Search found 188 matches

by Agenotfound
Thu Oct 06, 2011 10:59 am
Forum: General Discussion
Topic: Back on the Wall
Replies: 73
Views: 53656

Re: Back on the Wall

Well, you pretty much rewrote the whole thing ! Amazing work, hope to be able to play it soon !
by Agenotfound
Wed Oct 05, 2011 10:57 am
Forum: General Discussion
Topic: Back on the Wall
Replies: 73
Views: 53656

Re: Back on the Wall

Fantastic ! please tell us more on how you did it. I'd love to know what was causing the climb trigger to crash !
by Agenotfound
Wed May 04, 2011 5:57 am
Forum: Building
Topic: Custom Avatars
Replies: 7
Views: 3101

Re: Custom Avatars

Adding a custom avatar means some work client-side, that's why we were never able to port the bahro avatar to CC nor any of the others ones from Moul for that matter (the rest of the DRC personnel i mean).
by Agenotfound
Sun May 01, 2011 1:09 am
Forum: Building
Topic: Poll: 3ds Max Versions
Replies: 19
Views: 14430

Re: Poll: 3ds Max Versions

Difficult decision. I say ... build whatever you can
I take part in the Education Program and have 2012 64bit but that doesn't seem to be an option at the moment. So I'll have to use my old PC with Max 7.

installing the 64bits versions always install the 32bit as well if I'm not mistaken. or do ...
by Agenotfound
Wed Apr 27, 2011 6:22 am
Forum: Building
Topic: Avatar Animations
Replies: 9
Views: 3518

Re: Avatar Animations

Wait you're using the Moul version of the wave emote in CC -TPOTS ? or to be more precise Moul's avatar rig ?

if that's the case you're even lucky something worked at all. The avatar's structure changed between CC -TPOTS and Moul meaning the files Cyan gave us are not usable as such in our single ...
by Agenotfound
Sat Apr 23, 2011 3:12 am
Forum: Building
Topic: Gears with bounds?
Replies: 6
Views: 2697

Re: Gears with bounds?

if you're trying to animate a mechanism it would be much simpler to make an animation during modelisation and then play it in the engine. Game engines are not really designed to do complex physics interactions (at least not Plasma).

If the physics involved are to complex to animate by hand you can ...
by Agenotfound
Sat Apr 23, 2011 3:07 am
Forum: Building
Topic: PlasmaMax compiling in Max 2011
Replies: 6
Views: 2962

Re: PlasmaMax compiling in Max 2011

Ah ! very good news !
by Agenotfound
Mon Apr 11, 2011 2:48 pm
Forum: Plasma Development
Topic: CyanWorlds.com Engine
Replies: 5
Views: 40215

Re: CyanWorlds.com Engine

ah, pity ... I hoped for a new ... something. Guess it's up to us now for new content :)

those ages files will probably need some fixing though or at least checking, the spyroom.age does not even list pages to load
by Agenotfound
Mon Apr 11, 2011 2:23 pm
Forum: Plasma Development
Topic: CyanWorlds.com Engine
Replies: 5
Views: 40215

Re: CyanWorlds.com Engine

Great !

just a small question did Cyan mention what version of Moul does the code actually come from ? Is it possible that they gave us the source of a more recent version of the game or at least and internal one, I saw a couple of things like this "Page=trailerCamPage,43,1" in the City age File ...
by Agenotfound
Sat Apr 09, 2011 3:07 am
Forum: Plasma Development
Topic: What do you want from the developers moving forward?
Replies: 95
Views: 49642

Re: What do you want from the developers moving forward?


First of all, I know this is not gonna be a popular opinion; but I think working on updating the Max plug is a misdirected effort. How many people actually use Max? Especially in our community? 4? 5? Blender might not be Max functionnality wise, but it works, it's free, and all current Age writers ...

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