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Daji
- Posts: 321
- Joined: Tue Jan 18, 2011 9:32 pm
- Location: I'm a wizard!
Re: Barbarians - stage 1
great, I'll use it as a test server for my mod
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Barbarians - stage 1
Very interesting stuff here. Looking forward to see how this progresses
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will1701-a
- Posts: 89
- Joined: Mon May 09, 2011 2:09 am
Re: Barbarians - stage 1
Good FPS but there is no functionality except walking
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Jeebus
- Posts: 159
- Joined: Mon May 10, 2010 3:34 am
- Location: The Seventh Circle of Hell
Re: Barbarians - stage 1
How can it be H&H unless the enemy can raid you via bugs? If you can program an AI enemy that can exploit bugs, walljumps, cliffjumps, and aimlessly griefs, then it's H&H. If not, then it's fail.
"Never trust anyone offering to 'do you a solid.' They may just want to take a dump on your table." - Me
World 5
Paprika Cilantro II, Lawspeaker of Aodake Tsuru, New Capital of the Pueblo Nation
World 3
Nan Foodle, Elector Count of Deephold, Domain of the Holy Roman Empire
Second Emperor of the Holy Roman Empire
World 5
Paprika Cilantro II, Lawspeaker of Aodake Tsuru, New Capital of the Pueblo Nation
World 3
Nan Foodle, Elector Count of Deephold, Domain of the Holy Roman Empire
Second Emperor of the Holy Roman Empire
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Butko
- Posts: 542
- Joined: Tue Sep 07, 2010 10:05 am
Re: Barbarians - stage 1
This is because properly loading all gfx and positioning is hell of a job here if you have no help from dev side.will1701-a wrote:Good FPS but there is no functionality except walking
For now I have only reverse engineered "loading resources" part of client. Also movement should be pretty done. Ah and if you people haven't figured, if you hold down left mouse button while moving character around, it should follow. There might be some bugs when animations are still working while character stands, but that will be solved in some near future.
P.S.: Also yesterday implemented raw implementation (without functionality) of pathfinding and collision.
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SacreDoom
- Posts: 2590
- Joined: Tue Apr 06, 2010 3:14 pm
Re: Barbarians - stage 1
No.Jeebus wrote:How can it be H&H unless the enemy can raid you via bugs? If you can program an AI enemy that can exploit bugs, walljumps, cliffjumps, and aimlessly griefs, then it's H&H. If not, then it's fail.
Only IF you that, it will be a true copy of H&H.
Oh yea and Butko needs to start working for another project and forget/abandon this one for it to be a true copy aswel.
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tempwad
- Posts: 383
- Joined: Thu Feb 10, 2011 1:03 pm
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saltmummy626
- Posts: 1165
- Joined: Sat Apr 03, 2010 11:24 am
Re: Barbarians - stage 1
aw fuck. im waiting for jorb or loftar to notice this. the one time a suggested offline play everyone went nuts and I slunk away in shame. having someone else do it...
Want to touch my fibula?

Gulgatha, place of the skull.

Gulgatha, place of the skull.
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Barbarians - stage 1
This is an offline game based on HnH, not offline play. Big difference there. JnL have said if you want it, go do it yourself. :Vsaltmummy626 wrote:aw fuck. im waiting for jorb or loftar to notice this. the one time a suggested offline play everyone went nuts and I slunk away in shame. having someone else do it...
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tempwad
- Posts: 383
- Joined: Thu Feb 10, 2011 1:03 pm
Re: Barbarians - stage 1
can i ask you a link where they said this?DatOneGuy wrote:JnL have said if you want it, go do it yourself. :V
because i'm doing some stuff too, and i worries about copyrights of graphics.
trapped? masturbate.