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Posted: Mon Nov 06, 2006 2:18 am
by [JSC][GU]PREDATOR
Hyperjag3 wrote:
You'll buy things with points, not money
I was just about to say that would be a good idea.
But it could get annoying though with this merchant stuff because what if someone was getting alot of points to get a really good gun and then a second later they die and loose the gun? or what about as you get the good gun the map ends? this stuff would be ideal for maps like umizuri or something.

Posted: Mon Nov 06, 2006 3:04 am
by fragged131
[JSC][GU]PREDATOR wrote:
Hyperjag3 wrote:
You'll buy things with points, not money
I was just about to say that would be a good idea.
But it could get annoying though with this merchant stuff because what if someone was getting alot of points to get a really good gun and then a second later they die and loose the gun? or what about as you get the good gun the map ends? this stuff would be ideal for maps like umizuri or something.
YES

Posted: Mon Nov 06, 2006 4:58 am
by Lark
will the npc_vortigaunt_episodic be used and the gangs flames need to light up the room like the flames in ep1.

Posted: Mon Nov 06, 2006 5:46 am
by fragged131
gtaiiilc wrote:will the npc_vortigaunt_episodic be used and the gangs flames need to light up the room like the flames in ep1.
garg*

Posted: Mon Nov 06, 2006 7:55 am
by Svanrog
Hyperjag3 wrote:
BOB wrote:Yeah, but to buy stuff from a merchant, won't you need money?

So you'll add a money system, of some sort?

Also: Will the merchant have his own model?
You'll buy things with points, not money. And I'm not sure if he'll have his own model.
He will have his own skin at least, won't he?

Posted: Mon Nov 06, 2006 4:38 pm
by Lark
make him the fisherman! that reminds me will lost coast work with oc?and will there be more gibs I was going to make some gibs for a comic I am working on if I have time I can make some for the next update.and cant you use the bullsquid from missing info it looked so cool.

Posted: Mon Nov 06, 2006 5:32 pm
by skidz
Merchants will have a sprite above their head to make them easy to see. The model for them will be changeable like other npcs.
Will probably make another entity that works the same way as an npc merchant but can be a prop like a vending machine. :D

Hyper tells me the Vortigaunt is changing to be more like the episode 2 vort. Not sure how it works but he tells me its cooler.

I'm sure I will add more hl1 npcs over time. Porting them over isn't the easiest task. Getting them to work well in HL2 is even harder.
Now changes, additions and fixes for npcs will happen over time.

If anyone makes new gibs for other npcs we would be happy to look them over and maybe include them in the mod.

Right now I have no time to map, coding takes up 90% of my time. I have many ideas, many unfinished maps, etc. No time to execute.
What we need is an experienced modeler to get a shit load of tasks done. Im the only one doing it at this point.

I'm not complaining though. I wouldnt mod if I didnt like doing it. Things would just get finished sooner. :wink:

Posted: Mon Nov 06, 2006 7:14 pm
by BOB
Can you code it so different maps can have custom weapons in it (Like say, in bob_themap there's a Soda Can you can throw at people) or would that be nearly impossible?

Posted: Mon Nov 06, 2006 7:16 pm
by fragged131
skidz wrote:
Hyper tells me the Vortigaunt is changing to be more like the episode 2 vort. Not sure how it works but he tells me its cooler.
phong :3

Posted: Mon Nov 06, 2006 7:22 pm
by Svanrog
skidz wrote:Hyper tells me the Vortigaunt is changing to be more like the episode 2 vort. Not sure how it works but he tells me its cooler.
Does that mean the the changed vort will be the only one, or will you have two different vort npcs? (I vote for only having one, if anybody wanted to know)

Posted: Mon Nov 06, 2006 7:33 pm
by [JSC][GU]PREDATOR
You should port the old vortigaunt over, the one in hl2 can be the good one that is on your side and the old one could have a different skin so they don't look identical.

Posted: Sat Nov 11, 2006 10:41 am
by skidz
Alright, we just finished our first multiplayer test with the grapple and acouple other things. Other things being, valves code updates which seem to be working fine.



http://www.obsidianconflict.com/ocscree ... _f0000.jpg
http://www.obsidianconflict.com/ocscree ... _f0010.jpg
http://www.obsidianconflict.com/ocscree ... nd0027.jpg

Also, I have started work on the client side implementation of the HL2 Vehicles. These vehicles will be predicted.

Posted: Sat Nov 11, 2006 1:33 pm
by Askaris
Rollermine wars... I like it.

But do we need episode 1 for that?

Posted: Sat Nov 11, 2006 5:07 pm
by fragged131
skidz wrote:Alright, we just finished our first multiplayer test with the grapple and acouple other things. Other things being, valves code updates which seem to be working fine.



http://www.obsidianconflict.com/ocscree ... _f0000.jpg
http://www.obsidianconflict.com/ocscree ... _f0010.jpg
http://www.obsidianconflict.com/ocscree ... nd0027.jpg

Also, I have started work on the client side implementation of the HL2 Vehicles. These vehicles will be predicted.
get the grapple cannon to pull faster, or at a steady rate atleast.

also ep1 content is awesome :3

Posted: Sat Nov 11, 2006 6:36 pm
by Hell-met
fragged131 wrote:get the grapple cannon to pull faster, or at a steady rate atleast.
Can't you notice that the player is controlling at which rate hes going up ?

At least I think so.