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Messages - Azerath

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16
Games / Re: Connection Refused for Port 25565?
« on: April 14, 2013, 01:10:23 PM »
That would be your router's IP, not your computer's IP.
I don't understand at all how that would work.
I'm not sure if it's supposed to work at all, but I would unblock the port from the router's IP and I could host servers no problem.

17
Games / Re: Looking for a game...
« on: April 14, 2013, 04:20:07 AM »
Umm.. I think Sins of a Solar Empire was like that. It's been a while since I've played it, but it's pretty much an RTS where you have to take over solar systems and colonize them to get resources.

18
Games / Re: Connection Refused for Port 25565?
« on: April 14, 2013, 04:17:12 AM »
When I port forward, I usually just set the unblocked port to the router's IP so I don't have to worry about my IP changing. Also, make sure to unblock the port in your firewall.
Also, just a related link: http://www.canyouseeme.org/
I like to use this when I need to forward ports.

19
Games / Re: The War Z - Megathread
« on: March 30, 2013, 06:36:34 AM »
Why would you make a mega thread for this? The game is bad, and the developers are scummy as all hell. I don't mean to berate you, but I just seriously want to know why.

20
Games / Re: Game maker-How to make enemy walls?
« on: March 06, 2013, 10:19:13 AM »
I think I know how. In theory, anyways.

Thanks, ResonKinetic, I will try that today. If it doesnt work, ill post an update
You could also try making the enemies more dynamic by having them check edges themselves. If there is a drop, than there will be an empty space by the side. In the step even, you can use collision_point and check a point underneath the enemy at an offset, so if there is a wall under it, it does nothing. If there ISN'T at wall at the checked point, they change direction.

21
Games / Re: Arma 3 ALPHA
« on: March 05, 2013, 01:12:27 PM »
If I can run ARMA 2 mildly medium settings can I run ARMA 3?
Arma II seems poorly optimized. If you can run Arma II, you'll probably be able to run Arma III, as long as you have the minimum specs. You can look near the bottom of this page to see what kind of hardware you'll need to run it: http://www.arma3.com/buy

I might do the supporter edition just because arma is still loving cool.

PM me steam names if you can't afford the $33 and want an invite version, only if you cannot afford otherwise please.
I would PM you if I could, but unfortunately it won't let me. http://steamcommunity.com/id/Azerath/ :3

22
Games / Re: Game up for trade! Duke Nukem Forever
« on: February 12, 2013, 09:47:37 PM »

23
Games / Re: Game up for trade! Duke Nukem Forever
« on: February 12, 2013, 09:13:14 PM »
Added steam for anyone who just wants to message me.

24
Games / Game up for trade! Duke Nukem Forever
« on: February 12, 2013, 08:41:07 PM »
I bought a graphics card to SLI, and got a copy of Duke Nukem Forever for steam. I have the code, but I don't want to redeem it for myself.

I'm willing to trade for pretty much any game, doesn't have to be the same value. If, for some reason, you want to trade something for this game, let me know.

Also, for anyone who wants to PM me, I can't reply.
Just add me on Steam here: http://steamcommunity.com/id/Azerath/

25
Games / Re: Is Borderlands 2 worth it?
« on: February 06, 2013, 12:14:26 PM »
As much as Borderlands 2 is improved over Borderlands, I found it was less repayable, mainly because the focus of the game is loot, even though the plot is a huge deal. You play the plot, but you play to get more powerful, and after you reach the highest level, even with only one character, it seems to lose all replay value, at least for me. :(

The loot generation system is more strict, so most powerful stuff at the end of the road isn't very diverse or fun, at least not compared to the first one.

27
Modification Help / Re: Hells&Khain: Modern Weaponry BETA
« on: December 07, 2012, 08:37:32 PM »
That's a loooooooot of guns! The ones at the bottom that I assume are the AK, FAL, and GALIL kind of remind me of those squished-style air soft guns. Not that that's a bad thing, though. They fit in BL very well.

28
Creativity / Re: The new and improved 3D model topic!
« on: December 07, 2012, 07:39:19 PM »

29
Creativity / Re: The new and improved 3D model topic!
« on: November 04, 2012, 07:08:04 PM »
Yeah that's what I've been doing. Its just a massive pain in the ass to solve all the clipping. Also I think you're talking about blockland. I'm talking about my game.
I've been doing this for UDK, and I understand you're making it for your own game. I can see where the clipping issues come from, though, and it is agreeably a huge pain in the ass. :/

30
Creativity / Re: The new and improved 3D model topic!
« on: November 04, 2012, 03:00:07 AM »
How the hell do you rig clothes on a character without the clothing being 40 feet from the actual model? I get so much clipping.
When it comes to weapons, I've made each one of them have the same bones in the same position. After that, I can take the default bones for all the weapons, animate it along side the player's swing animation, then export the weapon's animation to call upon when the player swings. Everything lines up and looks good, so that may be a possibility for what you need to do. Just make a universal set of bones for all your clothing and animate the movement of the clothing with the character bones. You can just mount the clothing onto the character and line up the origin or roots, so everything lines up properly. When it comes to playing the animations at the same time, you'll have to refer to code.
Just an idea, though. I don't really have any other thoughts on that.

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