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Posted: Sun May 18, 2008 11:21 pm
by Deathy
Just wanted to say that I'm nearing the completion of beta 2..
I will post some new screens tomorrow or maybe already the dl. :D

Posted: Tue May 20, 2008 4:18 am
by DaMaN
Horay!

Posted: Tue May 20, 2008 1:25 pm
by Deathy
A bit late, due to the down time of the forums:

Image
Image
Image

Posted: Tue May 20, 2008 10:05 pm
by Tono-Tako
details about it?

Posted: Tue May 20, 2008 11:17 pm
by Deathy
Well I can't explain the gameplay in pictures, but I made it more interesting and "challenging".
You now have more spots to kill from and some other things, that will make your game experience on this map more interesting.

Posted: Tue May 27, 2008 5:03 pm
by fug4life
Good deathy, screens a little hard to see, I'm sat in a library and the lighting here means I can see jack shit. But I'm pleased your still working on it.

Posted: Thu Jul 31, 2008 3:36 am
by Vaun
This looks good, and I like sniping (though i drift in and out skill wise). Maby an objective where you have to snipe a few fast zombies while they jump into a rescue helicopter thats comming to rescue a few hgrunts (who are friendly with the player) and citizens, but then afterward you have to clear an lz so you can be rescued/extracted, then get a "rail shooting" segment where you're riding in the helicopter (or osprey if someone converts it from hl1 or something) then at the end a fast zombie climbs up a la alma at the end of fear. Just a few random ideas you can experiment with if you want :P

Re: oc_28-seconds-later

Posted: Sat Oct 18, 2014 10:27 pm
by Deathy
I've tried, TRIED, to play my map (it was beta2 already) from back then in some OC version I transferred from my old computer.
It was.. well.. not pleasant, I must admit.
I do have the .vmf though and might get to rework and advance it, as soon as I have motivation & time for it.
I might as well wait for a new OC release with a new version though.
Current Engine is still SDK Base 2007?

Re: oc_28-seconds-later

Posted: Sun Oct 19, 2014 10:56 am
by MaestraFĂ©nix
Holy shit, you still alive!

Yes, right now OC still on the SDK Base 2007, but is being ported to 2013.

I recommend to you to continue working on it and release it once is done. The works to port OC to 2013/Steam is taking long, and no one knows when it will end.

Re: oc_28-seconds-later

Posted: Fri Nov 21, 2014 3:27 pm
by Deathy
My hammer (I configured the one in SDK Base 2007\bin, not Source SDK as it is obsolete and out of support) is giving me errors about missing wireframes and stuff, thus crashing.
Weird.. do I have to use the SourceSDK (old) one?

Re: oc_28-seconds-later

Posted: Fri Nov 21, 2014 4:20 pm
by MaestraFĂ©nix
Deathy wrote:My hammer (I configured the one in SDK Base 2007\bin, not Source SDK as it is obsolete and out of support) is giving me errors about missing wireframes and stuff, thus crashing.
Weird.. do I have to use the SourceSDK (old) one?
No because the SDK Launcher is now useless thanks for the SteamPipe update (Valve thinks that having a launcher is redundant and better to put the same on every game, raising the file size).

You must use the Hammer from HL2 (common/half-life 2/bin), and put on their GameConfig the one from OC:

Code: Select all

"Obsidian Conflict"
		{
			"GameDir"		"C:\Program Files (x86)\Steam\SteamApps\sourcemods\obsidian"
			"Hammer"
			{
				"GameData0"		"C:\Program Files (x86)\Steam\SteamApps\sourcemods\obsidian\Obsidian SDK\HLS.fgd"
				"GameData1"		"C:\Program Files (x86)\Steam\SteamApps\sourcemods\obsidian\obsidian sdk\obsidian.fgd"
				"TextureFormat"		"5"
				"MapFormat"		"4"
				"DefaultTextureScale"		"0.250000"
				"DefaultLightmapScale"		"16"
				"GameExe"		"C:\Program Files (x86)\Steam\SteamApps\common\source sdk base 2007\hl2.exe"
				"DefaultSolidEntity"		"func_detail"
				"DefaultPointEntity"		"ai_ally_manager"
				"BSP"		"C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
				"Vis"		"C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
				"Light"		"C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
				"GameExeDir"		"C:\Program Files (x86)\Steam\SteamApps\common\source sdk base 2007"
				"MapDir"		"C:\Users\****\****\****"
				"BSPDir"		"C:\Program Files (x86)\Steam\SteamApps\sourcemods\obsidian\maps"
				"CordonTexture"		"tools\toolsskybox"
				"MaterialExcludeCount"		"0"
			}
		}
That should be enough to make it work. One thing to note: For some unknown reason, the VGUI that opens when you are looking for a model makes crash Hammer, so remember to go into tools->options->General->Use VGUI model browser (or use the HL2 configuration to load the default HL2 props). It also is more unstable, so remember to set the autosave time to one minute.

And just in case, if you want to use HLMV, you must run HLMV.bat, not the normal .exe application, since it will tell you the environment isn't set (ofc Valve didn't thought about this), you may need edit set_sdk_env.bat with Notepad++ and make it look at the obsidian folder in the case you can't load the models at the mod folders.