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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.
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.
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.
1.9 mbps for me,i have no issues with FF ever, always really good speeds (0.8 to 1.5 mbps)
i think i know just the one to use then.
this room has already changed lol. the front wall at the top of the screen shot has been angled in-word and cut off at a point where it touches the forward prongs of the teleporter apparatus. and the other room over to the left has also been angled backwards into the left side wall.
wasnt much more I could do with it so there it is.
I was thinking the same thing earlier today. I am in the process of making a better one at the moment. Should be done with it by tomorrow.
I will be updating the screen shots over the weekend to show the fixed lighting.
yeah, lighting on this map in the upper levels has been a real issue for me. been grappling with it since Tuesday and it hasn't been very cooperative lol.
Going to gie it a rest and try again on Saturday or Sunday. Probably will re-release these images then.
Updates to the above ideas:
So I was thinking it over the other day and thought how unbalanced it might make the game.
So these parts will only be attainable from Special missions, and not from secondary.
There will be at max 2 special objectives in each chapter (most of them will only have one).
This means that there will only be at max 14 of these items to recover (assuming that all chapters have 2 spec missions and that we only have 7 chapters).
In reality though there is likely to be only 8 such missions (2 would be in the largest map we have planed a the moment, City 25).
I have not decided yet if I want to keep the +5 per part, or make some for of escalation on it where after three _+5's it takes 2 parts to add another +5 (this would be to health and power only).
have not decided the denominations for weaponry ups yet.
well I got our server back up faster then planned. so I guess I will start on floor 2 now.
or they just dont have any thing to show? they could be doing tons of entity/code work right now.
for those of you wondering wtf this room is. It is an acid chamber kind of idea I had. There will be more spouts in the mod version of the map. If you stand near them you will take damage.
As you can see that damned white line is still there xD.
On closer inspection it is actually a HOM (Hall of Mirrors) effect kinda thing. Dont understand why though, the floor there is flush with each other.
The textures on the top and bottom of those containment tubes used to be the same as the bases. I made this in XSI and exported it as a vmf file so I dont know if that is why hammer refuses to leave the textures alone or not.
Alright the images are getting up here in a few minutes. There are 17 for NPZ4 and 12 for NPZ3.
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.
the detail your looking for will be there in due time. any and all screens of maps posted right now are still very much works in progress.
BM2 screen shots are up now.
for a map i havent done any work on in the past 2 years? probably not lol.
updated on June 15 09
been creating some new background plot for CI. I am taking some liberties with the plot of HL2 as it was never fully established when the events of HL2 took place.
I have also added in some excerpts from a news reporter that has been going around and interviewing different members of the resistance on several different points. Once I get some more of it finished I will post it up either on the news or features section.
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, I pulled off a miracle lol. All of the screen shots are done and I will be uploading them right now.
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.
IMPORTANT: The bag tracker has moved: bugs.lmpgames.com/tbg/index.php
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.
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.
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.
not only that, but AutoDesk ripped a lot of features out :\
I would not say 5 seconds, took about an hour for the whole thing because I manually did the curved sections instead of using the arch tool, but yeah these are just subdivided displacements; nothing that fancy.
pretty much correct. Think of suit energy as 'shielding' (i know it is a bad cliche but just roll with it xD). Once that outer shell is gone then the armor/HP takes the damage.
There will be certain damage types that the shield will and will not protect against once all is said and done. For instance shields might protect against high velocity damage, like from the SMG, but will not protect fully against stuff like rockets or WMWs. Radiation damage will not be block-able to armor (contemplating an upgrade that will allow it to though) or shields while blunt force damage might only be blocked by armor (falling from high places).
Yeah that was my main concern when I was making and testing it, there is quite a bit of screen covered. I toyed around with the idea of making the task list area more transparent, maybe around 60 to 85% so that view space was not lost.
But the idea of this is to promote that you are inside a helmet, as to why there would be a helmet at all, I will cover that closer to release
I may figure out something further on down the road, maybe an animated thing where this section pops out when the task list is opened.
Hmm, its probably just the resolution, although there is currently a bug with the iron sights for the smg, if you switch to a new weapon while in IS mode the camera position doesn't reset. So that could be what happened there.
Is this game made in RPG Maker? The tile sets seem pretty similar.
Don't really have an answer for that xD, least not one that would be meaningful. It's just the way I designed them; the whole floor is more of a central power generation area, things have to be on a larger scale in those kind of situations.
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.
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 >.<
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.
yeah, a particular mod, Coast Line to Atmosphere, has a section where there are at least 50 manhacks release over the course of the map. Way excessive if you ask me.
nope, this is a new kind of technology that the Combine have invented through their use of shielding. Instant structures with the press of a button. there will be more on this in the back story.
Lol, maybe just a bit crazy.
The intention of this shot was an aerial view of the citadel-looking floor piece.
lol, im working on the mod icon this week and next week. hopefully it will be done for WPR #6.
forgot to add, you can get to it the normal way through the LMP main site @ lmpgames.com
by going to combineinsurrection.lmpgames.com
Alright the site has been moved and is now up.
The site is up at the original link and I have updated it slightly from the temp link site.
there screen shots page is up on it also.
My web desinger is working on another new layout that will be the permanent site, but will not be done for a few months, until then this will be the place holder.
well, my website maker (he took over it for me xD) messed some of the stuff up by accident after he saived some of the images to a wrong format and tyoped the java script xD.
so today or tomorrow night, ill be able to get the new changes up to the layout, and ill make the changes to the screen shots section and maps section when i get home from work today.
update on completedness (...lol):
Town: 39% complete
Graveyard: 51% Complete
Mausoleum: 38% complete
Catacombs: still 0%
Total mod demo completion (includes all client side changes (ie.: menu fonts, chapter pics names, etc.): 35%