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Xaklse

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Everything posted by Xaklse

  1. Yeah, I meant the collision mesh, not the visible mesh...
  2. I'm afraid you can't have a separate animation, the hang animation isn't in the AnimTree. The reason behind this is that the handles can use different animations according to its shape and using an animation tree isn't compatible with that.
  3. No, he says that he got stuck in the loop standing upside-down. This situation occurs because of the geometry of the loop, which isn't modelled correctly.
  4. It works Asuma, maybe you forgot to re-compile the scripts.
  5. Well, you need that to expand Unreal Development Kit so that you can use Sonic and its physics. Looks decent in full motion; try to create another .upk package with your assets and leave SonicGDKPackage intact.
  6. In the anims editor, you can't move the mesh in a certain animation, you should do that in the 3D modeling program you're using. Alternatively, you can modify the value of CrouchTranslationOffset in your FamilyInfo class.
  7. 1.00.005 is up! Changelog: * Improved SGDKHud documentation. * Moved SuperMusicTrack to SGDKPlayerController. * Moved "lose all rings" code from SGDKGameInfo's ReduceDamage() to SGDKPlayerPawn's AdjustDamage(). * Moved Faction and FamilyID default values from FamilyInfoSonic to SGDKFamilyInfo. * Added bCanUnRoll boolean and its related code to SGDKPlayerPawn; if enabled, allows players to uncurl while rolling on ground. * Added MyGame script classes. If you want to program a new code package to use your assets properly: - Add or modify the files of the \Development\Src\MyGame\Classes folder. - Open the DefaultEngine.ini file of \UDKGame\Config folder, add a new line "+EditPackages=MyGame" after "+EditPackages=SonicGDK". - Compile; run the Unreal Frontend tool (\Binaries\UnrealFrontend.exe), click on the "Script" button and choose the "Compile scripts" option from the list. - Run the game with the option "SonicGDKTestMap?game=MyGame.MyGameInfo": C:\UDK\Binaries\Win32\UDK.exe SonicGDKTestMap?game=MyGame.MyGameInfo * Added a pair of notes to the test map. * Updated the readme text file. * Included the SonicGDK logo in the zip file. - Download links: (requires UDK June 2011): DepositFiles / FileServe / FileSonic / HotFile / MegaUpload / RapidShare / Uploading / ZShare
  8. Thanks, P3DR0 and people. Just modify the AnimTree, there are Super form nodes there.
  9. Open Source 1.00 is up; check first post for more details. - Download links: (requires UDK June 2011) DepositFiles / FileServe / FileSonic / HotFile / MegaUpload / RapidShare / Uploading / ZShare
  10. Special thanks to BlazeHedgehog. The crash is related to the native physics engine, which seems it's fixed now with the last UDK. That's really really weird, I wish you could reproduce it.Thanks for the feedback.
  11. Preview Release 5 is up; check first post for more details. - Download links: DepositFiles / FileServe / FileSonic / HotFile / MegaUpload / RapidShare / Uploading / ZShare - What's new: * Super form. * Sonic's boost & better homing attack. * Dumb badniks. * Hanging system. * Reset system (checkpoints). * Music system. * More monitors. * Many code improvements and minor changes. This is the last compiled build that most of you will play; after I fix the bugs that you find, I'll release the code and assets so that you all can create your own levels and games. .
  12. Soon, after the Preview 5 is released and I fix the bugs you all find. Pretty good tutorials; its website is a mine of gold too.
  13. Any contribution to any area is welcome Streak, tell me through a PM what do you have in mind exactly. Your memory is wrong; I don't code anymore for Ashura Dark Reign.
  14. Thank you very much; both icons are in the framework now.
  15. Development is going well and I'm on the last parts of the framework. I need someone to lend me a hand with these icon graphics; they were done years ago as placeholders but now I need better ones which aren't so abstract or don't suck at all. Credits will be given as usual. ... ... ...
  16. Yeah, sometimes the pushing blocks refuse to move, but I think it isn't annoying. Unfortunately I can't make them better. Air dash works that way because it needs to be different from the flame dash. Feel free to change that later, really easy to do. 17 configurable vars for physics among other configurable stuff.
  17. Hmmm, I see the release 3 worked for you... Send me a PM with your log and which message appears on screen if there is any. (log file is at ...\SonicGDK\ UDKGame\Logs\ Launch.log) Just you or your computer
  18. Preview Release 4 is up; check first post for more details. YOU NEED THE LAST VERSION OF DIRECTX RUNTIME (JUNE 2010) TO PLAY - Download links: DepositFiles / HotFile / MegaUpload / RapidShare / Uploading / ZShare - What's new: * Sonic's most special moves. * Smashing system. * Pushing system. * Reverse world gravity. * Damage system. * Spikes. * Bumpers. * Drowning system. * Giant air bubbles. * Dropped & magnetic rings. * Shields with moves. * Better Sonic physics and 2.5D. * Many code improvements and minor changes. YouTube HD Video . HELP is needed: - Full static 3D model of a classic star post, correctly UV mapped and with its textures. Done with any program as long as it can be exported to 3dsmax. Credits will be given, of course. - Feedback from all of you about gamepad handling; the code is still evolving and without your opinions I can't make it better. .
  19. May I suggest you to visit this link which ultimately leads you to UDN? Lots of documentation and tutorials there. The "Mastering Unreal Technology" books are also pretty decent.
  20. I doubt the debug libs are the culprit... Which error do you get? Which are your ystem specs?
  21. Open UDKInput.ini file of ...\SonicGDK\UDKGame\Config folder and edit the value of "MouseSensitivity".
  22. Badniks, hazards, LightDash, underwater mechanics and other secret stuff. Oh, and prettify the code. Yeah, I see there are ways to avoid the placed sensors to deactivate 2.5D mode or leave the path. It's up to the mapper to make sure that nothing like this occurs.>>>>> Any suggestion for the stage background music? <<<<<
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