Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / Goldeneye

Author
Message
Osiris
20
Years of Service
User Offline
Joined: 6th Aug 2004
Location: Robbinsdale, MN
Posted: 15th Dec 2004 10:38
what gun did you try to use? lol

Professor
19
Years of Service
User Offline
Joined: 7th Oct 2004
Location: USA
Posted: 15th Dec 2004 10:59
Oh sorry i wasnt very clear. Thats what i get when i start the game i tryed redownloading it but i get the same thing

I downloaded it from this link, is this right?

http://www.enigmatekuk.com/goldeneye/download.htm

If not please post the right one
Thanks
Osiris
20
Years of Service
User Offline
Joined: 6th Aug 2004
Location: Robbinsdale, MN
Posted: 15th Dec 2004 11:02
no thats right is it exactly when, like when its loading?

Professor
19
Years of Service
User Offline
Joined: 7th Oct 2004
Location: USA
Posted: 15th Dec 2004 11:04
Yeah the loading screen comes up then an about 1/2 second that error comes up
Osiris
20
Years of Service
User Offline
Joined: 6th Aug 2004
Location: Robbinsdale, MN
Posted: 15th Dec 2004 11:14
huh i guess he better talk to his service provider beccause im not missing any sound just some models. wierd

Professor
19
Years of Service
User Offline
Joined: 7th Oct 2004
Location: USA
Posted: 15th Dec 2004 11:22
Hmm... can you send me the link from where you downloaded the demo? Please?

Thanks
Osiris
20
Years of Service
User Offline
Joined: 6th Aug 2004
Location: Robbinsdale, MN
Posted: 15th Dec 2004 11:25
Professor
19
Years of Service
User Offline
Joined: 7th Oct 2004
Location: USA
Posted: 15th Dec 2004 11:31
And click on downloads and download the file? I tryed that oh well.

Thanks anyway
Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 15th Dec 2004 12:19
Without know what sound it's looking for, nope.
Guess there is a sound it didn't extract to the correct directory.


Goldeneye Nemesis
21
Years of Service
User Offline
Joined: 9th Dec 2002
Location:
Posted: 15th Dec 2004 21:03
Sorry I've been away guys, had a bit of an all nighter, still at Uni now. Will be back home in about 9 hours and I'll re-do the download completely and make sure there are no problems. It looks like I didn’t transfer a sound, although I did test it on my machine without errors. I think maybe my ISP is having probs as you said Osiris.


@Raven: I don’t mind you adding me to your MSN at all, in fact I’m over the moon you have. I’m looking forward to having a chat with you. A lot of people have already added me. I’d post you my cart and save you a tenner if it hadn’t gone walkabout.
I’m gonna order the DVD ASAP and that way I can take grabs from the movie. That way, if you need any shots then I can get them for you.
I love your idea for the original graphics cheat. I think that would work really well, and add a whole bucket load of playability value, cos people would want to play through all over again to see the difference. Another cheat I was thinking of adding is a ‘Programmers Heads’ cheat, where al the guards heads are swapped for ours. If I see the cheat through then I’ll probably email Rich, Lee and Mike to get their heads too.

Quote: "which reminds me I'll ask for the beta copy from Dave on Monday (when I'm next up at Rareware) see if I can't see what some of those original missions were like.
"


Getting the beta copy? Up at Rareware!?!?!? If you go to Rareware and could have access to the beta copy then you are a god mate. I knew you were involved with Microsoft game studios, and that they own Rare but you actually go there? That’s amazing. I wish I could go there and take a look, but that’s a gift not often granted to us lesser beings . I’d love to hear more about this beta copy, I think it’s the most intriguing thing anyone has ever said to me!

If you are happy to give me access to some space on your FTP then I would be overjoyed. My service provider isn’t the best by a long way and I think most of you will have seen that it drops downloads sometimes and also it looks like the professor was getting a corrupt download, so reliable FTP space would be a real bonus, but only if you’re happy with it.

Another think I wanted to ask is – how many of you have WinRAR? It can compress things a lot better, smaller and more reliable than WinZip but it’s a lot less widely used. I was thinking of having a ZIP download and a RAR, giving people the option, but if all of you have WinRAR then it saves me zipping it.

Sorry again to everybody for not being able to sort the problems. The Uni deadlines all end today so I’ll be home tonight and I’ll make sure there’s a bug free demo that works 100%. And I’ll add a few bits too if I have the time.
Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 15th Dec 2004 21:43
Heh, yeah I've been temping for Rareware since August-ish .. been working on, well that's not important right now; but something oddly relivant to this heh

I'll sort out the FTP editor page for you in an hour or so
I don't mind giving you access, sides between me and puffy we've got 4GB of space heh.

If you download 7zip, i'd suggest using that. You can get DBP Exes down to a ridiculously small amount, it's free, and you can just make a self-extractor.

I can't do the ultra (as i need 370mb for compress it but only 34mb to decompress heh)

But: (Self Extracting)
WinRAR - 5.23MB (Best)
7Zip - 4.14MB (Maximum)
WinZip - 7.09MB (Maximum Portable)

if i could do ultra for 7Zip i'd show you how small it gets, but i need to get more ram heh
Self-Extracting Exe's save worrying about who has the compressor


Crappy Coder
21
Years of Service
User Offline
Joined: 16th Sep 2003
Location: Uk, Bath
Posted: 15th Dec 2004 23:46
looks nice but the map is crying for a lightmap!!
Professor
19
Years of Service
User Offline
Joined: 7th Oct 2004
Location: USA
Posted: 15th Dec 2004 23:49
Quote: "I was thinking of having a ZIP download and a RAR"


That sounds good
bartlett
20
Years of Service
User Offline
Joined: 22nd Jul 2004
Location: United Kingdom
Posted: 16th Dec 2004 00:13
Defintley needs a lightmap, I should be using Gile on the maps. I had to download a emulator and a ROM of the Goldeneye 64 to take a look at the maps at what could be improved. Currently working on Runway map.
Cavex
21
Years of Service
User Offline
Joined: 6th Feb 2003
Location:
Posted: 16th Dec 2004 05:07
Is their any changes of mix and machs weapons?
Goldeneye Nemesis
21
Years of Service
User Offline
Joined: 9th Dec 2002
Location:
Posted: 16th Dec 2004 05:54
A compromise! I’ve RARed the demo, and made it into a self extractor until I get going with 7zip. This version definitely works! Although I can see my self being made a fool of again. I don’t know why the sound thing went crazy, but I’m sure I tested it before. Anyway I’ve included every sound from the Goldeneye cartridge so I know all the ones that are needed are there, and I won’t have to touch the sounds from here on in.

About light maps, I’m all for them, in fact I have been trying to find a free light mapper to add some cool light maps to levels, but haven’t had any success. So if anyone would like to use their light mapper and play with the levels once they are complete then I would be eternally grateful.

Hey raven, you wouldn’t be working upstairs at rare would you? On a project that isn’t supposed to exist, and is never to be mentioned? Lol, I’d love to be a part of that. In fact my dream job would be to work at rare doing anything they’ll let me. I downloaded the beta for 7zip, but they seem to be having the same problem as me – it wouldn’t work, so I’ll try again later.

@Cavex: if you expand on this mix and mach weapons idea, then I’ll write it in. Double guns are coming right up, hopefully in the next demo release, so I don’t see why I cant make a mix and match function.


The download link anyway is:
http://www.enigmatekuk.com/goldeneye/downloads/DemoBuild.exe

I’ll do some work tonight and put up another demo if I get far enough to do it. I want to put MI6 back in so you can see more of what the engine can do, watch this space anyway.
Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 16th Dec 2004 06:17
RavenStudio Mirror a new more stable file mirror.


Professor
19
Years of Service
User Offline
Joined: 7th Oct 2004
Location: USA
Posted: 16th Dec 2004 06:39
Yay! it works now! cool game
Osiris
20
Years of Service
User Offline
Joined: 6th Aug 2004
Location: Robbinsdale, MN
Posted: 16th Dec 2004 10:47
when do you plan on adding some enimies to kill?

ALPHA ZERO PRODUCTIONS
21
Years of Service
User Offline
Joined: 28th Sep 2003
Location: Mom ! I forgot where we live !
Posted: 16th Dec 2004 11:56
looks like the one from nintendo 64.....good job....is there going to be online multiplayer ??

and maybe ur ngc is a demo 8-S


ALPHA ZERO PRODUCTIONS
NEW WEBSITE ONLINE
Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 16th Dec 2004 12:54
in the next version there are 600 guards you have to disarm all with a a pocket knife and a peice of gum Q gives you!!

.. heh .. nah just joshing with ya.
There are alot of things yet to do engine-wise, that I hope to guide Andy through doing.

Currently you see there are big gaps in the world mesh, and that you can see the .x mesh as you please.
Well what is going to need to happen is some format is devised in order to contain all the portalised mesh, that load as needed. Contain things like physics data, static mesh (guard towers), entities (breakable glass), materials, etc..

Alot will be a learning experience, so as such things won't be rushed. It is likely you'll probably get a few bad guys to shoot, in order to test animations, and AI. However first there will need to be a soldier with which to animated and create AI for


Goldeneye Nemesis
21
Years of Service
User Offline
Joined: 9th Dec 2002
Location:
Posted: 16th Dec 2004 19:22
Well as it stands, entities (glass, doors, switches etc) are run from functions e.g. make glass (blah, blah, blah), and these will be referenced from an entities.txt file in the levels directory. That way, level creators can build entities straight away in the levels they make.

For example, if I wanted to add a door, a switch and some glass, I'd write three lines in the entities.txt file to do this. It seems to me the easiest way, and most versatile way. There is already a leveldata.ini file to set up things like fog, and I will put the skybox in here too.
Static objects are already loaded from a LoadPrefab() function, this sets them up as a mesh with NGC collision, and I'd allow this to be called from the file also. This will be expanded to set info like weather a static object is destroyable etc.

As far as enemies go...give me a chance! I know as far as you can see, there is little more to this than a level viewer and a few guns, but the project is already 4000 lines of code and counting. I want to perfect the engine first, make everything work perfectly before tinkering with enemies and AI. I will add some basic functions to allow static enemy models to be loaded and collision to be handled, but not until the weapon system is 100% finished - and it’s getting there. If Saberdude can pull off his AI plug-in then maybe that will take care of most of the enemy stuff for me, and move things along with a bump.

I have made a new Demo, which Raven has had a look at. I'll upload it later today with a few more bits added. It includes more realistic guns (no locking), a new D5K silenced, animation based reloading (and I had to do the animations for every gun I have). So there is enough there to notice a difference this time

Anyway, I'm gonna set to it. I want a little level select screen, and the ability to play MI6 and runway before lunch!


Oh and P.S. I bought the latest NGC plug-in, and it’s a cracking collision system, if you want accurate collision at a very reasonable price then you can’t get much better.
Goldeneye Nemesis
21
Years of Service
User Offline
Joined: 9th Dec 2002
Location:
Posted: 16th Dec 2004 22:39 Edited at: 16th Dec 2004 22:40
Man I hate to double post, but I had to tell you there is a new Demo uploaded.
You can get it here:
http://www.enigmatekuk.com/goldeneye
or here:
http://rstudio.puffinteractive.com/goldeneye/DemoBuild.exe

I've added quite a lot, so the download is one Meg heavier. There is a level select screen, and you can play either the MI6 level so you can see how doors, switches etc work, there is the old faithful dam level, and the new Runway (basic) level. Go have a look.
I tested this as best I could, but there are bound to be things I've missed. Let me know and I'll fix any bugs ASAP.


I just downloaded Newton so I’m going to begin writing in physics. I just hope its not to hard to integrate it with NGC….wish me luck!
Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 16th Dec 2004 23:08
issue with the rstudio ftp, i'll have to manually upload this. anyone trying to download from there give me a chance to do this.

Shouldn't take more than 30minutes (yeah i know slow connection)


Dom
20
Years of Service
User Offline
Joined: 31st May 2004
Location:
Posted: 17th Dec 2004 00:33
I am hoping to Implement my AI System into this game! It is basically an invisible 'ZONE' around you and your enemy and if they come into contact with each other then it triggers something of your choice! Im still developing it and when its done there will be a whole range of different SI functions available Ranging from ENEMY to FRIENDLY and even CIVILLIAN

DRAGONFIRE STUDIOS
Lead Programmer
(The Studio being my front room)
Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 17th Dec 2004 02:17 Edited at: 17th Dec 2004 02:19
alrighty updated, had to go into watford; but was abandoned by my lift so i had fun walking back... all 7miles! grr

well enjoy the new demo

(edit ftp is acting annoying probably didn't log out properly... so the extension is .zip not .exe heh)


Cavex
21
Years of Service
User Offline
Joined: 6th Feb 2003
Location:
Posted: 17th Dec 2004 03:39
What I mean by mix and mach weapons is that you could rpc 90 in one hand and a pp7 in the other. Of course some weapons can only be one handed.
FINN MAN
20
Years of Service
User Offline
Joined: 2nd May 2004
Location:
Posted: 17th Dec 2004 04:18
that looks cool andy
Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 17th Dec 2004 04:22
Oops my bad... ignore the one on my server for 15minutes, i uploaded the wrong build *^_^*

Uploading the REAL new build.
I've got to edit the script so it deletes when a file is already there, rather than what it does now and just zeros the file.
This reminds me, next build will probably be a little larger; but will be given an installer. After that smaller patch builds will be uploaded.

Playing the original Goldeneye again reminds me just how superb this game is. Seriously, I mean the levels have far more interaction.. AI isn't exactly rocket science but still would put Doom3 and Half-Life2 to some shame. Not to mention the zone hit animations are awesome.

God making a PC version of this is going to very much be a pleasure, to provide a generation of gamers with simply one of the best FPS within a control system that is more friendly to the genre.


Goldeneye Nemesis
21
Years of Service
User Offline
Joined: 9th Dec 2002
Location:
Posted: 17th Dec 2004 05:56
@Saberdude: I have a few ideas with the AI. I will have a go at GUI for the plug-in in VB.NET; if you like the idea once we get started and I see more of your idea. That way the AI could be tweaked easily and maybe decision trees and likelihood of events could be changed with the minimum of hassle.

@FINN MAN: A pleasure to see you again. We have to finish that Streets of Rage game after this, that was a good project.

@Cavex: I like the idea, but I think an RCP and a PPK would be an odd combination compared to double RCP’s . But I’ll try and write in support while I finish the weapon system.

Right...back to work
Osiris
20
Years of Service
User Offline
Joined: 6th Aug 2004
Location: Robbinsdale, MN
Posted: 17th Dec 2004 05:59
nice but what are you supposed to do on the first level?
and raven whens that big thing you were uploading gonna come out?

Goldeneye Nemesis
21
Years of Service
User Offline
Joined: 9th Dec 2002
Location:
Posted: 17th Dec 2004 07:30
lol Osiris, you are impatient, and you obviously havent played the original Goldeneye. A really suggest you check it out, it is one of the best FPS of all time. You missed out if you didn't play it. It's well work buying an N64 off ebay for it.
I'm sure Raven will release his big thing when he's ready. And I'll put an ending to Dam and the other levels as soon as I can
Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 17th Dec 2004 10:10
Quote: "nice but what are you supposed to do on the first level? "


This is just a beta currently. Alot of the engine is still in development. These things do take time though.

Quote: "raven whens that big thing you were uploading gonna come out?"


Patience is a very good virtue. What i have uploaded was already released, and i doubt is of much interest to this community.
There is a second part of it though that will be uploaded soon, that will is DarkBASIC related.

I don't want to hi-jack the threaad talking about it, just that it is comming and you will need a relatively powerful system for it.
If your system can run Doom3 (at a reasonable framerate), then it'll be able to run what I'm releasing. If not then I'd suggest not getting too hyped.


Osiris
20
Years of Service
User Offline
Joined: 6th Aug 2004
Location: Robbinsdale, MN
Posted: 17th Dec 2004 11:04
i own the original copy of goldeneye and donkeycong 64 lol and the copy perfect dar, also much fun

@raven
never tried doom 3 on my comp but with the addition of the new ram im getting next thursday im sure itll be up to the challange...i hope , hey and does that mean if it works i can play doom 3

Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 17th Dec 2004 12:09
lmao... I'd suggest you download Doom3 to test.
currently I'd recommened:


*Supported Video Cards at Time of Release


Heh, I've got a few things comming out over the Winter Season. What is being released for Christmas is just the prelude, and will be the taster of what is inside pandora's box.


Dom
20
Years of Service
User Offline
Joined: 31st May 2004
Location:
Posted: 17th Dec 2004 18:29
Hmmm none of the demo builds seem to work on my rubbish P3 600 with onboard graphics! I click on the .EXE and nothing happens!

DRAGONFIRE STUDIOS
Lead Programmer
(The Studio being my front room)
Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 17th Dec 2004 19:05 Edited at: 17th Dec 2004 19:06
Demo Build Requirements:




Osiris
20
Years of Service
User Offline
Joined: 6th Aug 2004
Location: Robbinsdale, MN
Posted: 17th Dec 2004 20:09
that really all you need to play doom 3, oh yes im getting it

domes never work out for me, the far cry one lagged so bad and the, lord of the rings two was just plain messed up, i could walk through walls!

Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 18th Dec 2004 08:47
Far Cry is an odd game, it works on some machines nicely and others like crap.

I can't stress enough how important a good Shader card is though.
Thursday is when I'll have to release, else it will need to wait until after Christmas.

As for Goldeneye, well talk to Andy over the weekend about what is to happen conserning the next demo, or perhaps lack of one.
Personally I feel the project should move to screenshots, now that everyone has had a small taster of how much work is being put in; time to really forget about what people in the forum want to play and just show what is going on more. Give everyone a chance to mess around with the forumla and keep the builds in-house so to speak.


Dom
20
Years of Service
User Offline
Joined: 31st May 2004
Location:
Posted: 18th Dec 2004 18:47
I meet thos requirments but It just dont work!

DRAGONFIRE STUDIOS
Lead Programmer
(The Studio being my front room)
Goldeneye Nemesis
21
Years of Service
User Offline
Joined: 9th Dec 2002
Location:
Posted: 18th Dec 2004 22:54 Edited at: 18th Dec 2004 23:03
The website has been updated with the larger version of the screenshots below. I'm all for showing you screenshots rather than a build-a-day, but I still think that we need to release a Demo every now and again for a little feedback and it's a great way of finding bugs.

The runway level model is now finished, apart from a little tweaking, and adding of doors etc. All the models are in anyway. This means that I can spend some time on the objective system. It is all planned out, and some of the code was written a while ago, but a full level means that I can test properly. Then I would like to add a few destroyable objects like the bins at the beginning.

After this, we'll be in a position to play with the drone guns. You haven’t seen the health and armour bars in action yet, so coding the drone guns will mean that you can all start loosing some health!

Of course blowing stuff up means I really need to start thinking about explosions. Does anybody have any really good code they want to share? They are one of the hardest things to get right in a game, and not many games have managed it. I can't think of any DB games with good explosions, so we need to make these ones red hot. I have a few ideas on how to make one of my own, involving alpha mapped planes with successive images, particle effects and smoke, but it will take a good few days of head-to-wall action to sort out.

I think that if I can nail destroyable objects, objective systems and target seeking drone guns then it will add enough to warrant a big demo for Christmas. Until I do that I may not release a demo, but we’ll see. Maybe releasing demo’s as often as I tend too does mean that you lose interest; you’ll have to tell me your thoughts.



Juso
22
Years of Service
User Offline
Joined: 23rd Sep 2002
Location: Finland
Posted: 19th Dec 2004 02:24
Works fine and smoothly. Loading happens in the twinkling of an eye!

You can even shoot sky full of holes
Goldeneye Nemesis
21
Years of Service
User Offline
Joined: 9th Dec 2002
Location:
Posted: 19th Dec 2004 07:59
lol, thanks for that Juso. Are you managing to shoot the skybox? Or was it just the models that got thrown about? Let me know so I can work on it.

I've just been doing the in-game menu, here's a screenshot:



This seems to be a fast growing topic! hotlisted in a matter of days, its surely testament to the original Goldeneye's success and maybe as a result of our hard work here! I just hope everyone keeps posting and checking us out, because your feedback is very valuable.
Juso
22
Years of Service
User Offline
Joined: 23rd Sep 2002
Location: Finland
Posted: 19th Dec 2004 17:48 Edited at: 19th Dec 2004 17:49
I just shot up to sky and holes left there!
Goldeneye Nemesis
21
Years of Service
User Offline
Joined: 9th Dec 2002
Location:
Posted: 19th Dec 2004 19:17
hmm it seems that you aren't hitting the sky at all, it's just that the limit of the raycast for the bullet is less than the radius of the skybox and therefore your bullet stops short of the sky. (ouch that sounds technical). Well done for pointing that out, it's only a couple of tweaks, a 10 second job really, but I'm glad you let me know, thanks.
Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 20th Dec 2004 22:49
hey Andy, guess what!
i've finally figured out how the export the DirectX models... unfortunately they bloat a little because they export as ASCII, however I'm going to work on small converter program so you can convert them to Compress Binary.

as it stands the PPK is 268KB as ASCII, but will strink to 46KB Binary and 22KB Compressed Binary. (got the other exporter working too heh)

i'm not sure if this will load up correctly in DarkBASIC Professional, considering i have to export using a Shader. i've added a standard Throughput Diffuse, and it's Pixel Shader 1.1. i think if your hardware supports it DirectX loads the Shader, but if it doesn't then it loads the standard texture. i wasn't specifying a shader before so that's why it wasn't working.

i think what'll will end up happening will i'll create the models and export them with the shaders already attached, some experiments here should provide me with some real data on how to do all this.
this is still with that quick 5-minute phototexture, but it's better than nothing, eh.


Attachments

Login to view attachments
Goldeneye Nemesis
21
Years of Service
User Offline
Joined: 9th Dec 2002
Location:
Posted: 21st Dec 2004 02:13
Nice one Raven! I knew it's not like you to ever get stumped by anything. I can load the model in the game, and in truespace. In the game it appears grey and in truespace it looks ghosted. If the texture isn't automatically attached to the object let me know and I'll write an extra line in the INI file for textures. I think I may do that anyway to save messing with 3 different mine models.

My graphics card is a NVIDIA FX 5600 XT so I think it supports most shaders, although I'm unsure quite what your shader does. I'm gonna polish the menu and objective system tonight. If I get it finished then get ready for a quick test build.
Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 21st Dec 2004 02:24
The shader isn't anything special, just passes the data through the Vertex Shader to a Pixel Shader, which outputs the texture as is.

Really it's probably over complicated with HLSL than ASM, but DirectX8/9 models integrate it from HLSL so not much could be done.
I think you just need to attach the texture manually, I've got some things to do with my own FPS; so really need to test this out and see if I can't extend Resident a bit more. Found rewriting it i'm changing a few things around like model formats and such.
God knows which engine i'll stop with heh


Goldeneye Nemesis
21
Years of Service
User Offline
Joined: 9th Dec 2002
Location:
Posted: 21st Dec 2004 03:17
Well I've just surprised myself here with speed. Did a quick ini editor to add fields to the ini files with ease, so the I put in the texture and animation fields in a flash! Then a two second texture if statement and Bobs your mothers brother! here Raven - feast your eyes . Your PPK in runway.
Cavex
21
Years of Service
User Offline
Joined: 6th Feb 2003
Location:
Posted: 21st Dec 2004 04:27
I been think how make this game even better then hit me one thing wrong this game was bad street level. You should totally redesign add lot better physics for the tank!!!! Why not also give new car level based on the car chase at the start of the movie?

Login to post a reply

Server time is: 2024-09-29 08:21:05
Your offset time is: 2024-09-29 08:21:05