Interesting... A serious expansion on HLMV? Will it have the functionalities of HLMV too? I would -so- use that. A completely standardized way of managing all your customs for all our mods has been lacking. Tools for models, sprites and sounds... I'm no programmer, but I realize that's no small feat. I'll deffinitely be watching the progress on this.
Nice program me want! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
the "Kaharaa" should be "kharaa" iirc <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Both preview windows react very similar to hlmv. Left mouse = transpose, right mouse = angle delta. Not like that part really matters, I want the manager part to work first <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Right now im working on a unknown model analyzer, a tool that you point it to all your original NS skins (or any other mod, for example), and then point it into a directory full of file1.mdl, crap.mdl, etc. and it will try to figure out which models are supposed to be which or which ones resemble which.
<!--QuoteBegin---Vash-+Jan 20 2003, 02:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Vash- @ Jan 20 2003, 02:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->*cough* Um...What exactly are the "Kaharaa" ? hehe<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Very humorous aliens <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Your program looks good, just please don't add spy spyware <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
[edit]will there be support for other mods as well?[/edit]
looks cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> keep up the good work.
contact me @ Kainesmail@bigpond.com, i guarantee that i can make your life easier <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Been fun working on it. Basically, Ill outline some of the algorythyms. In a nutshell, when you choose, lets say to switch to a new armory model (as shown in the screenshot), it will scan through the entire /ns directory for all models resembling armories (using my currently improperly implemented **** AI-like statistical methods) and all models that have partial filename matches to known models, and display them in a list, to let you choose through them. It abstracts the fact that the model used by halflife is actually /models/armory.mdl. To the player, the model in /ns/backups/crap/model.mdl will look like the current model (this is just to make it appear more transparent between switching models). As long as the user doesn't manually screw with the /ns folder, for example, it will work great.
Im also adding a very spiffy feature for those of us who just don't want to think. Basically Im going to set it up so if you drag a .zip onto the main window, it will seamlessly integrate the skins/models/wavs/etc. into the game, and make them your current active models (without destroying the current models. It will preserve them using my patenteted file preservation system (copy and rename). <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> This portion of the program will analyze the zip, and if it detects a directory structure, it will use that to put files in the correct spots, but it will also CORRECT invalid locations. Like if you try to put a .wav in the models directory, it will put the .wav in the most seemingly correct spot, based off of it's filename. Or if the .zip inserts a model into the /models folder that is known and not used by NS, it can do something like warn you or move it to a 'dump folder'. Cool **** like that. To further put the icing on the cake, if you drag a .zip with a HELLO.mdl (for example) in it for example, it will statistically analyze the model and determine which model its a replacement for. Upon not finding a match, it will used a standard % match algorythym and let you choose the best match, along with a nice preview.
All these features may sound hard to implement, but beleive me, its all entirely automated. My statistical regression engine essentially gathers data from all files (models, maps, wavs) and can determine how close they are. This way, all these neat little hax0r tricks are very simple (as long as the engine is coded right, ofcourse)
Oh yes, BTW, the tree-view style navigation in HLMV is definately going to be implemented into this. It couldn't survive without it. But I plan to make it much better, at the same time.
Anyways, off to play NS. Got a Halfirc halflife irc client to debug <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
No, ive spent about a week on this program. Im a RAD developer (if that wasn't already obvious) with a masters in Computer Science, and a bachelors in statistical mathematics (stats). I have learned significant chunks of about 30 programming languages old and new, and also am VERY gifted with statistical applications to computers (hence the model stuff). This stuff is joke-easy crap for me. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
But im losing interest in it. I wish I knew someone else that could help me on it.
NOOOOOO DONT GIVE UP..... it is so perfect for the ppl like me who play in clan wars where the servers always run server consistancy i can just change back to originals then when i want to play in a pub server i can just switch back. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> great idea keep it up!
I know that feeling... Drawing, graphics, mIRC scripting, 3D modelling... It gets so lonely after a while. I keep losing my passion for new things. The passion's never... Something. It doesn't feel right being passionate alone. If there was someone to motivate me, that I could motivate too... Not in a relationship sort of way. Just someone to work with. I've not met -anyone- I feel I can do anything with.
what are you programming in? i'd love to help you out. prolly can help more with my knowledge on the HL filesystem and model specs than programming (i'm a self-tought delphi-dude and got bored learning C++ so i don't know much of it :\ ) i am rather good at bug finding in any sort of code and pretty quick with numbers. i'll try to catch you on icq.
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
Cool programm... please dont stop the work on it. I know, im also a programmer, when you have no motivation and its too easy(and after what you said this is realy too easy for you) you get bored very fast. But hey, thats a usefull programm and many people would be very happy, release it please. When you want we can invent some spezial features that are very hard to code.... *g*
Comments
hopfuly it will be out by the time i take modeling back up!
<--- 2 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
but btw:
the "Kaharaa" should be "kharaa" iirc <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Not like that part really matters, I want the manager part to work first <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Right now im working on a unknown model analyzer, a tool that you point it to all your original NS skins (or any other mod, for example), and then point it into a directory full of file1.mdl, crap.mdl, etc. and it will try to figure out which models are supposed to be which or which ones resemble which.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
You know, when it's ready for release?
...
Very humorous aliens <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Your program looks good, just please don't add spy spyware <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
[edit]will there be support for other mods as well?[/edit]
At least, that's what I thought this topic was. As opposed to, you know, maybe, "Natural Selection Media Project Thingy Majigger," right?
I didn't start it, though, so don't quote me on that. Just watched Blow. Feel like I snorted a few, you know?
Right.
In a nutshell, when you choose, lets say to switch to a new armory model (as shown in the screenshot), it will scan through the entire /ns directory for all models resembling armories (using my currently improperly implemented **** AI-like statistical methods) and all models that have partial filename matches to known models, and display them in a list, to let you choose through them. It abstracts the fact that the model used by halflife is actually /models/armory.mdl. To the player, the model in /ns/backups/crap/model.mdl will look like the current model (this is just to make it appear more transparent between switching models). As long as the user doesn't manually screw with the /ns folder, for example, it will work great.
Im also adding a very spiffy feature for those of us who just don't want to think. Basically Im going to set it up so if you drag a .zip onto the main window, it will seamlessly integrate the skins/models/wavs/etc. into the game, and make them your current active models (without destroying the current models. It will preserve them using my patenteted file preservation system (copy and rename). <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> This portion of the program will analyze the zip, and if it detects a directory structure, it will use that to put files in the correct spots, but it will also CORRECT invalid locations. Like if you try to put a .wav in the models directory, it will put the .wav in the most seemingly correct spot, based off of it's filename. Or if the .zip inserts a model into the /models folder that is known and not used by NS, it can do something like warn you or move it to a 'dump folder'. Cool **** like that. To further put the icing on the cake, if you drag a .zip with a HELLO.mdl (for example) in it for example, it will statistically analyze the model and determine which model its a replacement for. Upon not finding a match, it will used a standard % match algorythym and let you choose the best match, along with a nice preview.
All these features may sound hard to implement, but beleive me, its all entirely automated. My statistical regression engine essentially gathers data from all files (models, maps, wavs) and can determine how close they are. This way, all these neat little hax0r tricks are very simple (as long as the engine is coded right, ofcourse)
Oh yes, BTW, the tree-view style navigation in HLMV is definately going to be implemented into this. It couldn't survive without it. But I plan to make it much better, at the same time.
Anyways, off to play NS. Got a Halfirc halflife irc client to debug <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Very nice.
Any chance of including that option?
No, ive spent about a week on this program. Im a RAD developer (if that wasn't already obvious) with a masters in Computer Science, and a bachelors in statistical mathematics (stats).
I have learned significant chunks of about 30 programming languages old and new, and also am VERY gifted with statistical applications to computers (hence the model stuff). This stuff is joke-easy crap for me. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
But im losing interest in it. I wish I knew someone else that could help me on it.