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Sprinting in water

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  22:24:24  9 November 2010
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nineinchtube
(Novice)
 
On forum: 10/03/2010
Messages: 16
perhaps everyones hands growing out of their asses
  12:23:16  10 November 2010
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Alex Ros
Senior Resident
 

 
On forum: 08/26/2008
 

Message edited by:
Alex Ros
11/10/2010 12:23:55
Messages: 1320
Look out for last OGSM CS version. Water slowdowning is fixed there...

...and it's not about particles.xr or engine limitations, all about water slowing is hidden inside game-materials.xr or something like that, I don't remember right now. And there's some ways to edit it without even touching Level Editor...
  16:35:13  10 November 2010
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nineinchtube
(Novice)
 
On forum: 10/03/2010
Messages: 16
hmmm thanks for the info, that sounds promising but where do you find game-materials.xr and what do you use to open/edit the file? all i have after unpacking resources is

gamemtl.xr
lanims.xr
particles.xr
senvironment.xr
shaders.xr
shaders_xrlc.xr
  17:10:06  10 November 2010
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-=Grunt=-
Cake Muncher
(Resident)

 

 
On forum: 01/08/2009
Messages: 4119

---QUOTATION---
gamemtl.xr
---END QUOTATION---



I'll pick that.

Mtl = looks like materials in "short form".
  20:03:34  10 November 2010
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Alex Ros
Senior Resident
 

 
On forum: 08/26/2008
 

Message edited by:
Alex Ros
11/10/2010 20:32:36
Messages: 1320
Here is a link to a program which unpackes gamemtl.xr (that one is exactly the file I mentioned, just haven't remembered the right title). Everything is very easy...

http://www.sendspace.com/file/n4wtzt

Just remember it WILL NOT allow mutants and stalker to walk by water, like in COP. This is different problem - in SOC and CS there's no AI map in water. You can't fix it, no way... oh well, u can manually remake it, I mean u can recompile AI map in Level Editor. But it will ruin whole CS storyline, because the coordinates will change after recompiling AI map and everything connected to waypoints will be lost. You'll have to restore whole game from zero point - AI map is basement of all in the game - ruin a basement and than the whole building will crumble.

I also own a little program which unpackes snd_static files from folders like gamedata\levels\"level_name". That program allows to work with sound zones. If you also need this one I can upload it too. Do you need it?

And by the way, both programs were made by my good friend, russian engine-scripter called Kolmogor, so all thanks to him personally.
  20:47:58  10 November 2010
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nineinchtube
(Novice)
 
On forum: 10/03/2010
Messages: 16
and they said it couldnt be done pffffff

thank you Kolmogor, where ever you are.


and thank you Sir Alex Ros, that was quite easy literally took about 3 minutes.
  04:17:40  16 November 2010
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Soltis
(Novice)
 
On forum: 11/05/2010
Messages: 33

---QUOTATION---
perhaps everyones hands growing out of their asses
---END QUOTATION---



Nope, it's just you.
  15:44:27  21 November 2010
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Handyman454
Senior Resident
 

 
On forum: 02/20/2010
 

Message edited by:
Handyman454
11/21/2010 15:48:30
Messages: 278

---QUOTATION---
i am more concerned with the depth of the water and how it slows you down when its so shallow it does not even reach your shoe laces THAT IS NOT REALISTIC
---END QUOTATION---



Realisticly speaking...
That 2" deep puddle of water is sitting on a 12" deep, layer of muck (mud).
That's why a swamp is called a swamp and a pond is called a pond.
 
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