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It amazes me every time as well.
I tried working with the higher, or is that lower?, grid setting but I found I was constantly changing back and forth between lower settings because I could not vertex edit objects with enough precision for my liking. I think I use the vertex editor almost as much as the brush creation tool.
It can be. Lots of dead air and technobable and nothing really that interesting going on (maybe they should make a coding commentator thing to make it more interesting ["Oh, look he has just finished coding that class!" *in John Madden voice*]); especially over long periods in a non-tutorial fashion.
Then you have stuff like what will happen in these where some of the code I was using was wrong and I did not catch that until well after these videos were recorded. While I was watching them after rendering em out I found myself yelling at my screen after a while lol.
without a space? *facepalm* Going to try it now.
Will be doing so this week. Found out that the source code was released but through Gethub instead of the old system. Here's hoping for an easy conversion (not going to hold my breath though lol).
I like the finer level of control I have over brushes at the lower grid settings and I usually will end up doing stuff in the vertex editor that requires me to be using the lower settings. However I will take your advice and try it on the deck 9 map and see how it goes.
Thanks for the suggestion.
IMPORTANT: The bag tracker has moved: bugs.lmpgames.com/tbg/index.php
I cannot get /maketemple to work for some reason. Other then that and a few places where the end of turn code grinds for a bit this game has potential.
There is no source code for Source 2009 yet. Due to my use of a lot of custom code I have to wait until Valve releases the code for Source 2009 before I can move stuff over.
This version will be text based but eventually I will get around to making a full-fledged game out of it with graphics and all. This is really just a test case to see what is going to be required as far as modding goes for an engine that would be used for that version of the game for if I will just have to make an engine from scratch.
It may take a while though (I am currently expecting the final version of this text-based proof of concept to be finished by mid 2014 to early 2015; this includes any extra content I may make for it, debugging, and play testing) unless I can get some people that want to help with the full version of the game as far as modeling, texturing, and engine coding goes.
That is on the drawing board. I am going to try and figure out how to call specific animations from the code so that when the weapons overheat there is a visual element to the actual weapon to indicate that it can no longer fire.
I may also, as I venture into modifying the firing animations, try and add the finer details (smoke for example) then.
Thanks for the feedback/suggestions.
The lighting here must be even worse. These maps are made with Source 2007.
There are other things I did not mention because they have to do with individual map events. Trust me when I say that there are some epic moments floating around in my pool of ideas. Not going to release any details about them though as I want then to remain a surprise.
That was going to be my first task starting in March regardless. Many of the recoil animations need to be adjusted slightly. The one that needs it the most is the smg1. The shotgun only needs slight tweaking. Not sure that any of the others need much work, if any, though; the 357 is pretty much fine as it is, the pistol does need some editing though.
The end of the game sees Gordon slowly coming back into consciousness on the middle of a city on the Combine home world surrounded by Combine. Instead of killing him one extends a hand and helps Gordon up and the mod fades out to credits.
For a better understanding, these Combine that found Gordon are part of a insurrection on the home world that has been going on since the Combine invaded Earth. It was not a popular idea and the devastation that Gordon caused to their interests turned many Combine against their Overseers. However, even with their numbers a handful of individuals are still more powerful than tens of thousands of Combine soldiers and commanders in this insurrection. If there ever is a sequel to this mod it will see Gordon helping this insurrection to overthrow their hostile government and restore the power back to the Combine proper, where it was prior to the creation of the Advisors.
Gordon and Alyx fight through the citadel and arrive at the teleportation chamber where Alyx is able to set up a teleport to the mothership, to ensure they are not surrounded when they get there she sets the location to an abandoned sector of the mothership from which they can continue forward.
As they travel through the mothership they become aware of some kind of higher intelligence that is tracking their progress. Right away Alyx thinks it is an Advisor from their run in with one during Episode 1 however this one is much stronger. What they find is something much greater than an Advisor but much more fragile as well. It commands power on the order of Nihilanth and even attacks in the same way (with balls of pure energy) but has an anatomy more similar to an Advisor. Gordon manages to kill it by destroying its life support systems but in doing so raises an alarm within the ship and now they have to race towards the portal.
On the ground more Resistance members are showing up at the citadel and have managed to secure a path directly to the teleportation room and are teleporting up to the mothership to follow in Gordon and Alyx's footsteps and to provide back up as well as to bring up a device they hope to end this conflict with.
When Gordon and Alyx arrive at the transportational singularity (the mothership teleporter is essentially powered by a miniature black hole) they secure the area and then wait for the Resistance team sent up to deliver the device, a neutron bomb, so they can deliver it to the Combine home world. However before they can start the detonation sequence the Combine breach their defenses with striders and gunships thus forcing someone to have to carry the bomb and detonate it from the other side. Gordon decides to go after helping the Resistance members re-secure the area. Alyx plans to teleport everyone back to the surface after Gordon goes through.
First Source is still a perfectly good engine, in the right hands it can make maps that compare to most of the newer ones and can be given new features as well.
To answer your main question the mod is still in pre-alpha stage, not many of the details are hammered out yet.
Since you seem so keen on ripping it down though I will go into some more detail on the plot; everyone else, if you do not want some fairly big spoilers DO NOT READ THIS. Your only warning D:
The attitudes of the Resistance leaders have changed much since Gordon was sealed off by GMan. They used to think that just driving the Combine off-world would be enough to secure their freedom; they have a more realistic perspective on the situation now.
They realize that the only way to stop the Combine is to deal with them at their source, the Combine home world. However the only know teleportation device that can connect to their home world is located in their Mothership up in orbit and no one has even come close to being able to find a way up to it.
They tried, with rockets, but they have all been shot down and experienced soldiers lost. Their new idea, which they have been trying for several months, was to break into one of the newly constructed citadels and use a teleporter there to reach the Mothership.
When Gordon arrives back on Earth they are right in the middle of organizing their largest offensive on their target Citadel, Citadel #4 (again this is the Combine naming scheme not mine, I would love to call it something else but it would break the lore and I would rather not do so much more than I am already going to). Even though Gordon is only one person he serves as a symbol of defiance and emboldens the other Resistance members and with Gordon's help they are able to make it into the citadel, albeit with heavy casualties. Continued in another post.
Thanks, I have a feeling I am going to need it; the vision I have in my head for this mod is one of my more ambitious ideas I have ever had.
That is a very probable feature for the RTS/RPG build. I do not think it could work well in the text build though. But you are correct, motherships will be able to transport ship types smaller then it depending on certain variables.
The system will not be used on normal weapons, unless I change my mind about that. It was meant for the White Matter Weapons I will be getting to making eventually. However I decided to take a safe approach and make the system work for any weapon so if I wanted to add it to the regular weapons all I would need to do is change the settings in the weapon script file instead of mucking around in the source code. As they say work smart not hard.
Yeah, this is just the prototype. I made it non-weapon specific in case, if I am REALLY lucky, someone makes a mod for my mod and wants to use it for other reasons or on other weapons (or if i change my mind). I only have plans to put this on White Matter Weapons once the time comes for me to add those. Having it on the pistol is just for diagnostic purposes.
You bring up a great point. Normally I would agree with you but the way the story is written the Earth Alliance is in drastic need of crews and captains and have conscripted anyone old and healthy enough to join the military. Because of this there are a lot of untested captains, who are only captains in name but not experience, in the military.
This ranking system is less about an individual level of experience and more about the overall level of ship experience. I know that does not make much sense at the moment and I will attempt to figure out a better way to implement the ranking system or find a way within the story to make it work with a bit more clarity.
Thanks for the feedback.
Delaying the progress update until Tuesday of next week. This is to get some things in order, finish the planned mapping, and for some other stuff. Reasons will be given in the update.
I was too lazy to break it up into tiny pieces, :P, but no it was just a test so I did not want to do anything too fancy.
Nope, this is purely a text-based game at the moment =\
Was it that long ago? O.o seems like ti was just a few years ago that Stargate came out.
I know lol. Sometimes I forget just how buggy the SourceSDK is, or has become actually, ever since that major update last year (august?) seems to be very unreliable.
yes, though I may change the texture. The displacement in the back of the last screen shot is the real issue with that, its stretched so much that textures do not want to get applied correctly, even with face/world and treat as one.
I might have to figure out a different way to make it and start out with hollow blocks instead of solid ones, as this would likely fix a few other the other problems.
hey, what do you know, it worked! Thanks.
interesting, ill try scaling it back then.
maybe, maybe not, all depends on what your opinion of a weekly report is.
To me, a weekly report is a post or video or something showing off what you got done during that week.
It does not necessarily mean it has to look perfect, it doesn't even have to look good because you can work towards that goal during each week until the map(s) is(are) finished.
oh well lol firefox phail +1 for suggesting gorilla for the typo i had made me phail +3 for not realizing i used the wrong one lol.
either way, guerrilla gorilla, almost the same thing <.<
lol dunno if your being sarcastic or not, buut explanation time i guess.
gorilla warfare as in setting traps, ambushes, attacking from not very noticeable places, using advanced tactical maneuvers, and such.
when i get to that stage i will be making a new npc in the code for it that will have harder stats.
The idea I have for these guys is to have them be part of a Combine Tactical Op group, specialized in gorilla-warfare. There will be a short blib in the back story about them.
yeah, thats where all these skins came from.
no truer words said bout displacements lol. Was working with em today and i tell you, i have never had so many problems.
but got some arse kicking in and they started behaving.
I wont post up the new images but the map has changed a lot since yesterday. the middle island things have been removed and replaced and had displacement work done on them.
I fixed the water texture (idiotically I applied the $bottom texture to the brushes lol) and added some trees to the middle land spires. I also did some displacement work on the left upper and lower sections (lower right still to do) and readjusted some of the trees on top of the left upper side.
I may link some more screens in a comment later on this weekend.