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 21 
 on: 2017-03-28 03:24:06 
Started by TGStudiosDE - Last post by Archive
..
I agree with this, setting up your engine to work with BSPs is no small task

 22 
 on: 2017-03-28 01:14:00 
Started by Ecumene - Last post by Ecumene
I'm making a shooter similar to halo, with arena style combat.

For game events such as a team winning / losing and objectives captured I wanted a simple text-to-speech announcer that:
1). Is articulate, with some options for voices
2). Can be played through LibGDX's audio system so I can sound-off at a point (or something similar, I havent used the audio system yet)
3). Maybe mixed to sound low-pitched or echo-ey when needed

How much of this is possible, and at what cost? Would I have to generate audio files on the client first then mix them later or can realtime streams work (I'd really like it to read out players wacky usernames)

Any insight is appreciated! I know nothing of libgdx's audio past playing loop'd music.

 23 
 on: 2017-03-27 22:26:27 
Started by BurntPizza - Last post by orange451
Started implementing player physics into my engine today Smiley

Works much better than the built-in bullet character object

Also tweaked the lighting:




 24 
 on: 2017-03-27 22:02:14 
Started by TGStudiosDE - Last post by VaTTeRGeR
something something no free lunch

Valves vmf format is meant for valve source engine games.

Unless your engine has the same basic structure of the source engine, there's no point in 1:1 copying that stuff, but it's always nice to have some inspiration so that you can get an idea of what it is you might need to implement.

Do you actually have BSP rendering working?
If no, then you might be better off just keeping it down to a list of model-names with position and rotation to keep it simple and get something crackin at all.

 25 
 on: 2017-03-27 21:19:21 
Started by TGStudiosDE - Last post by Archive
So I can use this map Editor to Design a map then save it as a VMF-File and read it in my Engine and render the designed Level ? Smiley
No lol. This is for Quake. Remember that valve's goldsrc and source engines are derivatives of the Quake engine

 26 
 on: 2017-03-27 20:20:17 
Started by TGStudiosDE - Last post by TGStudiosDE
So I can use this map Editor to Design a map then save it as a VMF-File and read it in my Engine and render the designed Level ? Smiley

 27 
 on: 2017-03-27 17:57:20 
Started by TGStudiosDE - Last post by Archive
Okay I read the Document from Valve but I don't understand it that much.Are there Entries like these for every model in the Level with its path and position ?

1  
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//text
model {
    id 13
    file "unit/soldier.md5"
    pos {
       0.0, 1.2, 1.992
    }
}


EDIT: And are there any Level editors for this format or should I just use Notepad++ ? Smiley

Yes
http://www.aegidian.org/gqt/jqt/features.html

 28 
 on: 2017-03-27 17:26:10 
Started by TGStudiosDE - Last post by TGStudiosDE
Okay I read the Document from Valve but I don't understand it that much.Are there Entries like these for every model in the Level with its path and position ?

1  
2  
3  
4  
5  
6  
7  
8  
//text
model {
    id 13
    file "unit/soldier.md5"
    pos {
       0.0, 1.2, 1.992
    }
}


EDIT: And are there any Level editors for this format or should I just use Notepad++ ? Smiley

 29 
 on: 2017-03-27 16:55:58 
Started by Half_NO_oB - Last post by Archive
Always let editors write text files, not binary.
For shipping with games you can convert to whatever format, but while editing, text is much more convenient.

I'm assuming Half_NO_oB has a map editor with a GUI and the editor is using that to create the map.
(I dont know if your comment was directed towards me lol)

 30 
 on: 2017-03-27 16:54:37 
Started by BurntPizza - Last post by SkyAphid
What I'm about to do today: heading to downtown SF where I will meet the project lead of a recently formed game-making team and get set up with a workstation.

You can do it! We believe in you!

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