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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #1326  
Old 2010-09-20, 11:21
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This game is not aimed for 90's graphic cards. I want HW skinning, shadows and water shaders.
Also you're the only one whining here.
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  #1327  
Old 2010-09-20, 18:50
Brafil Brafil is offline
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Nah, just a tick of mine. Still don't trust people around the world on having a computer newer than 10 years =)
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  #1328  
Old 2010-09-20, 19:14
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I'm so sorry for those billions of people who won't be able to play LSA. But hey, there is still LBA1 and mods for them.
Also I'm targetting people with normal GPU, not too old, not too recent.
Anyway I tried lsa without shaders and ... it's like far cry without the jungle
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  #1329  
Old 2010-09-20, 19:26
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Mazaka151 Mazaka151 is offline
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LSA totally makes the fans louder than normal but i see no problem running it otherwise
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  #1330  
Old 2010-09-20, 20:32
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Quote:
Originally Posted by Mazaka151 View Post
LSA totally makes the fans louder than normal but i see no problem running it otherwise

Yeah, they yap and whine like fuckin...


oh... wait, you mean the cooling...

ooh.
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  #1331  
Old 2010-09-21, 22:43
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  #1332  
Old 2010-09-21, 23:19
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Only thing that's missing is a little bit of variety in the texts of those announcements.
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  #1333  
Old 2010-09-21, 23:36
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Yeah, I'll write in different ones at some point, it's not really pressing.
Still working on the map.
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  #1334  
Old 2010-09-21, 23:37
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love it
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  #1335  
Old 2010-09-22, 02:32
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EDIT:



Done for today. For the plants I used a model made by Bot13 back for the remake - however I remade the textures a bit, and changed the flowers.

Left to do:
Benches, Red flowers, little fences around the flowers (have the textures for most of that ready) and the shop + bar sign.
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Last edited by Jasiek; 2010-09-22 at 04:27.
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  #1336  
Old 2010-09-22, 14:36
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Ok, so the bulk of it is finished, I still have to add some flowers and emblems on the cafe and the shop, but other from that it's ready for the grid to be done.

I'll wait with the flowers till it's in the game, I need to see it in the engine first.

The flowers and benches need to be rendered as two-sided btw.



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Last edited by Jasiek; 2010-09-22 at 14:54.
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  #1337  
Old 2010-09-22, 15:05
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Pretty cool. Will you attach the scenes to each other or have them separate like in LBA 1?

Hm Chez Luc? I didn't see any grobo owning the bar in LBA 1.
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  #1338  
Old 2010-09-22, 15:06
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Chez Raph then? :P

I guess you're right tho. I might replace it with some generic bar neon and ditch the "bar sign" on the right side altogether.


Oh and, we're still thinking about the scenes.

Either they'll be separate or visible, but will still load when you cross the border (and then the actors load and such). Or you'll only see a part of them and they'll fade away.

EDIT:
Did the grid.
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Last edited by Jasiek; 2010-09-22 at 17:36.
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  #1339  
Old 2010-09-22, 18:29
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I'm adding it with other maps to engine right now, associating it to F_ keys (citadel_warehouse + citadel_neartavern)


Grids are 64x64 like LBA1, but the map can be as big as you want, it's just that there won't be gameplay out of the grid area. The ocean should be extended for example so that you don't see the end of it
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  #1340  
Old 2010-09-22, 18:37
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Ok, so I'll stop fiddling with the map for now.

Just uploaded the last one (there was a piece of it untextured).
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  #1341  
Old 2010-09-22, 19:00
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done

F1=citadel_pharmacy
F2=citadel_nearpharmacy
F3=citadel_neartavern
F4=citadel_harbor
F5=citadel_warehouse
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  #1342  
Old 2010-09-22, 20:00
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What path do I need to set my SVN to do download the trunk via it?
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  #1343  
Old 2010-09-22, 20:15
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excellent question
I answered in the "Where to get Little Script Adventure" sticky
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  #1344  
Old 2010-09-22, 20:35
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There seems to be a problem with the new map and Twinsen's feet being a bit under the ground level. Which is really weird...

EDIT:

Nevermind. For some reason I had to move the grid one brick heigher - even though it was correctly aligned..

It is misaligned now however...
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Last edited by Jasiek; 2010-09-22 at 20:42.
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  #1345  
Old 2010-09-22, 20:47
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Quote:
Originally Posted by david38 View Post
excellent question
I answered in the "Where to get Little Script Adventure" sticky
That gives me a prompt for a username and password.
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  #1346  
Old 2010-09-22, 20:53
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You sould be able to download without being member of sourceforge.

To upload to SVN you need a sourceforge account and that I add you as a project member
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  #1347  
Old 2010-09-22, 20:59
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Quote:
Originally Posted by david38 View Post
You sould be able to download without being member of sourceforge.

To upload to SVN you need a sourceforge account and that I add you as a project member
So I use "Import" or "Export"?
Import gives me that log-in prompt.
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  #1348  
Old 2010-09-22, 21:00
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@Jasiek : NO ! Don't do that
Here is the correct way to do it
switch to object mode
shift+C to move 3d cursor to origin
object->transform->center cursor : will set origin of object to 3d cursor
and fyi : object->clear/apply scale rotation to obdata
To see if everything is ok, select object and alt-g, alt-r, alt-s : nothing should move. transformation matrix is now an identity matrix.
I'll correct that in the future so that the exporter take in count each object transformation matrix
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  #1349  
Old 2010-09-22, 21:02
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import export ? What's that ? With tortoise I do "check out"
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  #1350  
Old 2010-09-22, 21:30
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Yeah Kobold you need to find a function called checkout.

Yeah David, it was alt+g.
Fixed it now and am commiting, sea looks nicer now too.

I think that maybe we should ditch the foam in the harbour for now. It looked cool without it. And I think the camera is a bit too low now, it goes through the doorway in the warehouse.

Oh, it'd be cool if _ocean was implemented, I can't continue working on the map with every transparent thing floating around .
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Last edited by Jasiek; 2010-09-22 at 21:39.
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