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what are we working on?

Discussion in 'Infiltration Development' started by Burger, May 17, 2005.

  1. Burger

    Burger Lookin' down the iron-sights...

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    There has been an increase in maps being released recently, and so for knowledge's sake, what INF projects (including mutators) are being worked on?
     
  2. UN17

    UN17 Taijutsu Specialist

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    Maps:
    Jerusalem: Daybreak - In Testing.
    Simulation 001 - In Progress.

    Mutators:
    (UN) HandgunFix ][ - In Progress.
    Real Targets - In Testing.
     
  3. Blitzschlag

    Blitzschlag New Member

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    Trys to understand how a weapon is animated ;)
     
  4. geogob

    geogob Koohii o nomimasu ka?

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    Mutators:
    - RealTargets [In Testing, Major revision]
    - INF_MapLoadLim [In Progress]
    - INF_TeamLoadLim [Research Phase / INF code exploration]
    - INF_RCCharges [Planning Phase]
    - New AntiFA with it's original Author [Actually he's doing it all... I'm just in taking all the credit :lol: J/K I'm just in contact with him]

    Maps:
    - /dev/null

    Weapons:
    - M24 animation tweaking [In progress]
    - SPAS15 animation [Research Phase / Planning]
    - Glock18c animation [Research Phase / Planning]
    - M60 animation [Considering it... depends if it has an ACOG ;)]
    - Leupold Scope Reticles Model [Mostly done]
    - Generic Bipod Code [Planning / INF & UT code exploration]



    To sum it up, I have way too many projects. That's basically it.
     
    Last edited: May 17, 2005
  5. UN17

    UN17 Taijutsu Specialist

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    What is RCCharges? Like remote claymores but using the door charge pack?
     
  6. geogob

    geogob Koohii o nomimasu ka?

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    Something like that yes. I wanted to do that a long time ago... I'm pissed at the 4 second timer... and that way you can blow up multiple doors at the same time.
     
  7. Fat Marrow

    Fat Marrow Vegetable

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    DM/EAS-INF-LondonHenstone (based on old UKTown) - nearly finished testing, then possibly handing over to UN17 for modding :)
     
  8. Blitzschlag

    Blitzschlag New Member

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    Gimme Pics ;) and more Infos 'bout it ;)
     
  9. Crowze

    Crowze Bird Brain

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    IWE2 - right now I've got copies of the code in 3 different locations (home, work and laptop) all at different stages of development. I really need to work out which is which...
    Binoculars - coding is underway.
     
  10. ecale3

    ecale3 Sniper - May be harmful to your health.

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    Recruiting Technical Advisors and trying to keep track of everything going on.
     
  11. cracwhore

    cracwhore I'm a video game review site...

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    Make sure you ask for proof this time around...
     
  12. ecale3

    ecale3 Sniper - May be harmful to your health.

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    don't start.
     
  13. fist_mlrs

    fist_mlrs that other guy

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    still working on two kasbah based maps as well as a large scale jungle map
     
  14. Vega-don

    Vega-don arreté pour detention de tomate prohibée

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    Wow wow wow that is great continue working! IMT = the bright side of the force
     
  15. geogob

    geogob Koohii o nomimasu ka?

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    Adding to the list: Leaning basics of mapping to do a "LondonCity: Daybreak" or what ever name I come up with ;)

    Actually I didn't ask FatM yet If I could edit is map since the process of leaning to map has to come first.
     
  16. UN17

    UN17 Taijutsu Specialist

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    Good god man! You have like 8 open projects and you want to start another one? :p Learning to map is actually not that hard if you have the patience to deal with UeD crashing every operation you perform. Try to make a EAS-INF-BigEmptyBox like I did. Will show you how to do lighting, addition & subtraction of geometry, adding actors such as the EAS cd case and Smoke, and texturing. With those basics you can do anything you want! But editing other people's maps saves you weeks of time. Maps with good detail take a long, long time to do. The only thing I've never worked with yet is the Terrain generator thing. Unreal Engine 2 has displacement mapped terrain which is easy to use. I think Unreal Engine 1.5 uses vertex based geometry.
     
  17. Fat Marrow

    Fat Marrow Vegetable

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    Anyone's welcome to play with my maps - I only ask that you run them past me so I can see if any *ahem* quality control might be appropriate ;) (I don't want my bad reputation to be tarnished by someone making a quality map out of one of mine).

    Mapping is actually really easy.

    Building a map right in the first place so that when it gets to 1000 brushes it (a) runs at more than 1 FPS and (b) isn't full of BSP errors is the really tricky bit in my experience :)

    No other option but to do a couple of maps at the beginning, then throw them away...
     

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