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Type: Posts; User: grandao

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    Re: Gunz game mechanics on Unreal Engine 4 (WIP)

    I'm a programmer *I write programs* if I was a designer you'd be seeing nice new models, but as you call yourself Unreal Engine Developer you know that you can easily replace these "nothing special...
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    Gunz game mechanics on Unreal Engine 4 (WIP)

    Inspired on RenegadeZ guys work I took the last days of 2017 to see what it could be done on unreal engine in approximately two weeks.
    The objective was to reproduce the original gunz game...
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    Re: Anyone wanna make a new gunz from ground up?

    @Neliel Tu it seems you don't know much about gunz gameplay.
    What made gunz gunz is the game engine where some animations could be canceled leading to the "K-Style" techniques mixing original...
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    Re: I see these days, Gunz is almost Dead.

    And what would it have differently from gunz 1 to make ppl play it?
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    Re: [D3D9] buffer to texture

    So the copy is working and there is no crash anymore?
    (You should also release your texture when the device resets, otherwise it will crash soon or later)
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    Re: [D3D9] buffer to texture

    To check if you buffer copy is right just do the copy and then save the texture to a file to chek if it is ok.
    Use :

    D3DXSaveTextureToFile("dump.png", D3DXIFF_PNG, my_d3d_texture, nullptr)

    If...
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    Re: [D3D9] buffer to texture

    I think you should better explain what you're trying to achieve, the fix Keristrasza pointed should have fixed copy to texture problem.
  8. Re: What's the best Interface of All Private Servers?

    Really nice work.
    I'm wondering how you implemeted it? just updated gunz 'mint' to support the features you needed or used something else maybe some gui library?
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    Re: Is Gunz worth getting back into now?

    I guess gunz is a hobby for everyone here if not why would someone work on a game from 10+ years which will give you no money at all?
    I still enjoy the game even if I do not play it as I used to,...
  10. Thread: Fix Camera

    by grandao
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    Closed: Re: Fix Camera

    I don't undertand what you mean but, originally DEFAULT_FOV is 1.22173048, which corresponds to 70 degrees in radians.
    If you used the above code the FOV will vary depending on resolution, but a...
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    Re: Gunz The Duel [Android] Inbuilding

    I think the hardest part of building a mobile gunz is embedding the original gameplay essence in it, I mean pass to the player the same feeling of the original.
    If I would attemp doing a mobile gunz...
  12. Thread: Fix Camera

    by grandao
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    Closed: Re: Fix Camera

    It will be always "active" but you will notice the difference only in wide & ultrawide aspects.
  13. Thread: Fix Camera

    by grandao
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    Closed: Re: Fix Camera

    The hp bar isn't at the center it is in the same place as you would see it in 4:3 screen aspect. This change is intended. Notice that is a scaled down image from a 3440x1440 image. This is as is so...
  14. Thread: Fix Camera

    by grandao
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    Closed: Fix Camera

    I got a 21:9 monitor and tried to play in a few servers to notice the game render badly. Thus I'm posting the proper way to fix gunz camera in wide & ultrawide monitors in the hope that major...
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    Re: [RELEASE][DEVELOPMENT] RSX (RealSpaceX)

    Yes it looks much better, I think the RS3 models also have a 'roughness' parameter which currently I do not use, in the future you could also use other specular model like Cook-Torrance, I once...
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    Re: So.... What's new

    If you want to contribute with some code I advise you to start here https://github.com/Asunaya/RefinedGunz , it is really clean & quality code (credits to Keristrasza), support gunz 2 maps and others...
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    Re: [RELEASE][DEVELOPMENT] RSX (RealSpaceX)

    I'm glad it worked, in your git tree it seems you also implemented 'logical fps limiter' does both fps limiter work as intended?

    Off topic
    I (personally) think your commits are a bit too large...
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    Re: [RELEASE][DEVELOPMENT] RSX (RealSpaceX)

    Yes the collision is really buggy (very hackish) currently but I think it is fixable (yet I did not invest much time in it). I did not tried to use the nxb file because I discovered it lately.

    I...
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    Re: [RELEASE][DEVELOPMENT] RSX (RealSpaceX)

    I mean for the whole game (including RS3).
    Indeed the collision performance is not good currently. I think the .nxb file (from gunz 2) contains all the collision data, it seems to be a...
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    Re: [RELEASE][DEVELOPMENT] RSX (RealSpaceX)

    I'm glad you used it! If I knew about this amazing work earlier I'd like to help at least with a few PRs.
    I already cloned it but I had time to only see a few commits diffs. I'd like to know what...
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    [!] Re: The 'Show Off' topic - Part 2

    Just an idea I had while reading your post, you could also add achievements for KS moves from the easier to the hardest.
    I think the implementation would not be trivial but may be doable usign FSM,...
  22. Re: Idea: Separate the GunZ lobby into a new client

    I think Solaire gave all the steps you must follow to implement it.
    Just adding to the idea, I don't think it is useless, you could add a "micro server" (database less) to the laucher so that you...
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    [!] Re: The 'Show Off' topic - Part 2

    Why don't you try to explain the idea behind the implementation?
    Does it prevents calls to "WriteProcessMemory" or it checks for changed memory?
    Does it prevents memory edit done via CheatEngine?...
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    Re: [RELEASE][DEVELOPMENT] RSX (RealSpaceX)

    It seems SecretsOThePast was the only one trying to use it, but he was having a 'black screen' issue and I could not help him because I could not test it on the hardware he was getting the issues,...
  25. Re: Threaded screenshots using d3d9 instead of gdi+ (release/wip)

    I don't think it will help much, as it will only degrade performance instead of improving because of blocking the main thread
  26. Re: Threaded screenshots using d3d9 instead of gdi+ (release/wip)

    I think you cannot call directx code outside of the main thread, which may be causing the crash. What you can do is copy the framebuffer to memory (not a directx surface) in the main thread (which is...
  27. Re: [GunzFactor/Revolution] Gunz Website - Written in NodeJS & Angular - Lots of feat

    You did a really great job! did you code it alone? it must have taken a significant amount of time?
    I did not like the page design (which btw is not important at all) but the backend is a good piece...
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    Re: which webserver to use

    Why don't you try nginx? (setup tutorial from google)
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    Re: Website PSD Gunz

    http://forum.ragezone.com/f245/gunz-duel-website-psd-page-1072560/
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    Re: [HELP] Packing MRF files?

    You can't except you code your own.
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    Re: NPC Collision BlitzKrieg

    I may be wrong but, I don't think you can make an NPC "non-collidable" without editing the source code to fit your needs
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    Re: d3dx9.lib LNK2001 error !

    By the file name NPGameLib it seems to be related to NPROTECT GameGuard, probably the .lib file was created with a previous version of VS thus you should download a newer version of the .lib...
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    Re: d3dx9.lib LNK2001 error !

    Try install the latest directx 9 library, https://www.microsoft.com/en-us/download/details.aspx?id=6812
    Then you can copy the .lib files from installed directory replacing the ones that come with...
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    Re: [WIP] Gunz Project

    Instead of showing only the animation you could show some gameplay (ofc if it is ready)
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    Closed: Re: Weapon & Animation

    http://i.imgur.com/IGCfbg4.jpg?1
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    Re: Gunz not more dead?

    What their source have that can't be done with the 2011 src we have?
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    Re: Room Tag Scanner sscanf tag

    No it won't work. For VS2003 or any other version use this one:


    int getTagNumber(const char *tag, const char *text)
    {
    char buf[20];
    int i = strlen(tag);
    if (i > 17) return -1;
    ...
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    Re: Room Tag Scanner sscanf tag

    If you are using Visual Studio 2012 the following will work (otherwise no support)


    #include <regex>
    #include <string>

    int getTagNumber(const char *tag, const char *text)
    {
    //...
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    Re: Anisotropic Filtering

    It can be set just once, as long as it isn't changed anywhere else. I don't think it has anything to do with mipmaps. Are you sure its is only at 2x? the picture looks ok for me.

    You can also...
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    Re: Anisotropic Filtering

    RBspObject::Draw should work properly.
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    Re: Anisotropic Filtering

    Did you replace all occurrences of these functions in the source for all used texture units?
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    Re: Anisotropic Filtering

    You should set the texture filtering to anisotropic.



    //Filtering modes
    //D3DTEXF_NONE
    //D3DTEXF_POINT
    //D3DTEXF_LINEAR
    //D3DTEXF_ANISOTROPIC
    D3DDevice->SetSamplerState(unit,...
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    Re: Anyone got the GunZ 2 KR CBT1 client?

    gunz2_2012-05-24
    https://mega.nz/#!P5lmRIyZ!DRItYHqlTVEFxRUZwlPryF0B33MseEGO2Ww8yG-4EN0
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    Re: [RELEASE][DEVELOPMENT] RSX (RealSpaceX)

    No, it supports only maps for now
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    Re: [RELEASE][DEVELOPMENT] RSX (RealSpaceX)

    I have no clues about what is causing it. If you have Intel IGP, do you get the same blank screen using it?

    For testing purpose you can do the following:
    * Download and install directx sdk...
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    Re: [RELEASE][DEVELOPMENT] RSX (RealSpaceX)

    It is possible but currently not supported
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    Re: [RELEASE][DEVELOPMENT] RSX (RealSpaceX)

    I'm sure the performance can be improved. Two things that can be easily improved are collision detection and occlusion culling.
    Currently the collision detection uses the whole map polygons to check...
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    [RELEASE][DEVELOPMENT] RSX (RealSpaceX)

    This project initially aimed to add support for Gunz 2 maps (RS3) to Gunz 1 but later it changed to improving Gunz (features/quality/security).
    In the mean time I joined legacy gamers team, but due...
  49. Re: [In-Dev/Release] Base for Post-Processing Effects

    I could not find any tone-mapping shader code in my 'HDRLight.fx' (gunz2_20130225_225959) can you attach yours?
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    [!] Re: The 'Show Off' topic - Part 2

    I mean the specular/illumination model like Phong, Cook-Torrance, etc (http://en.wikipedia.org/wiki/Specular_highlight)
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