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Posted: Sun Dec 13, 2009 7:22 pm
by Vasili
Yarr I am a murderer, they'll be looking for me now.

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Posted: Mon Dec 14, 2009 6:06 pm
by destiny
Vasili wrote:Actually, they'll only fire once you open the door to their security office.

Nothing an SMG will solve though :D
i prefer shooting with an rpg right in their faces.

Re: oc_lived_v1d

Posted: Thu Mar 24, 2011 6:11 pm
by Vasili
I'd love to start working on this again, but Source SDK doesn't start and I've tried reinstalling and it's came to no avail.

Any suggestions? Or is it just Steam telling me that I shouldn't be doing this? :wink:

Re: oc_lived_v1d

Posted: Thu Mar 24, 2011 6:15 pm
by MaestraFénix
Setup again Source SDK for OC and try again. Look the Gameinfo.txt

Re: oc_lived_v1d

Posted: Thu Mar 24, 2011 6:22 pm
by Vasili
No no no.

It says "Preparing to Launch Source SDK" and then it acts as if nothing happened and gives me some Steam Update News about some shitty F1 game.

Re: oc_lived_v1d

Posted: Thu Mar 24, 2011 6:25 pm
by MaestraFénix
Hmm. And reinstalling doesn´t work?

Something with SDK Base 2007/2009 maybe?

Re: oc_lived_v1d

Posted: Thu Mar 24, 2011 6:28 pm
by Vasili
Let me try installing them then.

Re: oc_lived_v1d

Posted: Thu Mar 24, 2011 7:18 pm
by Vasili
Nope that didn't work either.

Ah ha!

I've deleted a file called Tier0.dll and Source SDK has started now.

Re: oc_lived_v1d

Posted: Fri Mar 25, 2011 10:10 am
by MaestraFénix
Vasili wrote:Nope that didn't work either.

Ah ha!

I've deleted a file called Tier0.dll and Source SDK has started now.
That file gave me a lot of problems with the mdldecompiler. Ufff, i have bad memories about that.

Re: oc_lived_v1d

Posted: Sat Mar 26, 2011 10:27 pm
by Vasili
Here's some pictures, give suggestions for anything that you think could do with adjustment, ie: lighting, texturing or the placement of objects.

ImageImage
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Re: oc_lived_v1d

Posted: Sat Mar 26, 2011 11:56 pm
by Xenire
Looks simple and clean, which isn't a bad thing. I don't know really what you're trying to emulate or create so I can't comment too much, but what's there doesn't look bad if a bit strange. Not knowing what the area is supposed to be exactly... the only thing I could nitpick is that it looks like the width of the beam of the ceiling lights could be made smaller to better fit the light prop.

Re: oc_lived_v1d

Posted: Sun Mar 27, 2011 12:06 am
by Vasili
It's meant to be some kind of underground base type thing.

And make the concrete beams thinner? I'll see what I can do.

Re: oc_lived_v1d

Posted: Sun Mar 27, 2011 12:10 am
by Xenire
Vasili wrote:It's meant to be some kind of underground base type thing.

And make the concrete beams thinner? I'll see what I can do.
No, I mean the light beams themselves - the point_spotlight. The width of the light beam. Well, if it's supposed to be some sort of secret underground base anything can really go far as your creativity takes you. I don't see anything wrong there but the desk is kind of in an odd spot but it doesn't really matter that much like I said.

Oh, I like the ceiling with the beams it has an interesting look.

You might want to also make sure that your areas aren't always very small because it can get a bit claustrophobic otherwise. IMO

Re: oc_lived_v1d

Posted: Sun Mar 27, 2011 12:19 pm
by Vasili
[BBvideo 425,350][/BBvideo]

Here's a video as it can help you make better suggestions.

(Spotlights aren't in the correct positions in this but I'm working on that.)

Re: oc_lived_v1d

Posted: Sun Mar 27, 2011 12:48 pm
by Xenire
It's a straight forward linear combat map then? I like linear combat maps and what you have there looks like a pretty good start. I'm assuming you'll spice it up a bit later with more enemies and such.