeL Included programs: 1. RypelCam Unreal Engine 1 Edition - V1.2 Purpose: RypelCam is a tool that enhances the playback of game replays and allows movie makers to create camera paths and cinematic sequences 2. Tactical Ops Demo Manager 3.0 by UsAaR33 with extensions by {GkC}Poema Purpose: in-game browser of demos, automatic demo recording functionality, new demo recording driver with numerous fixes, additional functions during playback 3. MovieUnreal2002 by Yoda with extensions by Argon Purpose: Framegrabbing to create high-quality movies from game replays Installation: 1. Extract all files of the .zip archives to the system folder of Tactical Ops (example: C:\TacticalOps\System) 2. Open TacticalOps.ini (in the system directory) 3. Find the line that says DemoRecordingDevice=Engine.DemoRecDriver 4. Change it to: DemoRecordingDevice=udemo.uDemoDriver 5. Backup User.ini, so you can restore the original key binds when you want to play 6. Final step, in User.ini, add the key binds as listed below. Place them at the end of the section [Engine.Input], or replace the existing key binds. In case of key binds that share the same key, only the last entry in the list is valid. (it is possible to assignt multiple commands to a key bind, separated with "|") Key binds: 1=summon Cam.saveMouseRotTrigger 2=summon Cam.mouseMoveTrigger 3=summon Cam.mouseMovezTrigger 4=summon Cam.timeDispTrigger 5=summon Cam.btimetrigger NumPad0=FirstPerson NumPad1=viewclass CamControl NumPad2=viewclass CamControl | behindview 0 | summon Cam.startTrigger NumPad3=viewclass CamControl | behindview 0 | summon Cam.startTrigger2 NumPad4=editactor class=camcontrol NumPad5=summon Cam.Knoten NumPad6=summon Cam.mouseTrigger NumPad8=togglefullscreen GreyStar=summon Cam.textTrigger GreySlash=summon Cam.drawkey GreyMinus=summon Cam.ViewerTriggerDecrement GreyPlus=summon Cam.ViewerTrigger Up=moveRot 1024 0 0 0.1 Down=moveRot -1024 0 0 0.1 Left=moveRot 0 -1024 0 0.1 Right=moveRot 0 1024 0 0.1 PageUp=summon Cam.softlyquicker PageDown=summon Cam.softlyslower Delete=summon Cam.slower End=summon Cam.faster F=Pause M=togglemovebv R=CurTime | TotalTime | CurFrame | TotalFrames U=ghost X=ViewRecorder Y=FindFlags Aliases[26]=(Command="behindview 1 | set input NumPad0 FirstPerson",Alias=ThirdPerson) Aliases[27]=(Command="behindview 0 | set input NumPad0 ThirdPerson",Alias=FirstPerson)
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RypelCam / Unreal Tournament 99 / UT99 Demo Manager 3 by UsAaR33 with extensions by {GkC}Poema: Commands
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on: Tue 16.12.2014 00:29:14
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The Demo Manager delivered with RypelCam is vastly extended by {GkC}Poema. Unfortunately, I couldn't find a documentation or readme. From the source code, below is a list of console commands from the Demo Manager 3. You may add some commands to key binds in the User.ini.
Commands of the Demo Manager 3: - stopDemo: Stops playback - slomo x: Controls speed of playback - ghost: Enables ghost mode, so that the spectator can go through walls - goto time slomotime: Goto a specific time in the demo. Time should be the remaining time, example 1701 is 17:01 remaining - pauseafter time: Pauses the game after x amount of seconds - pauseonnextevent: Pauses the game when an avent occurs, for instance when a player is killed - PlayBack x: Toggle playback mode mid-demo. 0=timebased, 1=framebased, 2=noframecap - SeekTo x: Seek to the demo at time x. (i.e. seekto 130 goes to the 2 minute, 10 second mark). - Viewself: View from the spectator in 3rd person mode - ViewRecorder: view from the player who recorded the demo. (only client demos!) - FollowPlayer: View from the player you are currently looking at. - FindFlags: View from the flags in a CTF game.
Overview of on-screen options (added by {GkC}Poema): - linkplayer: Links to the current player. In freecam mode the killmessages of this player will be shown - linkteam: Links to the current team. In freecam mode the killmessages of all players of this team will be shown - linkteamfc: Links to the current flagcarrier of the current linked team. First execute linkteam - showmkillmsgs: Determines how many multikillmessages are shown. Four settings are possible
Overview of camera options (added by {GkC}Poema): - showcam: Show the coordinates of the camera location and rotation on screen - setcamspeed: Sets the speed of the spectate camera. Default is 1 - savecampos campos: Save the current camera to the campos number - togglerot: When enabled, pressing left and right will make the camera rotate instead of strafing - changecammesh nr: Change the visual camera points to another mesh nr. When no nr is specified, the next mesh is taken - movecam x y z pitch yaw roll time: Move the camera x, y, z and pitch, yaw, roll from the original point in time 'time' - movecamto x y z pitch yaw roll time zeroswitch: Move the camera to the specified coordinates and rotate vector in time 'time'. Zeroswitch determines if 0 are the current value or really 0 - movecamtopos pos time: Move the camera to the specified camera position in time 'time' - moveloc(to)(pos), moverot(to)(pos), movefov(to): Same as above - stopcam: Stop movement of the camera - movecamtobetween pos1 pos2 factor t: Position cam between pos1 and pos2 in time t. Factor decides the exact position of the cam, e.g. factor:1/2 is right in the middle. - togglecamMode: Changes between constant speed cam mode and accelerated/deccelerated mode - togglerollmode: Changes between constant speed roll mode and accelerated/deccelerated roll mode - togglepauseAfterMove: Toggles whether UT should be paused after a camera move has been completed - setairplaneroll rollspeed maxspeed: Make use of airplane rolls instead of user defined rolls. rollspeed is the speed of the roll, and maxspeed is how fast a roll can change, the roll speed can differ per path so experimentation is needed
Overview of behindview spectator options (added by {GkC}Poema): - holdBv: Removes the bv adaption of objects, bv will stay a fixed lenght from player - stickyBv i: The bv is 'sticky'. 0: off, 1: always directly behind the player, 2: current position - savebvpos i: Save the current behindview position to the campos number - movebv x y z pitch yaw roll time: Move the behindview x, y, z and pitch, yaw, roll from the original point in time 'time' - movebvto x y z pitch yaw roll time zeroswitch: Move the behindview to the specified coordinates and rotate vector in time 'time' - movebvtopos i time: Move the behindview to the specified behindview position in time 'time' - movebvloc(to)(pos), movebvrot(to)(pos): Same as above - invertbvz: Toggles 'Duck' to be up or down in behindview - togglebvmode: Toggles between constant bv camera speed or accelarating/deccelarating - followflag teamid nroftimes: Follow the flag of team teamid, stopping just before nroftimes flagreturns - focus name time: Focusses on an object or a player specified by the name and in the specified time - togglefocusmode: Toggles between constant speed move focus mode and accelerated/deccelerated mode - rotatecam campos1 campos2: Rotates the camera around camera position campos, much like behindview. The camera will start at campos2. - rotatecam_dist campos dist: Rotates the camera around camera position campos with distance dist, much like behindview - togglemovebv: Toggles whether the behindview camera should be moveable with normal movement
Overview of path options: - addwp wp time pathnr position: adds waypoint 'wp' to path 'pathnr' with a time of 'time' at a position - removewp pathnr position: removes last wp of a certain path at a certain position - printpath pathnr: prints the waypoints of path 'pathnr' - printpath2 time pathnr overridewptime : prints the waypoints of path 'pathnr' with global time - settimewp time pathnr position: Sets the time of the waypoint of path 'pathnr' at that position - changepathmode: Changes the path mode. Possibilities are: Direct, smooth1 and smooth2 movement - recordPath startpos pathnr: Record a realtime path. startpos is the camera startposition to be used (default=10), Pathnr default is 0 - addrecordwp: Record a new wp in the realtime path. The camera position at which it will be saved will be the last one plus 1 - movepath time pathnr overridewptime: Follows the waypoints of path 'pathnr', where the time is divided over the waypoints with time zero. - stoppath: Stop the following of a path - toggletimedistance: Changes between time- and distance-based mode - show_path time pathhnr overridewptime: Visually shows the path specified - showpaths time overridewptime: Visually shows all paths specified - changepathmesh nr: Change the visual path points to another mesh nr. When no nr is specified, the next mesh is taken - setpathfps fps: Set the fps used to visually show a path
Overview of additional path options (added by {GkC}Poema): - IPaddwp wp ratemodifer fovmodifier pathnr position: adds waypoint 'wp' to path 'pathnr' with a a certain rate and fovmodifier at a position - IPremovewp pathnr position: removes last wp of a certain path at a certain position - IPprintpath pathnr: prints the waypoints of IPpath 'pathnr' - setrmwp ratemodifier pathnr position: Sets the ratemodifier of the waypoint of path 'pathnr' at that position - setfmwp fovmodifier pathnr position: Sets the fovmodifier of the waypoint of path 'pathnr' at that position - IPmovepath pathnr: Follows the waypoints of IP path 'pathnr'.
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