Re: C&C_Mario64 [message #267314 is a reply to message #267181] |
Tue, 19 June 2007 11:27 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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The best think sense RP2?
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: C&C_Mario64 [message #267315 is a reply to message #267306] |
Tue, 19 June 2007 11:32 |
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futura83
Messages: 1285 Registered: July 2006 Location: England
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General (1 Star) Viva la Resistance! |
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GrayWolf wrote on Tue, 19 June 2007 19:00 |
Canadacdn wrote on Tue, 19 June 2007 12:50 | A suggestion- make the infantry jump higher, their jumps are nowhere near suitable for most of the Mario 64 jumps.
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Good Idea. I'll also be adding teleporters in the same places they would be found in the game.
And
Oblivion165 as soon as I finish the map I'll send you a copy so you can do the animations.
What should I do about water and water levels? To bad havoc can't swim.
Should I leave the castle entracne like the way it is or should I put a door like the other rooms?
Also should I just make this a death match map or should I put some bases in the map... like maybe the hand of nod and a refinery could be in some level in the basement and gdi could be in another level.
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Ask AR...i've heard they are getting units to swim in their mod...
This is a signature. Reading this is wasting your time.
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Re: C&C_Mario64 [message #267324 is a reply to message #267181] |
Tue, 19 June 2007 12:12 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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Link is cooler!!!
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: C&C_Mario64 [message #267335 is a reply to message #267181] |
Tue, 19 June 2007 13:18 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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I would be perfectly willing to write the code again. The only problem is that someone would have to be willing to let me work with them along side their server managers.
I could easily write a program to handle the maps if a string could be passed in a shell.
-<mapname> <server to join on complete> etc
The server would be doing most of the work, holding the place for the person downloading (timeout of course).
I got the hosting ability and all the bandwidth, not to mention my map collection.
EDIT: I'm sure johnny could write up some code in bhs that could grab the necessary data when the server is clicked.
Hell, they wouldn't need me at all really.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
[Updated on: Tue, 19 June 2007 13:21] Report message to a moderator
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Re: C&C_Mario64 [message #267339 is a reply to message #267181] |
Tue, 19 June 2007 13:23 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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If i were to write the code the map would come from renhelp, all maps are tested and checked before they are added to the db.
edit: I think it would be wise to allow the server to transfer the file as well. Options options.
If your just testing a map you don't want to have to wait for people to upload it etc.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
[Updated on: Tue, 19 June 2007 13:27] Report message to a moderator
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Re: C&C_Mario64 [message #267352 is a reply to message #267181] |
Tue, 19 June 2007 13:59 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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a virus ala .mix wouldn't be much threat, it would never be executed.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: C&C_Mario64 [message #267358 is a reply to message #267181] |
Tue, 19 June 2007 14:14 |
Blazea58
Messages: 408 Registered: May 2003
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Commander |
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Sure would be nice if you replaced all the crappy resolution textures with ones that are up to date. Otherwise i really like the idea, but it needs alot of work on your part
(ladders, ramps, teleports etc. Also would be really hard to get places considering in mario there is alot of animated peices you gotta jump to etc, not sure if it could have collision the same way as it would in mario64.
Good map but yea a tad small, seems pointless until you merge in a hell of alot more lol.
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Re: C&C_Mario64 [message #267363 is a reply to message #267181] |
Tue, 19 June 2007 14:28 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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Don't doubt the oby, I can make it work.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: C&C_Mario64 [message #267372 is a reply to message #267313] |
Tue, 19 June 2007 14:44 |
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IronWarrior
Messages: 2460 Registered: November 2004 Location: England UK
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General (2 Stars) |
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Reborn wrote on Tue, 19 June 2007 13:16 |
IronWarrior wrote on Tue, 19 June 2007 12:55 |
There must be a way, to make a client and server side program that players could download and for server owners to download and link up their servers, which lets players download maps when a player joins their server, only problem I see is that the game client would need to be restarted, but maybe there is a way to get around that?..
Think people think!
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Server side download on demand is my holy grail, I would pay for that code! To be able to make a player download the map as he joins as part of a server side only mod Iwould be the best thing that happened to renegade since, well no it would just be the best thing.
With a client download it would be possible, but if they download a thrid party software to do this then they would download the map in the first place.
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True but with this program, they would only need to download once, after that any maps in the db, would be downloaded auto.
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Re: C&C_Mario64 [message #267446 is a reply to message #267372] |
Tue, 19 June 2007 22:03 |
JasonKnight
Messages: 117 Registered: September 2006
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Recruit |
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I like the concept of having 1 huge map with nothing but spawn points in them, but what about making each level their own map as well, for death match servers.
Random spawn points all over the map with purchase terminals where the cannons would be, and then having a server with all the mario levels as deathmatch.
i think that would be sweet,
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Re: C&C_Mario64 [message #267503 is a reply to message #267363] |
Wed, 20 June 2007 07:40 |
Sn1per74*
Messages: 939 Registered: April 2006
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Colonel |
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Oblivion165 wrote on Tue, 19 June 2007 16:28 | Don't doubt the oby, I can make it work.
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Oblivion can do ANYTHING.
Creator: AoBFrost
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Re: C&C_Mario64 [message #267512 is a reply to message #267190] |
Wed, 20 June 2007 09:17 |
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Jerad2142
Messages: 3813 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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GrayWolf wrote on Tue, 19 June 2007 01:29 | I said that in my original post so if your trying to get on me for claiming this is my work stop. I Ripped the models and textures from mario64.
I have been working on this for 3 days now.
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I don't suppose you could do me a favor and get all the level models from Zelda ocarina of time, and send them to me (you don't have to send the textures I just need the floor plan).
It looks sweet by the way.
Visit Jerad's deer sweat shop
[Updated on: Wed, 20 June 2007 09:17] Report message to a moderator
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Re: C&C_Mario64 [message #267564 is a reply to message #267181] |
Wed, 20 June 2007 14:31 |
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jamiejrg
Messages: 403 Registered: February 2007 Location: Canada
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Commander |
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Can you link us to the tools you use to extract things from roms?
cncnick13 wrote on Fri, 24 August 2007 23:39 | ok im using my dektop right now
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cncnick13 wrote on Sun, 26 August 2007 00:04 | umm whats the edit button
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Re: C&C_Mario64 [message #267572 is a reply to message #267181] |
Wed, 20 June 2007 15:34 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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It's built into the Nemu64 emulator video plugin. Nemu64 is a terrible emulator compared to project 64. Sadly the video plugin isn't compatible with pj64 but it is with 1964 which is a slightly better emulator than nemu.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: C&C_Mario64 [message #267605 is a reply to message #267601] |
Wed, 20 June 2007 20:00 |
JasonKnight
Messages: 117 Registered: September 2006
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Recruit |
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GrayWolf wrote on Wed, 20 June 2007 20:42 | I use 1964. I use pj64 if I want to play a game and 1964 if I want to take stuff from a game.
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If you make just a map with the original level on it, I would love to turn it into a multiplayer deathmatch for you with spawnpoints and weapon pick up and secerets and everything.
Or just work with the whole thing and just have it lock everyone into the 1st level location blocking off the warp block that takes you into the castle.
I will see what I can do tonight a little and have some fun with it but yewa, Making each level as a death match level would be freakin cool as hell.
But also places like Zelda OoT like the Koriki Forest, the area outside the castle, in the castle, the village int he castle walls, the village at the mountains, the gorgons layer, the (cant remember there names zorons?) fish peoples layer, the forgotten forest, Hell even makeing a huge level of the Hyrule field a C&C map with bases at each end of it... all of that would be cool as hell.
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