OC_Nightmare

Show off work in progress maps.
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Andrax17
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Re: OC_Nightmare

Post by Andrax17 »

TeamMember wrote: (Anyone got a good proper name for "cemetery"?
Cemetery.. i dont think it really needs any other name.
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Re: OC_Nightmare

Post by TeamMember »

Andrax17 wrote:Cemetery.. i dont think it really needs any other name.
Well, yeah, but neither did "KillFactory", but it got "New Orville Industrial"

*Actually, when I edit a sky for the fake-skybox, I'll make a fading N.O.I. decal...*
Last edited by TeamMember on Thu Mar 10, 2011 8:42 pm, edited 1 time in total.
Current map projects: oc_raiden, oc_nightmare, oc_upgradewars, oc_funky, oc_racewar, oc_saltfactory, oc_jcc, [Secret project, at least 15 maps], [Secret project, at least 8 maps]
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Re: OC_Nightmare

Post by TeamMember »

Can someone help me a short bit with tank functions? I don't know how to work them.
(I'd prefer to do the majority myself, still. Just need some help understanding them)
Current map projects: oc_raiden, oc_nightmare, oc_upgradewars, oc_funky, oc_racewar, oc_saltfactory, oc_jcc, [Secret project, at least 15 maps], [Secret project, at least 8 maps]
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Re: OC_Nightmare

Post by Axel_m3sh »

What effect are you going for? Mounted guns?

(or, am I guessing correctly, mounted guns mounted on npcs?)

For the first option: http://halfwit-2.com/?page=tutorials&id=191

For the second, I have a vague idea but barely enough to help so I point to you here: http://developer.valvesoftware.com/wiki/Func_tank
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Re: OC_Nightmare

Post by MaestraFénix »

And if you need more help, this: http://www.twhl.co.za/tutorial.php?id=16 (mounted weapon. The tutorial example is about make a rocket launcher, but there´re more types)

http://www.twhl.co.za/tutorial.php?id=36 (npcs using turrets)

http://www.snarkpit.net/snarkpower/arti ... alistic%29. (maybe this you refer)

Were made for GoldSrc, but continue working in Source (i promise it, i tried it with success in my map). Simplely change the obsolete entities for the new.

(if you want try the example maps, open Hammer, select "open", change the type of file to .rmf and load it. It will dont have textures, but you only have to look the entities and how work).
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Re: OC_Nightmare

Post by TeamMember »

Thanks for the help with that, guys :D
Just some slight fixes on the end of KillFactory, and two custom textures and it'll be done.

(Should I release it then? I really want to have other people try it...)
Current map projects: oc_raiden, oc_nightmare, oc_upgradewars, oc_funky, oc_racewar, oc_saltfactory, oc_jcc, [Secret project, at least 15 maps], [Secret project, at least 8 maps]
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Re: OC_Nightmare

Post by Xenire »

TeamMember wrote:Thanks for the help with that, guys :D
Just some slight fixes on the end of KillFactory, and two custom textures and it'll be done.

(Should I release it then? I really want to have other people try it...)
Personally, I wouldn't release unless it was in a decent state of playability and prefer internal testing to get to that point. If you want to get some public feedback on your progress so far I'd imagine some people would gladly provide it - if that's what you want to do.
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Re: OC_Nightmare

Post by TeamMember »

Xenire wrote:
TeamMember wrote:Thanks for the help with that, guys :D
Just some slight fixes on the end of KillFactory, and two custom textures and it'll be done.

(Should I release it then? I really want to have other people try it...)
Personally, I wouldn't release unless it was in a decent state of playability and prefer internal testing to get to that point. If you want to get some public feedback on your progress so far I'd imagine some people would gladly provide it - if that's what you want to do.

That's pretty much what I'm doing. I'm fixing up as many issues with the KF as I can before sending this out, but everything else is set up.

V1 will randomize the minigame of Hell, New Orville Industrial, or Khet High. I figure I'll just release three new minigames in the next. Fair, I suppose?
Current map projects: oc_raiden, oc_nightmare, oc_upgradewars, oc_funky, oc_racewar, oc_saltfactory, oc_jcc, [Secret project, at least 15 maps], [Secret project, at least 8 maps]
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Re: OC_Nightmare

Post by Axel_m3sh »

I can host a small listen server over the weekend (possibly saturday) if you wanna try testing it out, of course I'd prolly need the map stuff and the time you're on so I can contact you whenever available.
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Re: OC_Nightmare

Post by TeamMember »

Axel_m3sh wrote:I can host a small listen server over the weekend (possibly saturday) if you wanna try testing it out, of course I'd prolly need the map stuff and the time you're on so I can contact you whenever available.

Thanks, that'd be perfect. :)

Although, I don't think this early version will be out soon.
The CrabSynth round end is giving me trouble (Damned CrabSynth won't die. I'm 100% sure I put the filter together right.)
And then, I still have to make the music ("Orville or Hell?")

I'm kind of helping a friend with maps for a mod at the moment too, so I'm not sure when I'll get back to this.

Sorry guys...
Current map projects: oc_raiden, oc_nightmare, oc_upgradewars, oc_funky, oc_racewar, oc_saltfactory, oc_jcc, [Secret project, at least 15 maps], [Secret project, at least 8 maps]
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Re: OC_Nightmare

Post by MaestraFénix »

I don't know if you have seen this, its a update on the Crabsynth ragdoll, with new anims and improved textures:

http://www.facepunch.com/threads/107380 ... oll-Update

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Re: OC_Nightmare

Post by destiny »

holy crab that actualy looks impressive in comparison to the old one.
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Re: OC_Nightmare

Post by Shana »

destiny wrote:holy crab
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Re: OC_Nightmare

Post by Axel_m3sh »

W0rf0x wrote:
destiny wrote:crab

:coke:
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Re: OC_Nightmare

Post by DisConnected »

destiny wrote:crab
Is this like bad pun week or something?
Oh, don't be such a baby. Episode 3 will come out.

*Turns to Archimedes*

No it won't.
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