Contra Remix 2 Released
#381
Posted 15 September 2005 - 02:27 PM
#382
Posted 15 September 2005 - 02:36 PM
We know that .... but nobody cares for that ... I do !Found a problem with the apache CyberGen when it dies the blades are not textured on the ground there purplepink. I am going to change it to the comanche blade death if i can.
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#384
Posted 16 September 2005 - 02:06 AM
thats a model problem not a code problem
Yeah thats cool stack111 i know its a model problem cos the blades havent been textured. All am saying is that i changed the final ground wreck to the comanche so that i dont get those pink blades that just puts things off when i play.
Anyways if I wanted to retexture that what programs do i need for the W3D files to be able to edit them??
Ahh MECH looks like me and you are the only ones that care a bit about the untextured blades. And i didnt knwo that you knew that, cos i didnt know that, and if i knew that you new that, that what i knew what already known, i would know not to tell you the news :grin
#386
Posted 16 September 2005 - 03:36 PM
Well its : Gmax, 3D StudioMax and Maya ! Those are modelling programs that are very hard to work on them.... Only eperienced modellers can work on them with ease ! So i think that we all gonna have to wait till Creator finds a new Commanche model !you would need gmax, or 3d studio max, but i don;t have any links
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#387
Posted 16 September 2005 - 09:55 PM
Hey Moobgwaak the Remix version you wanna download is
http://rapidshare.de...Remix2.rar.html
I know the one from the website is Remix3 but this remix2 is the new one from what i can gather. I know that it dosent seem logical but it is cos its posted in june. Look the next version will be called Remix1 probably:) BTW which version of reborn are you playing???
I'm using .03. I was using the Remix 2.45 Test version, but whenever I'd play on LAN with my friend, we'd get mismatch errors, so I switched to Remix 2...and then we still got mismatch errors every game, so we switched back to Contra .03, and now we always get mismatch errors again. =| I'm hopig .04 or a newer remix is released soon, because regular Zero Hour seems so lame in comparison now.
#388
Posted 17 September 2005 - 01:06 PM
I play it LAN everyday in my home.... I have 5 pc's and i play it with my friends ! So it is your problem not CONTRA's !I'm using .03. I was using the Remix 2.45 Test version, but whenever I'd play on LAN with my friend, we'd get mismatch errors, so I switched to Remix 2...and then we still got mismatch errors every game, so we switched back to Contra .03, and now we always get mismatch errors again. =| I'm hopig .04 or a newer remix is released soon, because regular Zero Hour seems so lame in comparison now.
I think that you must put the whole Data to the other pc's... it will work !
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#390
Posted 17 September 2005 - 10:19 PM
I said I was hoping for a new release of contra/remix because I can't wait for them...not because of the problem.
#391
Posted 23 September 2005 - 07:23 PM
Units that I know are no problem will be ported over directly and units that are suspect will have the code rebuilt from scratch to avoid the mismatch problems.
The 2 main causes of Mismatch that I've found are Bandwidth/Latency between players and the other is Code... the first time an object is spawned at a different location between systems you get the error. an example would be an attack order that is changed by the local player just a milisecond before it fires... if there is to much lag the unit pulls away on one system and fires on the other... mismatch.... or a unit that deploys a turret then fires, if the deploy is fast enough it will fire before the remote system has a chance to catch up. The missles might have fired a server frame apart, or they may have fired from seperate locations...
Remix3 will have this in mind when I make the units... I can't promis 100% correction, but I can reduce it by changing certain unit habits.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#392
Posted 24 September 2005 - 09:14 AM
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#393
Posted 30 September 2005 - 01:15 PM
keep in mind remix3 will be a complete rebuild from scratch after Contra.04 comes out, so I'm really not to worried about bug reporting, but I will open a thread for it.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#394
Posted 30 September 2005 - 02:33 PM
Ok... we are awaiting !I've decided that because things have been slow lately i'm going to release a teaser. It won't be Remix3.... more like Remix2.75 It will have most of the new content for Remix3 without the Adv tech centers or Contra.04 content, but it will give people something new to do. I working on a couple toys and then I'll post it on filefront in a few days.
keep in mind remix3 will be a complete rebuild from scratch after Contra.04 comes out, so I'm really not to worried about bug reporting, but I will open a thread for it.
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#395
Posted 02 October 2005 - 12:41 AM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#396
Posted 02 October 2005 - 09:32 AM
I've decided that because things have been slow lately i'm going to release a teaser. It won't be Remix3.... more like Remix2.75 It will have most of the new content for Remix3 without the Adv tech centers or Contra.04 content, but it will give people something new to do. I working on a couple toys and then I'll post it on filefront in a few days.
keep in mind remix3 will be a complete rebuild from scratch after Contra.04 comes out, so I'm really not to worried about bug reporting, but I will open a thread for it.
Hopefully some medium difficulty improvements
#397
Posted 02 October 2005 - 09:54 AM
Hopefully some medium difficulty improvements
[/quote]
VERY GOOD JOB ! i really like it ! It is better than the ugly big one !
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#398
Posted 02 October 2005 - 03:21 PM
Hopefully some medium difficulty improvements
I'll think about doing that... That is 100% in the list for the real Remix3 release. I wasn't planning on it for 2.75, but it brings up a good point, Hard can be tough to play against......
NEWS:
Sadly, like the US Marines before me, after much hard work and hours spent... I'm abandoning the Osprey project. Functionaly they were great, but the model was just too ass-ugly. It looked great in GMAX but when it was loadded up in game the textures sucked donkey balls.
the good news is I've thaught up a simple replacment plan that will fill the same roles.
Edited by Pendaelose, 03 October 2005 - 03:05 PM.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#399
Posted 10 October 2005 - 07:59 PM
I'll probobly be adding a new Cybr or AirF bomber named after her
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#400
Posted 11 October 2005 - 12:08 AM
For all to know. the new baby is here... 8 pounds, 10 ounces, Girl. named Angela
I'll probobly be adding a new Cybr or AirF bomber named after her
Congratulations on your new child
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