Author Topic: Half Life 2: On-Calc  (Read 75821 times)

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Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #285 on: October 13, 2010, 10:06:37 pm »
Ok got around to trying the program, um it seems its an empty, locked, TiBasic program?

Offline meishe91

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Re: Half Life 2: On-Calc
« Reply #286 on: October 13, 2010, 10:09:40 pm »
Ya, same here. Sir, did you by chance transfer this to Wabbit and then transfer it off that?
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Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #287 on: October 14, 2010, 02:20:04 am »
the attached program is 0.07 KB large. I think it corrupted during computer transfer x.x.

From the screenshot it looks awesome though :)

Offline meishe91

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Re: Half Life 2: On-Calc
« Reply #288 on: October 14, 2010, 03:06:27 am »
Wabbit might have also done it if he like transfered to that, did a change, then took it off Wabbit. It's been exporting blank programs for some reason. That's why I asked, but we shall see when he's on next. Hope we get it resolved :)
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Re: Half Life 2: On-Calc
« Reply #289 on: October 14, 2010, 08:34:31 am »
Oh, I transferred it from Wabbit.  I'm not entirely sure I want to provide source code for you guys yet, so I'll hold off until I can get a binary for you guys.

Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #290 on: October 14, 2010, 09:46:06 am »
Ah ok, good luck trying to send a binary to the computer x.x *hopes it won't corrupt again*

Offline matthias1992

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Re: Half Life 2: On-Calc
« Reply #291 on: October 14, 2010, 04:41:25 pm »
Idem ditto

I hope we will be able to mess with the source a little if Builderboy lets us do that with his code too then maybe the best (fastest) of Zedd and HL2 could be combined into one super engine, first problem is the difference in 'world' size, you use x64 and builderboy uses x256

I can't  wait to mess around with either of those! great job so far, screenies look great!
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Re: Half Life 2: On-Calc
« Reply #292 on: October 15, 2010, 11:17:06 am »
So I bumped the map size to fill the screen, and successfully integrated the physics engine in the game (what you guys saw was just a test program).
I also started on the map editor:

Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #293 on: October 15, 2010, 11:20:18 am »
Nice! Btw will the game eventually have maps larger than the screen or is scrolling something that would hinder speed too much?

Also I lost the game :(

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Re: Half Life 2: On-Calc
« Reply #294 on: October 15, 2010, 11:41:23 am »
I might add smooth scroll later, but I want to get the framework of the game worked out first.

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Re: Half Life 2: On-Calc
« Reply #295 on: October 15, 2010, 11:57:26 am »
Ah ok, well good luck :D

Offline matthias1992

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Re: Half Life 2: On-Calc
« Reply #296 on: October 15, 2010, 12:49:41 pm »
looks great! great progress!
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Offline whitevalkery

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Re: Half Life 2: On-Calc
« Reply #297 on: October 15, 2010, 12:52:22 pm »
hmm... i wonder how this will turn out :)



Used to be Schoolhacker...

Offline Masinini

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Re: Half Life 2: On-Calc
« Reply #298 on: December 09, 2010, 08:17:30 pm »
This would take the cake for me. I am a huge fan of the real game.

Does the screenie represent the real fall time, or does the guy fall faster when using it on the calculator?
Output(1,1,"By the pricking of my thumb"
Txt(1,1, "Something wicked this way comes."

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #299 on: December 09, 2010, 08:23:18 pm »
That is the real fall time.  I will probably change it later.