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Good news for WildWest :D

To keep the mod alive I have created this forum for info on the game.

Moderators: Ringo, wwbiteme, zivs

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El Stupido
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Re: Good news for WildWest :D

Post by El Stupido » Fri May 04, 2012 5:29 pm

Ringo wrote:@shlep , depends on which model :) .. the guns/body could be increased .. map wise ill agree :)

@hew: while ure thinking of retexturing /remeshin heres a short one ;

- estaban's pyjama's
- sams penguin suit
- john's / chico/ weaponry
-- ( etc ) ( since opensource .. not many know but alot of "faces" do resemble the film "fistful of dolla's"

gun wise :
- Dual pistols , using 1 hand ?
- barrel on volleygun + hand ( enemy vs enemy )

more to follow :)
I'll bet not too many have noticed this. Walk up to any mounted gatlin gun and look at the shiny polished surface of the magazine that sticks up. You will see the reflection of a door even if there is nothing behind you.. :D Not a bug, just trivia !

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Ringo
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Re: Good news for WildWest :D

Post by Ringo » Fri May 04, 2012 8:06 pm

lol stupido .. reminds me of the "secret" room in town :)
WIP : Wildwest ET
WIP : Wildwest_Radar
WIP : Wildwest_Sanmiguel
WIP : Wildwest_Yuma
WIP : Wildwest Jailbreak
WIP : Wildwest_Muerte
WIP : Wildwest_Abby

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El Stupido
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Re: Good news for WildWest :D

Post by El Stupido » Fri May 04, 2012 9:52 pm

Ringo wrote:lol stupido .. reminds me of the "secret" room in town :)
hahahaha .. except this is real !

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Hewster
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Re: Good news for WildWest :D

Post by Hewster » Sat May 05, 2012 2:34 pm

Ringo wrote:
Hewster wrote:Ideally, each team and class would have a male and female model.

Given enough time I would love to see that implemented, however, the work involved is not simple, it would require extensive code alterations, menus, not to mention creation of said models.... I just don't think we have the time to do this for a Oct22nd release..

Of course, there would be nothing stopping people modding the final WW release themselves once all the code is open source.

btw... Hiya rose, long time no see :(

Peace,

Hewster
lol getting all the files before october is hard enough :)
Been slowly getting everything sorted Ringo :) Think I have found everything now :)

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Hewster
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Re: Good news for WildWest :D

Post by Hewster » Sat May 05, 2012 2:35 pm

Angel-Eyes wrote:Kewl Clint Eastwood with tits :lol: .
Nice to see things are still movin and the Old Hewmeister is still coding. I'd be up for being a tester just like the good ole days.
Now then Karen, ahem, I mean Rose I think you need to be on the wrong end of my Gatlin lol.
Good to see you around too Rus :)

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Hewster
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Re: Good news for WildWest :D

Post by Hewster » Sat May 05, 2012 2:37 pm

English Rose wrote:ok...not for october but the still is little hope for boobs and skirts in the future then :wink:

Hey Huey.... not seen you on msn in ages... where are you, miss your words of wisdom :)
Got some good news :) ... looks like female models "might" be on the cards !!

Finally got a workflow, that works, from 3DsMax to in-game player model ... I'll keep ya posted :D

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Hewster
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Re: Good news for WildWest :D

Post by Hewster » Sat May 05, 2012 2:39 pm

shLep wrote:To clarify, I definitely wouldnt push the max tris count either. However, with further VIS/Portal optimizations - more detail "could" be packed in to any given area (leaf node) while more or less keeping the same r-speeds as before. Make sense? The only impact would be slightly larger bsp files.

Not saying it has to be done - but its definitely an option without impacting performance. ;)
I get ya shleppy :) ... maps can be made to look much better with a bit of added detail, higher res (and better quality) textures, along with higher lightmap res :)

I've started converting Town, early stages, but its going well :)

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Hewster
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Re: Good news for WildWest :D

Post by Hewster » Sat May 05, 2012 2:42 pm

Ringo wrote:@shlep , depends on which model :) .. the guns/body could be increased .. map wise ill agree :)

@hew: while ure thinking of retexturing /remeshin heres a short one ;

- estaban's pyjama's
- sams penguin suit
- john's / chico/ weaponry
-- ( etc ) ( since opensource .. not many know but alot of "faces" do resemble the film "fistful of dolla's"

gun wise :
- Dual pistols , using 1 hand ?
- barrel on volleygun + hand ( enemy vs enemy )

more to follow :)
If you see my reply to Rose, you will see I finally have a working method of creating new player models :) , still fiddling at the moment, and not decided weather worth the time, but we might see all new player models (including female and 2 handed duel colts ) :)

Reason why the faces look like that is cos ... err, I screen captured them from the film :D

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Hewster
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Re: Good news for WildWest :D

Post by Hewster » Sat May 05, 2012 2:44 pm

Hfx-Rebel wrote: Hi there Hewster! Been a real long time! Can't wait to get you and all them Brits together on TS soon...LMAO ...add a bit of alcohol, and the laughs never stop...and neither do the 'bullocks' LMAO
Indeed my friend :) ... and its spelt "Bollocks" LOL :D

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Hewster
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Re: Good news for WildWest :D

Post by Hewster » Sat May 05, 2012 2:46 pm

El Stupido wrote:I'll bet not too many have noticed this. Walk up to any mounted gatlin gun and look at the shiny polished surface of the magazine that sticks up. You will see the reflection of a door even if there is nothing behind you.. :D Not a bug, just trivia !
Yup, thats cos RtCW uses static "cube maps" , meaning reflection (although I think its possible to have dynamic cube maps, I seem to remember they were very performance hungry !!)

Good catch though :)

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Hewster
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Re: Good news for WildWest :D

Post by Hewster » Sat May 05, 2012 2:57 pm

Quick update for ya all...

Have been busy getting development underway, which included getting my new dev machine up and running (a foooking long process !!)

Last few days I've started on the town "makeover", and also working out how to create new player models (Has not been possible up till now)

I can say, tis going well, although quite slow ATM, due to the weather being lovely :D

Hope to be able to give you all some screenies of work in process in about a week or 2....

Keep the faith,

peace,

Hewster

ps... sod it, wasn't gona brag, but what the hell... here is the spec of my new dev machine... I LOVE IT :) ...

Asus Sabertooth P67 Motherboard
Intel i5 K2500 @ 4.5 Ghz
16GB 1600Mhz DDR3 RAM (Corsair)
2 x Asus GTX590 (Nvidia quad SLI) Graphics
256Gb SSD System drive
60GB SSD Page / swap / scratch drive
8TB of other drives (mainly Hitachi)

OK e-penis measuring over !! lol

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Ringo
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Re: Good news for WildWest :D

Post by Ringo » Sat May 05, 2012 10:52 pm

@hew ,

yeah that system will do fine for modelling :D
not to be the bad news bringer

-16GB 1600Mhz DDR3 RAM (Corsair)
.. i recon blender .. or 3dsmax , i doubt gtkradiant will like the ammount of mem .. 64bits machine mandatory( vmware or xen ;) ) 32bits 3GB max ..
( the well toasted oven still is a dos box )

-2 x Asus GTX590 (Nvidia quad SLI) Graphics
based on the engine .. u will deffo need that :twisted: ! , i doubt its even supported :mrgreen:
WIP : Wildwest ET
WIP : Wildwest_Radar
WIP : Wildwest_Sanmiguel
WIP : Wildwest_Yuma
WIP : Wildwest Jailbreak
WIP : Wildwest_Muerte
WIP : Wildwest_Abby

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El Stupido
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Re: Good news for WildWest :D

Post by El Stupido » Sun May 06, 2012 6:27 pm

Hewster wrote:ps... sod it, wasn't gona brag, but what the hell... here is the spec of my new dev machine... I LOVE IT :) ...

Asus Sabertooth P67 Motherboard
Intel i5 K2500 @ 4.5 Ghz
16GB 1600Mhz DDR3 RAM (Corsair)
2 x Asus GTX590 (Nvidia quad SLI) Graphics
256Gb SSD System drive
60GB SSD Page / swap / scratch drive
8TB of other drives (mainly Hitachi)
Meh.. not bad.. Here's my screamer:

Commodore SX-64
Epyx Fast Load cartridge
1541 Disk Drive (with cassette tape backup if needed)

10 LOAD HAX,8,1
20 GOTO 10

:D

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El Poncho
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Re: Good news for WildWest :D

Post by El Poncho » Mon May 07, 2012 9:56 pm

I'd take Stupido's machine any day.... :D
-Prior to moving to the Wild West, I was called Bonesetter and had a cool sig like this:
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Re: Good news for WildWest :D

Post by wwbiteme » Wed Sep 26, 2012 1:08 pm

UPDATES NEEDED...lol
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