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TCE_players http://truecombat.net/forums/viewtopic.php?f=8&t=2807 |
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Author: | marze [ Thu Jan 03, 2019 12:01 pm ] |
Post subject: | TCE_players |
The package Z_TCE_players_20190101.pk3 is ready to be tested and I'm confident that there will be no memory errors since I tried it for a long time on a dedicated server with 6 bots and it always worked regularly. It is only the first package that contains the third-person models and gradually will be added other packages wiht first-view arms and weapons. To maintain some coherence between the textures of the third-person models and the arms I made very rough textures for the arms that will be gradually replaced. For now I have decided to use jpg as texture format but it is possible that I switch to tga even if obviously the dimensions are very different. This is the line that I use to run tce and it's working for me: DriveName: PathToWET ET.exe + set fs_game cqbtest + set com_soundMegs 64 + set com_hunkMegs 256 + set com_zoneMegs 64 + set s_khz 44 + set r_maxpolyverts 16384 + set r_maxpolys 4096 + exec serverDEV.cfg In the serverDEV.cfg file I also added this commands: seta com_soundMegs "64" seta com_hunkMegs "256" seta com_zoneMegs "64" seta s_khz "44" seta r_maxpolyverts "16384" seta r_maxpolys "4096" set sv_pure 0 set sv_official 0 seta com_ignoreCrash 1 // Toggles Safe Mode After Crash set bot_enable "1" addbot 1 BLUE addbot 1 BLUE addbot 1 BLUE addbot 1 RED addbot 1 RED addbot 1 RED Maybe it is better to set up a clean installation of tce and make sure that the package is the last to be loaded (if you order the contents of the tcetest directory by name the Z_TCE_players_yyyymmdd.pk3 must be the last file). Take a look to my blog and download the package Z_TCE_players_20190101.pk3 Since the images are sometimes better than a thousand of words I have done some screenshots (not retouched by any painting software) |
Author: | marze [ Tue Mar 05, 2019 1:30 pm ] |
Post subject: | Re: TCE_players |
I'm working a bit on the ETL_players package to see if I can release in a short time something that can be evaluated. Thanks to the "classic" hud of ET/ETL that show the health of the player's head I discovered a big problem (but easy to fix) that involve the md3 of the heads. In a nutshell I had not linked the tag_mouth to the head bone and therefore did not orient itself in agreement. The consequence is that objects tied to the tag tag_head/tag_mouth (for example helmets or other accessories) did not orient themselves with the head. I have to correct the head meshes also in the TCE_players and CQB_players packages (although the problem is less noticeable because the head animation set is very limited). I'm also have some progress with the animation of mp5/ump45 but I have to make more tuning since the handle is completely different from an AK47 |
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