Hello all,
Looks awesome LL, but my question is, for those of us that do not wish to covert to lite-c, can we still use intensex?
Your answer lies somewhere in the previous page. Intense X is written in Lite-C so it's very much recommended that your projects are in Lite-C as well. Hybrid projects (C-script & Lite-C) are 'supported' from A7 but I don't know for how long (jcl said it should be used as a transition stage only).
One Question from me for Weapons.
Can i make Handgranates with IntAi?
Can NPC have animation for 1-Hand (Pistol) and 2-Hand (Assault Gun)?
That's two questions :P
You can make handgrenades, but with no real physics yet. The grenades just follow an arc. I'm planning on adding real physics to IntenseX very soon, now that it's free for all A7 editions.
Your second question is actually the reason for our release date delay :(. Currently, any Pc or Npc model can carry and attack either Unarmed or using a Melee weapon or using a Ranged weapon. Now I want to allow more variation so that an Npc can operate for example both a Ranged single handed weapon and a Ranged two handed weapon(e.g. A pistol and a Rocket Launcher). I'm trying to make this as flexible as I can, but with vertex animations you end up with zillion of anim. combinations (e.g. StrafeLeftWhileAttackingWithSingleHandedRangedWeapon) and big MDL files. I would very much like to use bone animation instead so all you'd have to do is add bones to your models and the default IntenseX animations would play(unless you want to change them), but jcl should really allow multiple bones per vertex for all editions, as single bone per vertex is a joke and pretty much useless for humanoid models.
I've been in the software business for over 30 years, so I offer this in a sincere effort to help.
I think everyone is understanding that things come up. But when dates are just thrown out without any supporting info it makes it hard to understand what is happening.
I think it would be much better to state something like we are targeting May 1 and these are the things we have to do.
That way people can gauge how realistic the date is.
I would certainly expect a date that is just two days away should be highly confident that you will indeed make that date.
I certainly hope so as I for one am extremely excited to get this new version.
Thanks for at least responding and giving us some information.
Marcus \:\)
Intense X will not be available from May 1st. We were really, really hoping to release it this April but, even though we are close, it looks like it's not going to happen, so instead we wanted to give you a little peak. The website that Rafu mentioned includes a video tutorial in flash which will show how we build a multileveled shooter game from the beginning to end, and will run for approximately one hour. Another tutorial will follow soon, showing how to implement IntenseX to your existing project, and how programmers can alter the source code to add their own functionality to their games. There will also be a link to our website to download the demo we created from the tutorial as well as an option to pre-order Intense X from now to make sure you'll be getting it the second it comes out. All in all, we just want to show everyone that Intense X is not vaponware and you'll see from the video that it's 99% completed. We'll be doing our best to make the release as soon as possible after the website opens.
Thanks everyone for your support, and keep your questions coming...
Aris