ESF Open Source

Thothie

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Wow... Earth Special Forces (ie. DBZ Hell) just went open source.

http://ul65.rapidshare.com/files/960334 ... .3-src.rar

What does this mean to us? Probably nothing, save that the HL1 engine is dieing (ESF being one of the top mods), but we already knew that. *Maybe* I can figure how they did some of their special effects from this source and get us some nifty looking spells, but I really doubt it.
 

Netrogor

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Hmm... I dislike ESF to be perfectly honest... the only combo system they have is that of melee, and even then you must "swoop" head on into a fellow player.

You wanna play a decent DBZ related mod, DMZ is your game.

DMZ stands for DragonMod Z, you can find more information concerning it on http://www.moddb.com/. You need to kill stuff in order to gain PL, while gaining more PL merely makes it EASIER to transform into a stronger class; yet in order to go, oh-say, from saijin to SSJ, you must enter an actual key-combo on your keyboard (in accordance to how you set your controls up for that game).

You also need to use the key-combo setup for using powerful attacks. This is why DMZ kicks ESF's ass 8)
 

Gurluas

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yah but dmz lacks fat buu...
my favorite char,
 

Netrogor

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DMZ has a better power-struggle system with two special beams (like piccolo's special beam cannon PS'n with goku's kameha)....

MWAUAHHAHA DBZ FANATICS ATTACK! I swear, some of Tunami's past specials were scary with the crap they hosted (being Americanized, edited, sound edited, and feature edited anime).
 
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Thothie

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Pfft... All the DBZ fans I talk to say that same thing, "Zomg! You must see the subtitled version!" - I mean, really - how much better can that POS show be in Japanese!? I mean, I actually sat through 20 episodes of watching Goku beat Freeza into a pulp... 20 episodes spent on one matchup between a monkey and a hermaphrodite lizard is just way too many, in any language.

...and what is with the blonde hair / blue eyed transformation? Is this some weird Nazi "we're still bitter about losing WW2" reference I am not getting?

But ESF had lots of very purty spell effects, twas the one thing I liked about it... Always made me go, HTF!? Now I have the code, so I can find out HTF... Even if, I probably still wont understand HTF they did that. ><
 

Netrogor

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The flashy lighting effects were probably shrunk down on the map scale, just like the models.

You know how they make their maps so big & non-laggy for Half-Life regular mod, right'o? They simply shrunk down the model size to the point of being, effectively, like CTs & Ts on de_rats and those such maps.

So, those models are just really little... and the sprite effects are probably normal sized or something :D
 

PBarnum

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but that was a really good idea on their part.
 

ceriux

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id been thinking the same... and always wondered why ms-c didnt do this to start with...?
 

Netrogor

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Would've rocked if they did, since the player worlds could've been like ten times larger!!
 

evilsquirrel

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Netrogor said:
like CTs & Ts on de_rats and those such maps.

have you a 3 foot thick noggin?

those maps dont scale down the model...as that would require this thing called CODING...which...you know...involves being part of the dev team of the game? there are no official rats maps...rats maps do not shrink the player...rats maps are an optical illusion with everything else BIGGER and you at the same size...
 

J-M v2.5.5

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Netrogor and evilsquirrel, the facts:
1) Counter-Strike "rats" maps are oversized maps. The actual player models aren't downscaled because that would require much more effort (model-wise, animation-wise and code-wise).
2) ESF player models are downscaled.
 

Thothie

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As we've discussed before, while the models are scaled down, you'll notice the maps have almost NO detail. They aren't the nook-and-cranny cave networks like you have in MSC. Scaling down our models wouldn't help, as the issue with the maps isn't a lack of room, but that there's simply too much stuff in them already. (If anything, it would exasperate the problem)

The FX aren't affected much by the scaling - the engine can scale models and sprites with very little impact on performance. What I've not been able to figure out, is how they warp and extend models the way they do, with the bending beams and the like - it's almost as if its generating poly shapes in game.
 

evilsquirrel

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J-M v2.5.5 said:
Netrogor and evilsquirrel, the facts:
1) Counter-Strike "rats" maps are oversized maps. The actual player models aren't downscaled because that would require much more effort (model-wise, animation-wise and code-wise).
2) ESF player models are downscaled.

thats mostly what i said :roll:
 

Netrogor

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Hmm.... well then.... allow me to get a new video card sometime then up the ante on maps :)


(of course I am joking, making the system requirements upped on MSC would cost us too many players)
 

TONY JAA

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Netrogor said:
Hmm.... well then.... allow me to get a new video card sometime then up the ante on maps :)


(of course I am joking, making the system requirements upped on MSC would cost us too many players)
Not me lol
 

Netrogor

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You know the later thing concerning ESF, is that they've released an Open Beta (go to their homepage) of the ESF1.4 thing... it has a lot of new characters in it, along with the third tier or transformation for "Goku", when the current ESF1.3 only goes up to the second tier.
 

Dejiko

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yea, but it also crashes about every 5 minutes
 

The Man In Black

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N-N-N-N-N-N-NECRO POST-POST-POST

September vs. January.
 

The Man In Black

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Bahaha. Teach you to try to beat me out ;-)
 
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