Hey guys. I am unable to update the tutorial because of a ModDB error. I've contacted the staff to fix it, but in the mean time refer to Sourcefortsmod.com for a version with working images.
Webhost died on my. I'll try and get them uploaded elsewhere and fix the links.
A physics mesh is a recreation of the model, but it is comprised solely of simple shapes. Using only cubes is your best bet for success.
Try running studiomdl from a command prompt and putting the path in quotes.
Thanks for the SF shoutout.
I DONT WANT TO.
It's actually been out for a while now, so there are quite a few servers up. It wasn't until yesterday that I was able to post the story.
Thanks for the praise. :D Hope it helps out.
Unfortunately not. We're trying to get this version out relatively quick.
Hey man, awesome tutorial. Lighting techniques tend to be lost with most begginner mappers and color theory is rarely applied. Good stuff. :)
I'm always working.
Classes are staying, get over it. They make it fair for everyone, and disregard playing time.
Nospaceperson: You can download the song here.
Or you could just play SourceForts...
Gosh darn, the community here is just so warm and appreciative!
I just don't see why you guys 'hate' this layout so much. It is more efficient in terms of actually getting the information to you. The old version required more clicks, which in turn ended up cramming topics together that had no relevance to each other. Now everything is well placed, and separated nicely by tabs. Take for example the mod profile page. On the v2 site, all of the information, including help requests and other non-public related content, was positioned on one page. As most people would probably find a help request useless to them I think it is much better being on a separate page in the new version. This way people not interested in joining the mod only see the information that is pertinent to them.
You may also have noticed that you can always view the mod's basic information, such as website, status, contact information, and so on, no matter what profile page you are on. This way if you are viewing an image in the mod's gallery, you aren't required to go back to make sure that the mod has been released. The same goes for viewing people's profiles. The site is just better organized this way.
Features are being implemented in the next version to help eliminate the issue of people destroying entire forts. We are also debating on weather or not to implement a new class into the game before the release of 2.0.0. 1.9.0 was intended to be a bug fixing release that would smooth out the creases in the game rather than add completely new content. Version 2.0.0 is intended make the switch from a mod to a total conversion, adding new weapons, character models, maps, and so on.
The error was caused by me mis-typing the name of the texture for the skybox. My bad :P
SourceForts and NeoForts are both based on the same code provided by coding extraordinaire Knifa. The leader of NeoForts was working for the SourceForts team, but would not cooperate and left the team to create his own mod, NeoForts. I will admit that NeoForts is much more stable than the current SourceFort's build, but NeoFort's roots are not all pure.
Sure thing :)
I've already submitted two video tutorials for Half-Life 2 and Maya, and I have just submitted my PHP tutorial for creating one page solutions for websites. Enjoy :)
Reaper: Not really a possibility, are you sure you have the Xvid codec?
SourceForts is designed to be a capture the flag hybrid. Two teams must create and then defend their fort using what ever means necessary. By adding such entities as turrets to the game, the entire momentum would shift.
As it stands, one must be able to defend their area, and also attack the enemy base in order to capture their flag. With the aid of turrets, defending would no longer be required. Suddenly, the only element of gameplay left would be that of attacking. Because of the now one sided style of gameplay, battles would take place in the same areas, and never progress.
It would seem that capturing the flag would now be out of the question as both teams are focusing 100% of their energy on attacking, rather than equalizing their tactics between offensive and defensive movements.
This equalization of tactics is where opposing teams are able to find faults. These faults are what allow for flags to be captured, and games to be won or lost.
The re-playability of the mod would significantly decrease. As one of the core elements of gameplay has been taken out of the game, so has the re-playability that came with it. By dividing the game into two core parts you would have an offensive part and a defensive part. Since the defensive part has been removed the game is left only with only 50% of what is once had.
So answer me this, which would be more of a deathmatch style of play. SourceForts's current gameplay, or the game that you have suggested involving dead lock battles reminisce of World War I.
Very true Tiki. Thanks for the tip :D
It will be out, 'When it's ready.'
Any way you could post all of the entries for us to take a look at? I wanna see if it was really "hard to choose the winners". :)