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Опубликовано:
JoeyB":2jiu81fk]With this we could add the weapon 'source' straight into the .ffs or into their own .ffs, can't we? Then load them as a dependency stand-alone (without the undeeded textures and such).

Doesn't this also mean we could load the missing entities (etc) on singleplayer maps into multiplayer ones?

What 'Missing entites'?

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Опубликовано:
JoeyB":3iy9b9ja]
This 'side-thing' seems like a big project, props if you suceed.

Well it is; I think the way he implied it was that he had something else he was working on as a higher priority.

Maybe aCI3 (since from what I recall he had started on it anyways), the maps from a popular FPS series:OL, or even a whole other game? I just think the way he referenced to it reveals to us he's working on something else. :)

 

Or I could be utterly wrong and he could mean it as he is working on this in his free time. I guess no one really knows; just putting out my "thoughts."

Seeing as he is NTA, he could have completed all of that, but is just 'sitting on the code' ;p but, yes, I do agree with you.

Опубликовано:
JoeyB":3koun2cz]With this we could add the weapon 'source' straight into the .ffs or into their own .ffs, can't we? Then load them as a dependency stand-alone (without the undeeded textures and such).

Doesn't this also mean we could load the missing entities (etc) on singleplayer maps into multiplayer ones?

What 'Missing entites'?

Well not "missing" I suppose, but whatever causes all the red FX to appear. I guess I don't really know whether they're entities or not (as I haven't really done anything at all with the SP/MP maps other than dumping the .d3dbsp.ents of a couple).

Hopefully that makes sense.

 

Then we could play the maps or "port" them over easier I believe (just adding spawn points then), maybe? Like I said at the moment I don't know much about the process of porting the maps over other than you have to change spawns and replace "entities" in the .d3dbsp.ents with ones from other maps (which we have to use as dependencies for them to work).

Опубликовано:
Not only does this mean new weapons and maps and other things like that, it means A LOT less memory will be needed to do these kinds of things than what is currently needed.

 

Does that mean doing stuff like new maps/weapons/camos etc will be easy thing like in COD4?

Опубликовано:
Hm Rendflex with this finish coop single player :D

 

Yeah, that would be cool

Agree.. I hope 4D1 will support campaign officialy, will be cool if nta add ability to load gsc's in singleplayer like in iw4m... :))

afaik we will never touch SP.

Опубликовано:
Hm Rendflex with this finish coop single player :D

 

Yeah, that would be cool

Agree.. I hope 4D1 will support campaign officialy, will be cool if nta add ability to load gsc's in singleplayer like in iw4m... :))

afaik we will never touch SP.

only .ff-s :D

Опубликовано:
Hm Rendflex with this finish coop single player :D

 

Yeah, that would be cool

Agree.. I hope 4D1 will support campaign officialy, will be cool if nta add ability to load gsc's in singleplayer like in iw4m... :))

afaik we will never touch SP.

only .ff-s :D

If we see SP support, it would probably be through running a private match that loads the SP fastfiles and runs the campaign there.

Опубликовано:
Not only does this mean new weapons and maps and other things like that, it means A LOT less memory will be needed to do these kinds of things than what is currently needed.

 

Does that mean doing stuff like new maps/weapons/camos etc will be easy thing like in IW3?

 

Sorry I wasn't specific enough, I was talking about the *new* weapons that were already in IW4 (M40A3, M60E4, R700, Dragunov, W1200, Colt45 (M1911), PP2000 Thermal, M4A1 SOPMOD, Free Runner knife, and a few more that I cannot think of).

 

What I meant by the new maps was, CaII of Duty: Online's maps in IW4.

 

Not Custom Content.

Опубликовано:
Hm Rendflex with this finish coop single player :D

 

Yeah, that would be cool

Agree.. I hope 4D1 will support campaign officialy, will be cool if nta add ability to load gsc's in singleplayer like in iw4m... :))

afaik we will never touch SP.

only .ff-s :D

If we see SP support, it would probably be through running a private match that loads the SP fastfiles and runs the campaign there.

dont forget sp menufiles & scriptmenus if they can ofc ;)

Опубликовано:
XModels have always been strange to me. Much harder to figure out than materials. Do they even have a qhandle header?

Yeah, the problem is that most the xmodel assset is pointers to other structures of undetermined size and not just straightforward data, which is a pain in the ass to figure out.

Опубликовано:
Hm Rendflex with this finish coop single player :D

 

Yeah, that would be cool

Agree.. I hope 4D1 will support campaign officialy, will be cool if nta add ability to load gsc's in singleplayer like in iw4m... :))

/developer 1

use your "raw"-folder like "m2demo"

working since releasedate

Опубликовано:
Hm Rendflex with this finish coop single player :D

 

Yeah, that would be cool

Agree.. I hope 4D1 will support campaign officialy, will be cool if nta add ability to load gsc's in singleplayer like in iw4m... :))

/developer 1

use your "raw"-folder like "m2demo"

working since releasedate

Yeah, already used it several times, coop campaign ;)

Опубликовано:
XModels have always been strange to me. Much harder to figure out than materials. Do they even have a qhandle header?

Yeah, the problem is that most the xmodel assset is pointers to other structures of undetermined size and not just straightforward data, which is a pain in the ass to figure out.

Oh gee, that sounds like fun.

 

Wait, did I say qhandle header? Isn't that just an int? GG brain.

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