Definitely no.
But seriously, why do you want to make a trailer, when it is still so long until the release? The only reason I could think of is, when you want others to join your project (or stay tuned).
[rtnp] Unreal: Return to Na Pali Episode IV: Na Pali War
- integration
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 23 Aug 2011, 22:47
- Dozey
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 23 Aug 2011, 23:01
I would show some people that project is fine and I don't let it as they though. This is the most important. Second - I am releasing for now short trailer ;ppp. Official full trailer will be released near the finish of mod work.
Check the first post (re-edited)
Check the first post (re-edited)
- salsaSkaarj
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 24 Aug 2011, 00:14
Dozey wrote:I am releasing for now short trailer ;ppp. Official full trailer will be released near the finish of mod work.
Check the first post (re-edited)
Just had a look at the trailer. It has a nice mood but ... before you release the official full trailer (actually, while making it) and certainly before releasing the finished mod, have a native English speaker proofread all the messages. It's sometimes overlooked (Forgotten, Xenome:First Day) and does reduce the quality of the final product (as in the demo trailer).
- Legendslayer222
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 24 Aug 2011, 01:25
salsaSkaarj wrote:Just had a look at the trailer. It has a nice mood but ... before you release the official full trailer (actually, while making it) and certainly before releasing the finished mod, have a native English speaker proofread all the messages. It's sometimes overlooked (Forgotten, Xenome:First Day) and does reduce the quality of the final product (as in the demo trailer).
I second this.
Although I thought Xenome's messages were fairly polished.
- Buff Skeleton
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 24 Aug 2011, 01:27
I think he means Xephon. Those were pretty bad before the patch.
To many X-titled packs!
[Edit] Wow that was a dumb brain-typo wasn't it
To many X-titled packs!
[Edit] Wow that was a dumb brain-typo wasn't it
Last edited by Buff Skeleton on 24 Aug 2011, 01:46, edited 1 time in total.
- Legendslayer222
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 24 Aug 2011, 01:37
Waffnuffly wrote:I think he means Xephon. Those were pretty bad before the patch.
To many X-titled packs!
Except Zephon isn't spelt like that. Still, these mods do like that end of the alphabet, I guess infrequently used letters sound more alien.
- integration
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 24 Aug 2011, 08:19
Dozey wrote:I would show some people that project is fine and I don't let it as they though. This is the most important. Second - I am releasing for now short trailer ;ppp.
I had to hide my ass to being able to watch the video because of the used music. I enjoyed the suffering of the Nali like I did in Nali Chronicles.
IMHO the problem is, that you don't see much. All scenes come from a small map. Somebody who doesn't know about your project could think, that not much progress was made.
edit: NALI, not NALIS, when will I learn it?
Last edited by integration on 24 Aug 2011, 08:30, edited 1 time in total.
- salsaSkaarj
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 24 Aug 2011, 08:24
Waffnuffly wrote:I think he means Xephon. Those were pretty bad before the patch.
I confess, I like Xenome so much that I start to type that everywhere (even adding First Day). Yes, I meant Zephon.
- Dozey
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 24 Aug 2011, 11:36
Ok so I see trailer isn't the best from corectly english, and climate there ;pp I'll delete it and make better in future ;pp
And guys sorry - this map was made yesterday like this trailer ;pppp so this is the reason
And guys sorry - this map was made yesterday like this trailer ;pppp so this is the reason
- makemeunreal
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 24 Aug 2011, 12:27
You has a downloadable trainer?
"They let us go about our business here, but it is a farce. I know that they are watching us, controlling us. I believe that this once safe haven is as deadly as the surface planet below."
- salsaSkaarj
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 24 Aug 2011, 18:27
- Dozey
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 26 Aug 2011, 22:03
Hi my Dear
A update to the project has came - I present the human/skaarj units which they will be used in campaign as USABLE vehicles on mission created to fight in air.
This is the Boeing 9500 "Bomber Boy" - the heavy atomic bomber with mass of 400 000 kg, engined by 4 turbo-jet engines. It can take 300 000 kg of cargo/bombs/armor.
Picures:
This is a shot from Skaarj point of view xD
This is the Lockheed F350 - the human fighteer, excelent to escort "Bomber Boys" or attack Skaarj air fleet/ground targets. Can raise about 100 KM upper from ground.
And now Skaarj units :
Skaarj heavy fighteer Tyranosaurus is a early version of standard Skaarj Black Scorion know from ut2k4. It is very similar to F350 but is more bigger.
And regular Skaarj Space/fighteer/scout ship :
BTW. Don't look at map - it's a ugly terrain that I use as "cubic test" room ;D
Hope You'll enjoy this
A update to the project has came - I present the human/skaarj units which they will be used in campaign as USABLE vehicles on mission created to fight in air.
This is the Boeing 9500 "Bomber Boy" - the heavy atomic bomber with mass of 400 000 kg, engined by 4 turbo-jet engines. It can take 300 000 kg of cargo/bombs/armor.
Picures:
This is a shot from Skaarj point of view xD
This is the Lockheed F350 - the human fighteer, excelent to escort "Bomber Boys" or attack Skaarj air fleet/ground targets. Can raise about 100 KM upper from ground.
And now Skaarj units :
Skaarj heavy fighteer Tyranosaurus is a early version of standard Skaarj Black Scorion know from ut2k4. It is very similar to F350 but is more bigger.
And regular Skaarj Space/fighteer/scout ship :
BTW. Don't look at map - it's a ugly terrain that I use as "cubic test" room ;D
Hope You'll enjoy this
- integration
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 26 Aug 2011, 22:54
Are you still supposed to have ground under your feet from time to time? You have great visions, but watch out that you don't plan too much. Entering and leaving an Aircraft wasn't even implemented in ONP.
Do these Skaarj Gunners have homing missiles or how should they take down the AirCraft?
Do these Skaarj Gunners have homing missiles or how should they take down the AirCraft?
- Dozey
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 27 Aug 2011, 01:27
integration wrote:Are you still supposed to have ground under your feet from time to time? You have great visions, but watch out that you don't plan too much. Entering and leaving an Aircraft wasn't even implemented in ONP.
Do these Skaarj Gunners have homing missiles or how should they take down the AirCraft?
Yeap the AA Gun of Skaarj will be excelent to this. Simply code of stationary pawn. Mesh done. There will be also AVrifle (anti vehicle rifle) - less ammo but bigger damage.
I know about much problems with air units. But when I flied on Sunspire with bots, i had much better gameplay than in Il2 Sturmovik. And map is huge, but in editor it have only 1/8 size of my incoming map created only to fight in air. Space 4 it I have enough btw. There are based on Dot's physics. He plans to make new phyrics using PhysX u1. I could wait a little, then ask 4 permission whem it's done. It's the easiest stuff in this project (creating new vehicles).
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Subject: Re: [u1] Unreal: Return to Na Pali Episode 2: Na Pali War
Post Posted: 27 Aug 2011, 08:07
In the case, that the AA Gun fires straight flying projectiles (and is no instant hit weapon), I want you to know, that it is possible to calculate where to shoot to hit the Aircraft, if the AirCraft is not changing its speed nor its moving direction. Of course you would have to rewrite the AdjustAim function.
Code: Select all
In the following for vectors x I use the notation x² = x dot x
let y (vector) be the target's speed
let z (vector) be the vector from shooter to target
let v (float) be the projectile's speed
let t (float) be the unknown time until the impact
let x (vector) be the unknown normed (x²=1) shooting direction
Then we have: t*v*x = t*y + z
Thus the square of the length of both sides must be the same
(t*v*x) dot (t*v*x) = (t*y + z) dot (t*y + z)
t²*v² = t²*y² + 2*t*(y dot z) + z²
t²*(v²-y²) - 2*t*(y dot z) = z²
This is a quadratic equation in t
With a = v² - y², b = y dot z, c = z² we have
a*t² - 2*b*t = c or rearranged
a*(t - b/a)² - b²/a = c
(t- b/a)² = (c*a + b²)/a² , now take the root
t - b/a = +/- sqrt(c*a + b²)/a
t = [b +/- sqrt(c*a + b²)]/a
So if d := b*b + c*a > 0 we get the 2 solutions
t = ( b + sqrt(d) )/a and t = ( b - sqrt(d) )/a
Use the one with t > 0 and t as small as possible
In the case a > 0 (projectile faster than target)
it should be t = ( b + sqrt(d) )/a
The unknown shooting direction x is Normal(t*y + z)
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