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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: coders please look
CAIRATH~rb
General Member
Since: Dec 23, 2006
Posts: 29
Last: Dec 23, 2006
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Level 2
Category: SoFII Mapping
Posted: Wednesday, Jul. 24, 2002 04:21 pm
I don't think Raven ever 'removed' anything. They just didn't add those features in the first place. There's a subtle difference there. Quake 3 never had those things either.

Most of those things seem possible. Except maybe for the lights thing. I'm not sure what the status of the lighting in the SoF 2 engine is. But I know Quake 3 didn't support that, and Q3's dynamic lights were extremely crappy. (too crappy to be used for something like this)

Also, what exactly do you mean by "scripting & roff"?
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Phantomas~rb
General Member
Since: Dec 23, 2006
Posts: 160
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Wednesday, Jul. 24, 2002 05:09 pm
I dont understand why Raven is getting dissed like this. They have kept every PROMISE and MORE and i´m UBER happy with all their great support.

Btw: roff is something like "navigation points" when i
      remember correctly but created and exported from 3dmax
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narc~rb
General Member
Since: Dec 23, 2006
Posts: 170
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Wednesday, Jul. 24, 2002 06:12 pm
icarus scripting, it allows you to do all kinds of things including play the rof files. rof files contain movement data that can be applied to objects and make them move in ways that would be otherwise impossible -- so for example if we had this in MP we can create a script to run when the bomb explodes in demolition mode. the script could switch everyones first person view over to a 3rd person camera outside of the building, the camera watches as the fireball blows out all of the windows, and now we see the whole building comming apart peice by peice and crumble to the ground as the peices gently spin in the air bouncing off of one another and finally create a giant thud and earthquake-like effect when they strike the ground. upon the impact they split into smaller peices, slightly bounce, and eventually come to a rest.

when a bomb blows up for us now we have only a fireball effect and a func_wall that disappears.


<edit> im not trying to dis anyone, raven has said no to adding these features. instead of begging and spamming them we can find someone willing to help us by adding at least a few of these.
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Apoxol~rb
General Member
Since: Dec 23, 2006
Posts: 2139
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Wednesday, Jul. 24, 2002 06:59 pm
The code is not in mp, if it were we would have enabled it.  Since the single player code isnt released you would basically have to code up those things yourself.  Which isnt that hard to do but does take time to get right, etc.

As for the raven bashing, we have been overly supportive of the community thus far.  But comments like that make us wonder why we bother....
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narc~rb
General Member
Since: Dec 23, 2006
Posts: 170
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Wednesday, Jul. 24, 2002 07:52 pm
you guys have all been very helpful, especially you apoxol for hanging out on irc as well as the forums. i just figured if we cant squeeze them out of you then we could get them another way.
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Apoxol~rb
General Member
Since: Dec 23, 2006
Posts: 2139
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Wednesday, Jul. 24, 2002 07:55 pm
There is no reason a full mod couldnt add those things to the game.
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DumpTruck~rb
General Member
Since: Dec 23, 2006
Posts: 86
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Wednesday, Jul. 24, 2002 08:56 pm
you guys whining for doors in MP need to think it through for a second PLEASE....

imagine a game of Infiltration on the Shop Under Seige - think of how hard it is for one player to get in and out of the briefcase room while it's being defended (without  doors.)  Now with doors attackers would have to wait for THEIR TURN to enter that door and die and die and die and die again.  You see it just wouldn't work in this circumstance and it's not needed.  Having a door in this area would add nothing to gameplay and it would add to netwok traffic or worse you'd get weird stuttering door effects like in CS.

And speaking of CS there are very few instances I can think of where having doors adds anything significant to the gameplay.  For evey section with a door you can name in a CS map - if you really think it through - the map could do wiothout that door and still be suspenseful and strategic. think... think... think!!!!! --- SoF2 is a fun MP game without doors.

Oh and scripting scenes in MP??  watching an explosion adds NOTHING to the gameplay in this case either - it would be cool the 1st time and tedious thereafter... go ahead name one game that does this type of interlude in a fast paced MP rotation.  The guys asking for these 'handouts" from Raven obviously don't play too much MP.

Raven has gone above and beyond for SoF2 modding - thanks guys keep it up!  :)
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narc~rb
General Member
Since: Dec 23, 2006
Posts: 170
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Wednesday, Jul. 24, 2002 09:07 pm
how about we remove your guns to improve the network traffic? it will still be a strategic game, you can run up and tag someone, they will be "out" and simply removed. no death animation or corpse since its not needed, they just vanish to save polygons. now you think it through
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Apoxol~rb
General Member
Since: Dec 23, 2006
Posts: 2139
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Wednesday, Jul. 24, 2002 09:12 pm
We felt that doors usually just got in the way and it was more fun without them.  So we didnt bother adding them.
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DumpTruck~rb
General Member
Since: Dec 23, 2006
Posts: 86
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Wednesday, Jul. 24, 2002 09:22 pm
you gotta love narc - at least he's consistant...
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