MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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 Post subject: Latest version: 2.1.1
PostPosted: Thu Aug 27, 2009 1:03 pm 
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Silent Walk FPS Creator 2

latest version: 2.1.1
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version: 2.1.1
- SPLASH SCREEN REMOVED

version: 2.1.0
- small bugfixes

version: 2.0.9
- fixed actor blood rendering
- fixed weapon sparks rendering

version: 2.0.8
- fixed wrong bullet hole image rendering on moving actors

version: 2.0.7
- fixed when player reset (remove) all weapons in the new level

version: 2.0.6
- fixed player's sudden death
- added a new option to start the game without menus and title


Last edited by Zoltan on Thu Jun 10, 2010 1:28 am, edited 7 times in total.

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 Post subject:
PostPosted: Thu Aug 27, 2009 1:54 pm 
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what's new?


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 Post subject:
PostPosted: Thu Aug 27, 2009 5:46 pm 
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It is not a new release, I only placed this link here as well.

However I noticed, that older versions are still in use, I recommed installing 2.0.4.

Fixed for example: fixed door sensor, level music stops when new level starts.


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PostPosted: Thu Aug 27, 2009 5:50 pm 
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Zoltan wrote:
It is not a new release, I only placed this link here as well.

However I noticed, that older versions are still in use, I recommed installing 2.0.4.

Fixed for example: fixed door sensor, level music stops when new level starts.


level music stops? THIS IS THE BEST DAY OF MY LIFE!

thanks zol.


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 Post subject: Holy Cow
PostPosted: Mon Aug 31, 2009 9:42 pm 
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Thanks Zoltan-You Kick Butt. My internet has been down for a while and im using the library for now. I know this is an outdated comment but i really like the new layout of the website. :D

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PostPosted: Fri Sep 04, 2009 11:04 am 
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There is a problem though. the editor crashes when I try to use the default heightmaps. It gives me a could not load height map message and closes silent walk 2.

Edit: And also I get a memory access violation when I try to save.

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PostPosted: Fri Sep 04, 2009 12:44 pm 
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haloman772 wrote:
There is a problem though. the editor crashes when I try to use the default heightmaps. It gives me a could not load height map message and closes silent walk 2.

Edit: And also I get a memory access violation when I try to save.


Thanks for the feedback, I'll investigate the problem.
Cheers. 8)


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PostPosted: Fri Sep 04, 2009 1:15 pm 
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Thanks zoltan. I appreciate your quick response.

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PostPosted: Fri Sep 04, 2009 11:06 pm 
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i installed sw 2.0.6 ad still i have problems with the bullent hole images..it looks good when i shoot a wall or something that isn't moving but when i shoot my monsters or actors the bullent holes float in mid air even after the actor falls down dead..is there anyway of fixing this bug? :D

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 Post subject:
PostPosted: Fri Sep 18, 2009 12:26 pm 
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I wanted to make this post for some time now and I know that some of the users will not agree with me but... It's been some time since Zoltan decided to drop the development of SW2. But maybe you would be willing to reconsider this decision now that some time has passed? SW needs some bug fixes and small updates, extra options that could make it a very powerful tool for game editors. And I'm sure most of us would be willing to promote your product on other websites and forums. Just my thoughts.

Also there is something i don't get. In 2.04 the next level sound issue was fixed but not in 2.06?


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 Post subject: We Wish
PostPosted: Sat Sep 19, 2009 9:33 pm 
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I Have tried everything i can think of to get Some of the bugs fixed for SW2 even going to Zoltans house and washing his car and mowing his grass so he has time to fix a couple of bugs. cause sw2 falls just short of being the best game editor out there(with no coding) If only the fact that actors have no force to pull them back down a terrain. and the weapons hud didnt show backfaces-anyway since the 3drad has gone free, and the designers have been on a system where they anounce the feature you want and they put a price to show how much it will cost to create or fix the new feature, they have made alot more progress. I know i would send Zoltan some money to spend a 12 hour attack on the bugs. lol- i look at it this way i would of spent twice as much money for sw2 anyway.

Love and respect to all :D

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 Post subject:
PostPosted: Fri Dec 25, 2009 5:30 pm 
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mogzdogz wrote:
i installed sw 2.0.6 ad still i have problems with the bullent hole images..it looks good when i shoot a wall or something that isn't moving but when i shoot my monsters or actors the bullent holes float in mid air even after the actor falls down dead..is there anyway of fixing this bug? :D



i can't believe i spelt bullet wrong twice lmao

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 Post subject:
PostPosted: Wed Jan 06, 2010 2:10 am 
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I made quick fix by removing the bullethole from moving actors, instead of letting it floating in the air. Please test it and let me know if it works correctly, so I'll release this new version.

Thanks.

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PostPosted: Wed Jan 06, 2010 2:33 am 
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any word on inverting on hud weapons on pickup?

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PostPosted: Wed Jan 06, 2010 2:58 am 
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Zoltan wrote:
I made quick fix by removing the bullethole from moving actors, instead of letting it floating in the air. Please test it and let me know if it works correctly, so I'll release this new version.

Thanks.

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SWEEEEEEEEEEEEEEEEEEEEEET!!!! :D THANKS ZOLTAN!! 8)

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 Post subject:
PostPosted: Wed Jan 06, 2010 4:18 am 
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excellent..the bullethole image issue fixed:) thanks once again zoltan :D

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PostPosted: Wed Jan 06, 2010 1:31 pm 
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Fatmanpez wrote:
any word on inverting on hud weapons on pickup?


I thought we clarified the problem. The inverted weapon is a result of scaling it to a negative direction.

model requirements: any valid 3ds or b3d format with fixed normals. Normals can only be fixed in the 3D modeler.

Is there any other open issues with it?


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PostPosted: Wed Jan 06, 2010 11:48 pm 
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will try to fix then

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Zoltan wrote:
Fatmanpez wrote:
any word on inverting on hud weapons on pickup?


I thought we clarified the problem. The inverted weapon is a result of scaling it to a negative direction.

model requirements: any valid 3ds or b3d format with fixed normals. Normals can only be fixed in the 3D modeler.

Is there any other open issues with it?



not that i can think of besides blood taking awhile to hit the groud but that's ok..other than that i believe everything is running cherry now with SW2..thanks zoltan..this is now trully the best FPS creator there is..in my opinion

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PostPosted: Fri Jan 08, 2010 1:18 am 
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version 2.0.9
-splash screen very small and unnoticeable :P

lol jk thanks for the new fixes!




i think i'll buy silent walk 2 . . . but then p3d will come out
which is why i keep waiting to see if i will continue to stay with sw or if pd3 is better. I wonder how much pd3 is.

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PostPosted: Sun Jan 10, 2010 3:32 am 
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Shocker Games wrote:
version 2.0.9
-splash screen very small and unnoticeable :P

lol jk thanks for the new fixes!




i think i'll buy silent walk 2 . . . but then p3d will come out
which is why i keep waiting to see if i will continue to stay with sw or if pd3 is better. I wonder how much pd3 is.


P3D is free and Open Source!

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PostPosted: Sun Jan 10, 2010 3:58 am 
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Black Sabbath wrote:
Shocker Games wrote:
version 2.0.9
-splash screen very small and unnoticeable :P

lol jk thanks for the new fixes!




i think i'll buy silent walk 2 . . . but then p3d will come out
which is why i keep waiting to see if i will continue to stay with sw or if pd3 is better. I wonder how much pd3 is.


P3D is free and Open Source!


:shock:

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PostPosted: Sun Jan 10, 2010 4:29 am 
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PostPosted: Mon Jan 11, 2010 1:00 pm 
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Zoltan wrote:
I thought we clarified the problem. The inverted weapon is a result of scaling it to a negative direction.



Zoltan, I had a weapon that was suffering from this problem, so I scaled it through to 'positive' and it still had this issue. The model's normals are alright, so I don't see why it's still doing it.
:?


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PostPosted: Mon Jan 11, 2010 1:08 pm 
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OVERLORD wrote:
Zoltan wrote:
I thought we clarified the problem. The inverted weapon is a result of scaling it to a negative direction.



Zoltan, I had a weapon that was suffering from this problem, so I scaled it through to 'positive' and it still had this issue. The model's normals are alright, so I don't see why it's still doing it.
:?


Can you upload the model file and PM me the link?
I'll investigate the issue. Thanks.


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PostPosted: Mon Jan 11, 2010 1:13 pm 
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im having the same problem too with my weapons :cry:

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PostPosted: Mon Jan 11, 2010 2:38 pm 
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Zoltan wrote:
Can you upload the model file and PM me the link?
I'll investigate the issue. Thanks.



Ok, I have sent you a private message containing the link.


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PostPosted: Mon Jan 11, 2010 8:07 pm 
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OK, I tested the model.

Here is the case, I think this causes all weapon glitches:

I don't know how to explain, if there is a part in the model, which is placed inside the whole model, the engine also renders the inside poligons.

I've made a small image to show the bug:

Look at the black arrows, those are the parts which are rendered on the screen.

Image

The green pistol has no inside part, but in the red pistol there is a tube, so the engine renders all viewable poligon.

So to avoid the weapon bug, try not to place anything inside the weapon. This is not the most elegant solution, but at least we can avoid the ugly flipping. :?

I hope this helps, let me know if you need more explanation.


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PostPosted: Thu Jan 14, 2010 10:07 am 
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Okay then. I'll see if this works, and if so, we will have solved this infamous bug!

Cheers, Zoltan. 8)


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PostPosted: Thu Jan 14, 2010 10:09 am 
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This means I have to re make my pitchfork!!! :evil:

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