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Aum 94 #337645
08/12/10 10:44
08/12/10 10:44
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Dear friends,

A fresh magazine is ready: Aum94

Have a great day.
George

Re: Aum 94 [Re: George] #337646
08/12/10 10:45
08/12/10 10:45
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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wow great work!


3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
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Re: Aum 94 [Re: painkiller] #337647
08/12/10 10:51
08/12/10 10:51
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
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Damn! Great as always George! laugh Thanks allot!!!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Aum 94 [Re: 3run] #337650
08/12/10 11:05
08/12/10 11:05
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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I get an error running shooter template:




I've set warn_level=0; in the main function and it appears to work


3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
16GB RAM
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Re: Aum 94 [Re: painkiller] #337651
08/12/10 11:09
08/12/10 11:09
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Are you using A8? The template was developed using the latest A7 version.

Download aum94code.zip again; the code should work fine with A7 and A8 now.

Re: Aum 94 [Re: George] #337653
08/12/10 11:14
08/12/10 11:14
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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Yes, I'm using A8 Comm, anyway, I've tested it with latest A7 and I get this other warning:



also setting warn_level=0; appears to work


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AMD FX 8350 4.00 Ghz
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Re: Aum 94 [Re: painkiller] #337656
08/12/10 11:19
08/12/10 11:19
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Try the new version; it should fix all the problems.

Re: Aum 94 [Re: George] #337658
08/12/10 11:22
08/12/10 11:22
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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ok


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Re: Aum 94 [Re: painkiller] #337678
08/12/10 13:46
08/12/10 13:46
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
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Thankyou George laugh


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Re: Aum 94 [Re: George] #337692
08/12/10 15:30
08/12/10 15:30
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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Originally Posted By: George
Are you using A8? The template was developed using the latest A7 version.

Download aum94code.zip again; the code should work fine with A7 and A8 now.


thanks wink Tested in A8 and it works fine now.

Last edited by painkiller; 08/12/10 15:36.

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Re: Aum 94 [Re: painkiller] #337695
08/12/10 15:50
08/12/10 15:50
Joined: May 2008
Posts: 257
D
djfeeler Offline
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Posts: 257
thanks for aun 94 he is very good !

Re: Aum 94 [Re: painkiller] #337961
08/14/10 20:27
08/14/10 20:27
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Thank George. I saw your mirror code in the questions section and am trying to convert to A6. it is possible, right?


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Aum 94 [Re: Blink] #338038
08/15/10 11:28
08/15/10 11:28
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Bucharest, Romania
Search the older AUMs; you will find several render-to-texture examples that work fine with A6. Then, use the info from the recent magazine to turn one of those examples into a mirror.

Re: Aum 94 [Re: painkiller] #338180
08/16/10 13:09
08/16/10 13:09
Joined: Nov 2008
Posts: 215
V
vertex Offline
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vertex  Offline
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In A8 using a Dell Optiplex with integrated GPU/Windows XP, the new shooter template code from Aum94 and the old from Aum93 shooter template code (using A8 as well) results in one error message, then it runs, but the player camera view floats in the air at the rate of say...a hot air balloon ascending (without stopping). Yes, the latest Direct X drivers are installed. The error code is something to the effect "[invalid Direct X call]". A7 ran fine on this machine.

I think it's important that engines run on old machines-- for the sake of a bigger target market.

Perhaps the floating is related to the new PhysX integration...
Perhaps a Geforce or higher card would fix the floating and the error message?





Last edited by vertex; 08/16/10 14:59.
Re: Aum 94 [Re: vertex] #338207
08/16/10 16:24
08/16/10 16:24
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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I did search the older aum's George. I saw one but i am still having trouble. plus i think it was A5.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Aum 94 [Re: vertex] #339015
08/23/10 20:23
08/23/10 20:23
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Bucharest, Romania
Vertex: I didn't test the template on a PC with an integrated GPU, but if the latest DirectX drivers are installed, the error message you're seeing is related to a lack of video card capabilities. Better finish and publish your game using A7 if that version of the engine runs fine on your computer or (a much better solution) upgrade your video card.

Blink: Did you check Aum46? I stopped using A6 and wdl a few years ago, but maybe one of the A6 engine users reads this and has a piece of A6 code for Blink?

Re: Aum 94 [Re: George] #339025
08/23/10 21:54
08/23/10 21:54
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Connecticut, USA
i did check AUM 46. I actually got a working code from a jaknine post, but i am having issues with the reflecting image. the image is cut in half. only the top of the area is shown in the mirror.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Aum 94 [Re: Blink] #339346
08/26/10 07:18
08/26/10 07:18
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Play with the xyz coordinates of the view (especially with z); if they aren't well chosen you're going to have trouble.

Re: Aum 94 [Re: George] #340715
09/07/10 08:15
09/07/10 08:15
Joined: Apr 2006
Posts: 76
Philippines
AdrianX Offline
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Posts: 76
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Hi George,

I don't know if it's my browser, but the downloadables for AUM94 are the same files from AUM91, FYI. But because i really want to check them out i just changed all the '1' in the links to '4' and it worked (obviously).

Anyway, i have a question. I haven't tried the latest shooter template from aum94, but i'm very excited for it. One problem i had with the previous shooter templates is that the enemies tend to shoot while walking, which looks awkward (animation-wise,for me at least) compared to stopping to a complete halt while shooting. Does the aum94 shooter AIs behave like this as well?

Looking forward to new and exciting features to future versions of this greatly improved shooter template, specifically a third person option (hopefully)!

Thank you.

Last edited by AdrianX; 09/07/10 08:56.
Re: Aum 94 [Re: AdrianX] #341004
09/09/10 15:26
09/09/10 15:26
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Bucharest, Romania
The Aum94 resources download fine here. The enemy stops and fires, and then starts chasing the player again (if needed), but this happens very fast because the shooting animation doesn't have too many frames; you can play with the shooting animation speed to change this behavior.

The enemy AI will get even smarter in the following update. Oh, and a 3rd person shooter is practically a 1st person shooter with a different camera and a model with lots of great looking animations.

Re: Aum 94 [Re: George] #341329
09/14/10 18:15
09/14/10 18:15
Joined: Sep 2010
Posts: 42
NS, Canada
gSet Offline
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gSet  Offline
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NS, Canada
There's something I've noticed about the t_shooter_player script, which is that when the camera position is even 0.1 quants above a wall's ledge, the player can travel through the wall. Is there a simple modification I'd be able to make so that I can see over ledges, but not be able to step over them?


"If it's true what you say to me, that the whole world will mourn his death - If the whole world will weep, I will give him back his breath."
Re: Aum 94 [Re: gSet] #341330
09/14/10 18:35
09/14/10 18:35
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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play with the value of move_friction


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Re: Aum 94 [Re: painkiller] #341369
09/15/10 14:37
09/15/10 14:37
Joined: Sep 2010
Posts: 42
NS, Canada
gSet Offline
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NS, Canada
Ah, great - Thanks!

Edit: Also, great work laugh

Last edited by gSet; 09/15/10 14:37.

"If it's true what you say to me, that the whole world will mourn his death - If the whole world will weep, I will give him back his breath."
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