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Author:  marze [ Fri Aug 18, 2017 10:21 am ]
Post subject:  Re: CQB_player

A render for the Red team - Arctic environment

Camo used:
M05 [Finland], PenCott-Snowdrift [USA], SnakePlissken
M05 [Finland], Kryptek yeti [USA], PenCott-Snowdrift [USA]

Author:  $omator [ Tue Aug 22, 2017 6:35 pm ]
Post subject:  Re: CQB_player

this is pure gold, i would love to play test those on cqb serv... oh wait ;{

Author:  gonzo|Uncle Bionic [ Fri Aug 25, 2017 11:32 pm ]
Post subject:  Re: CQB_player

Lets play on that serv...
oh wait.

Author:  $omator [ Sat Aug 26, 2017 2:51 pm ]
Post subject:  Re: CQB_player

setting up server is an easy task compared to dealing with good old drama: pb and server lags, no anticheat, notorious cheaters and no fixes for most common issues ;) nobody will even try to build community for game with no regular support :whocares:

Author:  marze [ Fri Sep 01, 2017 12:50 pm ]
Post subject:  Re: CQB_player

I Made some variations for the arctic environment for the spec ops team.

Camo used: Schneetarn [Germany]

All the variations of the textures I have made for the player models are about 1 GB (.tga) so will probably I'm forced to convert everything to jpg and/or to include only those actually used. After I put a bit of order I will probably prepare two packages. The first one for the essential files and the other one for the extra textures. Afterwards I will work on the heads with basic facial animations and I will make another additional package.

I would also like to complete the high-poly mesh of a knife I'm designing according to my experience (I'm a knifes lover) to print it in 3d.

$omator & gonzo|Uncle Bionic
You can easy test my old Z_CQB_players_20150508.pk3 package on a TCE server (unfortunately CQB is not unlocked). ... =326867460

Bugs for the Z_CQB_player package (tested with TCE):
- Sniper2 ignore the configuration and use same cap of Assault1

Author:  marze [ Thu Oct 26, 2017 11:40 am ]
Post subject:  Re: CQB_player

Hi guys, I just write to tell you I'm not sleeping but I'm on the ball. There are good news and bad news.
- Good news
In addition to what I have shown before, I have completed seven head models with their animations. I converted all of the texture into jpg to reduce dimensions and save some memory. I am preparing the preliminary package and am eliminating all the errors I find. The result in the game seems to me very good.

- Bad news
With the new package the memory error when changing the map (ERROR: VirtualAlloc commit failed. Attempt to access invalid address.) is constantly present and I do not hide that I'm frustrated and depressed.
If I use the old pakage with the same installation I have no error. I'm convinced that the solution must be searched within the code limits (probably based on the amount of PC RAM of 15 years ago) such as these lines in tr_image.c

if (strstr (token, "md3_"))
if (skin-> numModels> MAX_PART_MODELS)
Ren_Warning ("WARNING: Ignoring models in '% s', the max is% d! N", name, MAX_PART_MODELS);

I still have to do many tests (for example using ET Legacy or maybe reducing the length of md3 or texture names) but I think that only the experience and capabilities of a programmer can solve the problem.
If I do not solve the issue then I release the package only to make it evaluated by betatester volunteers. Who find the solution win at least 10 beers.

Author:  marze [ Thu Nov 09, 2017 1:23 pm ]
Post subject:  Re: CQB_player

I probably understand what's the problem. As I thought It looks like we have got some limit for the .md3 that can be included in the .skin file.

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