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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.
without a space? *facepalm* Going to try it now.
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.
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 =\
I meant to say working on CI as a whole and not just mapping (referring to the 1st paragraph where I listed the dev time for CI each cycle). Quite a lot of the time goes to writing the story as well as testing things my ideas for maps and working on the code.
In case you did not know this is a one-man project essentially; I have other development members but they are pretty much either non-involved with CI, on other projects, or bug/alpha&beta testers.
Possibly, but I do not like to work within stereotypes. This is the way I show my map progress, since I do not have a tonne of time to spend every cycle mapping, usually around 90 to 140 hours per two months, it is usually in short bursts so we end up with screens like these.
Plus we are still in early development and I could change my mind at any moment for a map, that being the case I do not like to fill them with things until I am sure that we are going with that approach (see comment on last screen for an example) so I do not waste the time I do have to put into mapping.
I would rather take a year working on a map and get it near perfect then to pound out a mod in six months and have it be half baked. That is just my work style. Trying to subject my release style to the status quo of "once it is near finished" would mean I would be making updates about every 8 to 10 months, far too long imo to hold the attention of any would be followers.
Thought you do have a point for people who are just starting to follow us and are not used to how we do things.
That is one thing you can count on. CI will never die. I may go into hibernation once in a while, but I will never let the project die entirely until it gets finished, and I will not let my followers be hung over a cliff waiting for updates without previous warning, like some other Dev team we know of here on MDB...
It may take 3 more years, it may take 20 (j/k), but CI will be done eventually sometime in the future when I have more time to put into it, or if I manage to find some mappers and programers that want to help out.
There is a bug with the pistol sights at the moment where the y-axis (i think) rotates based on the angle of the gun. Still not sure how to fix it though.
This is only temporary until I can get the new HUD hammered out. I thought it would look better this way then having some crappy dual-toned image covering the video xD.
My short answer: Thanks I'll keep that in mind.
My long answer: Most of the stuff in these weekly reports (even of "finished" maps) won't represent the truly 100% finished maps. As I keep working, getting more experience with hammer and through comment feedback I will likely g through everything and scrutinize it.
Does it look good or like crap? Could there be more interesting things here? What if I changed the lighting here? Etc.
For now I have not said anything big about the plot line yet other then you play as Gordon and are eventually going to defeat the Combine once and for all. Even I do not know how this story will end, it's a work in progress. I have ideas about how it should and what progression it should take, but you never know when you may get an idea that will change a story completely.
That in mind, I understand about being too transparent or too CIA-ish is a bad thing. I'm trying to walk a fine line between releasing enough of the work being done to get people interested and not releasing too much of what will be in the finished product.
Right now I can say that every area in each screen shot will either have more stuff added to that area or not look the same (lighting or otherwise). I do not plan on releasing images of fully 100% completed maps, just much of the work, throwing out a figure I would say 60% to 80%, up to that point.
But yes, I will entertain the idea of monthly updates rather then weekly. It may or may not speed up progress though, that is from external forces outside of moddb/moding; collage and other projects.
But here we are, at the end of February, maybe this is not such a bad place to start doing monthly updates. I will need a bit of thought on it though, so I will likely let you know in the next report.
Anyway, enough typing lol, walls of text are generally not read on the internet <_<
its actually all one map, but point taken. Although using different textures for each room would make it seem less organized imo.
map looks crazy though, wonder how powerful of a computer it took to compile that bastard.
rusted metal,almost looks like one of the HL2 metal door textures.
Im going to quote the infamous BM:S team and say it will be done when it's done :P
At this point thats looking to be somewhere between 2011 and 2015 DD:
But I may decide to release each chapter on its own if the mod as a whole will take too much longer then that. It all depends on several factors.
this is gona come off sounding SC nerdy any way I say it Lol, but the actual line spoken in SC was "Battle Cruiser Operational".
but yeah, that looks awesome. love the detail on it.
cylinders + skew
on the final version each one of these is going to be showing a different camera feed from the prisoner screening area. I didn't get around to adding in the entities yet though (just finished the screening area).
but I do understand what you mean.
lol its the image (laughing man face + hl2 icon) my dev group uses because we decided to call ourselves Laughing Man Productions².
yeah, in the process of doing that, just to be on the safe side xD
yeah xD i realized after I took the screens that I forgot to do anything to this area.
the back area is now curved (down by the teleporters) and will be making additional small changes to the rest of this area as part of the .3%.
I may consider re-releasing the screen shots of the final version of this map later on in the week with the updates for NPZ Floor 3.
yeah that will be part for the .3%. not saying every blocky area will get something but some areas like this one will get a little more work done.
for a map i havent done any work on in the past 2 years? probably not lol.
to show the people that come look at these screens the path that the map is taking development wise. I will be upgrading most of these shots with newer versions every few months, this way I can use the critique and suggestions for how it looks when planning how I build the map.
it may be a foreign concept to some mappers, but I like this approach, it will let me get a feel of what players are looking for in a good map besides the obvious.
the idea for this was to be some form of solar or fission generator for NPZ, the fins are a form of cooling mechanism.
still needs some work on it though.
Made my first edit to this this weekend. Added 3 new priorities and game the low priority its own color (light blue).
the other 2 priorities are Secondary and Special.
Secondary objectives are not required but might get you something interesting, special objectives will get you ammo health and something to be announced later on today.
well, finally got my webber to get started (he just decided to start the whole thing over) so ill keep you informed, may or may not be ready by the time of the demo's release.
were changing the theme of the CI home page to something more hl2ish xD.
hey, what do you know, it worked! Thanks.
I agree as well, c++, or something similar, should be one of a coders base languages (along with maybe c# and possibly java) in the first place, in my opinion. C++ is probably one of the easier languages to learn, least it was for me.
But yes, watering down an engine to hand-hold the "mappers"-esque people, as it was put (mappers should map, not get into coding. If you want to code, go learn the language you want to code for), is not the best way to go about things.
interesting, ill try scaling it back then.
huh, very interesting.
This kind of reminds me of RPG Maker XP, except full 3d. sounds cool, might be able to use this for a certain project I have going.
Guess I'll throw you a vote as well.
just dled it and installed it and so far all I have to say is that some of your icons are wrong ;P
"Waterfall" village icon is really for Cloud, and "Wind" village is Waterfall.
Oh, and the installer music got annoying after a while.
So, my first impressions (just played for a bit before the server I was on dropped and then the game crashed) are that its fairly good for a beta release.
There are some odd issues when walking up walls with the screen taking a few seconds to update the new view and some random crashes as well.
Will look forward to future releases though.
Vista Ult. 32-bit, game plays fine for me.
for which weapon?
yeah this was only a proof of concept/beta, as it says in the news update that moddb has yet to approve <_<, will still be improving it as time goes one.
the railing texture is from source as well.
but yeah, when I saw the larest screens for a second I thought they were real pics taken out side, jesus.
whoever their mapper is, he/she is godly.
Subaru and Crim lol
.Hack sign was an awesome anime, you just had to get used to teh slowness of the beginning.
Ok, I got the VRad crash sorted out. It was from a memory leak with VRad due to the vmf file being corrupted (took out all my light entities and VRad still reported them). Copy pasted map to a new vmf and cut 340 vert. units from the walls across the map for good measure.
Was able to get a solid compile earlier. I had to readjust the height of the second floor and supports (still working on that now). Looks like Wednesday's update is going to be back in HDR :D
This weeks progress report may be late. After finishing the main structural stuff (hallways, areas (like the atrium and food court), and adding in some more skylights and second level walkway) the map no longer wants to compile and is giving me trouble, saying that there are too many T-Junctions.
Check over on the steam forums post (in level design under SDK category) for full details if you think you can help out.
yeah, this is in no way going to be the final version of that area. I have to make the map directly after Floor 1 before I can redo this part though >.<
hmm, well it will very loosely tie into the rpg genre with HUV and Weapon upgrades. To be honest I never realized I put this under the rpg section lol. I'll have to fix that sometime.
alright. let me see if I can help you wrap your mind around the situation here.
Although, while I don't think I should have to spell everything out, because I expect people who are interested to have at least some imagination to fill in holes where I have not added anything in yet, I probably should have out lined exactly how the Combine were ousted, but that's what revisions are for.
Anyway, After the citadel goes up in flames and the Resistance gets ballsier, the Hierarchy orders a temporary retreat of all Combine forces, this includes the Overwatch.
When they re-invaded, those Overwatch that made it out were still with them (around 65% made it off-world).
That's why they still have those uniforms. And also remember that when this mod takes place is two years after they reinvade, during which they had been conducting mass abductions. They could easily have brainwashed some percentage and turned them over to the Overwatch division.
I will be reworking this fairly soon, with in the next few weeks with a new idea I had today.
It should be better then this one is, but we shall see.
did some more work on the formatting. Headers have been bolded and increased in size. certain places have been color coded. fixed a few areas that lost their formatting with switching from word to notepad.
Added in additional notes via superscript number system.
more then slightly for the City 23 Map. The graveyard is going to stay the same most likely, the mausoleum will change a bit to add in more crypts, and the Catacombs area has been changed a bit as well, see current screen shots for reference (they are towards the end).
I have fixed the issue. I think ModDB's posting system does not like MSWord's formatting or something.
the thing with the lights was they were just there to illuminate the area until I place the skylight in that part.
but thanks for the tips.
On second thought I do have an issue.
I get this error when I try to load MBII: ERROR: filename length > MAX_QPATH ( strlen(models/map_objects/dantooine_enclave/kotor_Dantooine_Enclave_Hallway_Light_1.ase) = 80)
I cant install this mod. It craps out while decrypting the jacfg file. Using vista ultimate, tried running the installer as admin, no effect.
lol crap, wrong mod -_-.
Lol you're right, never thought about that, hmm, guess I will flip it next time I have he map open.
time to flex my nerd-ism lol.
lets see, Zerg, Protoss, Confederacy, Brothers of Korhal.
if you wanna get really technical they could also be one for the UED in the place of the Confederacy.
Thanks for all of the replies. I will see if I can incorporate them into the retooling of our mod image later on this year. I will likely take out the characters and try to reincorporate the "felling" I was trying to push for with the Combine/Resistance symbols in a different manner.
lol stole? if you have permission its not stealing.
and to answer your first question its something new. showing off new stuff or getting information out the the definition of a news post.
but im not gonna debate bout that any further, if you dont think mods should use stuff pre-made from places like fps banana, thats fine, but I think it shouldn't matter, if it cuts down on the mod workload its golden (again if you get the go-ahead from whoever made it).
anyway, it looks like WPR #4 will be coming out on Thursday this week. I was going to get some work done on the map yesterday but due to circumstances I was unable to get around to it and it should take me 2 days to finish this base camp area for the Combine (with displacements).
This map is getting pretty close to 45% done now. most of the outer area is done, just a few things to add so that if you fall off one of the rope bridges or cliffs that you can get back up.
as well as a way to link the NPZ out doors map to this one effectively.
I will post up Week 2's report tomorrow. will be screens of the second area I mentioned here. Finally got around to compiling it xD.