Return to City 17
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- npc_combinegunship
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Hehe, yea.Blues wrote:Oh. That'd be a real problem if you wanted to add/test it
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Another update!
Yea, yea, I can hear some of you saying "Enough with the fricken updates already, when are you going to release the damn maps!"
My answer, of course, is "Soon!"
I spent all of today ('cause it was a holiday) compiling and testing the maps (except 01 - Blues is working on that). And I found that every single one of them had bugs that needed to be fixed.
However, with the exception of those minor bugs, most of the maps are release-ready. That said, 06b is still giving me some problems. And 09 is still getting worked on. 10 hasn't been started. Everything else - needing some spit 'n shine and then done.
Oh, and also, there are two problems that are confounding me:
1. Music (played from an ambient_generic) seems really quiet. It's got full volume settings, but for some reason it's tough to hear over, say, gunfire.
2. Bigmomma's not moving! I've added in info_bigmomma's and info_nodes, but unless bigmomma is moving from a scripted sequence, bigmomma just sits there and get shot at - which kind of defeats the purpose of having it.
Any ideas?
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
For the music: Did you ever think about using soundscapes? Those are less likely to bug. At least multiple people told me so.
For 01: I'm sorry, but yesterday the power supply of my computer was totally broken when i got home. Now I'll have to wait until a new one arrives (unfortunately this may take 1 or 2 weeks) to be able to upload the new VMF and perhaps a BSP.
I've already contacted the hardware store yesterday evening, but they didn't answer yet. Hopefully they'll send me an e-mail today so i can send them the broken powersupply as soon as possible.
For 01: I'm sorry, but yesterday the power supply of my computer was totally broken when i got home. Now I'll have to wait until a new one arrives (unfortunately this may take 1 or 2 weeks) to be able to upload the new VMF and perhaps a BSP.
I've already contacted the hardware store yesterday evening, but they didn't answer yet. Hopefully they'll send me an e-mail today so i can send them the broken powersupply as soon as possible.
Last edited by Blues on Tue May 20, 2008 8:46 pm, edited 1 time in total.
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- npc_combinegunship
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Oh no! Aww, that sucks. I had the same problem a couple months ago when my power supply was acting up. Oh well, I understand.Blues wrote:For the music: Did you ever think about using soundscapes? Those are less likely to bug. At least multiple people told me so.
For 01: I'm sorry, but yesterday the power supply of my computer was totally broken when i got home. Now I'll have to wait until a new one arrives (unfortunately this may take 1 or 2 weeks) so i can upload the new VMF and perhaps a BSP.
I've already contacted the hardware store yesterday evening, but they didn't answer yet. Hopefully they'll send me an e-mail today so i can send them the broken powersupply as soon as possible.
And yea, I've thought about using soundscapes, but I've found the fadein and fadeout I/O for ambient generic's pretty handy. Even so, I'm sure you could do it with soundscapes. Problem is, I also want the fancy soundscapes in the maps too - like the dripping water in tunnels, waves on the coast, seagulls calling, etc.
Another problem I forgot to mention is the "wandering metrocop problem" (Computer science students will get the joke). All my metrocops can't seem to stay still!! They have this uncontrollable NP-complete urge to not stay where they are. This is particularly frustrating, as I have several sequences that rely on them NOT moving around. I suppose I could just make them combine soldiers with metrocop models...
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Are you pointing directly to the music file (like "music/HL2_song17.mp3") or do you use the soundscript entry for them (like "song.d1_canals_05_sewer")?DaMaN wrote: 1. Music (played from an ambient_generic) seems really quiet. It's got full volume settings, but for some reason it's tough to hear over, say, gunfire.
2. Bigmomma's not moving! I've added in info_bigmomma's and info_nodes, but unless bigmomma is moving from a scripted sequence, bigmomma just sits there and get shot at - which kind of defeats the purpose of having it.
Because if you use the soundscript entry, it will use a special sound channel that doesnt (shouldnt) get over toned by other sounds, for default hl2 music, just look into the scripts/level_sounds_music.txt file to get the soundscript entry, for your own music you would have to create your own soundscript and load it on mapload, i made a article about in on the wiki, again, just look into the scripts/level_sounds_music.txt so you know what your own soundscript entries have to look like.
And i have the same problem with the big moma not moving when letting her walk to a specific point with a scripted sequence, it worked fine before, but then after some update (i guess orangebox), she just camps at the scripted sequence after walking to it.
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- npc_combinegunship
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I'll certainly check out that article - sounds like just the thing I'm looking for!W0rf0x wrote:Are you pointing directly to the music file (like "music/HL2_song17.mp3") or do you use the soundscript entry for them (like "song.d1_canals_05_sewer")?DaMaN wrote: 1. Music (played from an ambient_generic) seems really quiet. It's got full volume settings, but for some reason it's tough to hear over, say, gunfire.
2. Bigmomma's not moving! I've added in info_bigmomma's and info_nodes, but unless bigmomma is moving from a scripted sequence, bigmomma just sits there and get shot at - which kind of defeats the purpose of having it.
Because if you use the soundscript entry, it will use a special sound channel that doesnt (shouldnt) get over toned by other sounds, for default hl2 music, just look into the scripts/level_sounds_music.txt file to get the soundscript entry, for your own music you would have to create your own soundscript and load it on mapload, i made a article about in on the wiki, again, just look into the scripts/level_sounds_music.txt so you know what your own soundscript entries have to look like.
Yea, something about orangebox b0rked bigmomma.And i have the same problem with the big moma not moving when letting her walk to a specific point with a scripted sequence, it worked fine before, but then after some update (i guess orangebox), she just camps at the scripted sequence after walking to it.
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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- npc_combinegunship
- Posts: 782
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Whew! Been a while huh? First of all: Yay OC 1.3!!
Secondly, let me bring you guys up to speed on the status of the series. Unfortunately, I went and got a summer job working full-time as a Flash (Actionscript) programmer. As such, I haven't been as motivated to sit behind a computer for another four hours after spending eight hours a day behind one (especially if I'm not getting paid for it ). Blues helpfully fixed oc_return_c17_01, then unhelpfully killed his computer's power supply before he could pm me the .vmf (just kidding Blues, I know it happens )
So yea. I've done essentially nothing mapping-wise in the last two months.
However, I'd like to stress that I am NOT abandoning this project. (I've invested way too much time into it to abandon ).
The current progress stands as it was, and I'm going to put aside a few weekends to try and get the next three maps to releasable condition.
(Oh, and it's also been the summer of parties, like, I haven't been home in something like three weeks aside from sleeping. Which has been awesome and lots of fun , just not mapping or sleep conducive.)
My main stumbling block is that I'm really lazy. Aside from that, fixing oc_return_c17_01 is my main de-motivator. (I hate having to fix maps once I declare them "done". Endless polishing makes a good product, but comes with a really sore elbow and a wicked polish-oil addiction.)
More updates as I get motivated.
EDIT: Here's the latest numbers for those too lazy to search for them:
By the numbers: (I never consider my maps 100% done, so think of 99% as close enough to 100% to release. IMO)
oc_return_c17_01: 90% (Gotta fix the damn thing)
oc_return_c17_02: 99%
oc_return_c17_03: 99%
oc_return_c17_04: 98%
oc_return_c17_05: 98%
oc_return_c17_06a: 97%
oc_return_c17_06b: 80%
oc_return_c17_07: 93%
oc_return_c17_08: 96%
oc_return_c17_09: 70%
oc_return_c17_10: 50% (Geometry is done, that's about it)
Secondly, let me bring you guys up to speed on the status of the series. Unfortunately, I went and got a summer job working full-time as a Flash (Actionscript) programmer. As such, I haven't been as motivated to sit behind a computer for another four hours after spending eight hours a day behind one (especially if I'm not getting paid for it ). Blues helpfully fixed oc_return_c17_01, then unhelpfully killed his computer's power supply before he could pm me the .vmf (just kidding Blues, I know it happens )
So yea. I've done essentially nothing mapping-wise in the last two months.
However, I'd like to stress that I am NOT abandoning this project. (I've invested way too much time into it to abandon ).
The current progress stands as it was, and I'm going to put aside a few weekends to try and get the next three maps to releasable condition.
(Oh, and it's also been the summer of parties, like, I haven't been home in something like three weeks aside from sleeping. Which has been awesome and lots of fun , just not mapping or sleep conducive.)
My main stumbling block is that I'm really lazy. Aside from that, fixing oc_return_c17_01 is my main de-motivator. (I hate having to fix maps once I declare them "done". Endless polishing makes a good product, but comes with a really sore elbow and a wicked polish-oil addiction.)
More updates as I get motivated.
EDIT: Here's the latest numbers for those too lazy to search for them:
By the numbers: (I never consider my maps 100% done, so think of 99% as close enough to 100% to release. IMO)
oc_return_c17_01: 90% (Gotta fix the damn thing)
oc_return_c17_02: 99%
oc_return_c17_03: 99%
oc_return_c17_04: 98%
oc_return_c17_05: 98%
oc_return_c17_06a: 97%
oc_return_c17_06b: 80%
oc_return_c17_07: 93%
oc_return_c17_08: 96%
oc_return_c17_09: 70%
oc_return_c17_10: 50% (Geometry is done, that's about it)
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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- npc_combinegunship
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Technically, it's 11, but 06 is split into two maps slightly over half the size, so yea, basically it's 10.Tono-Tako wrote:wow a 10 map series
It's epic, in all senses of the word.
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Wow, I thought that this will be only 5 maps or so, but 10, that's awesome. I joined when v. 1.23 was about to end and change to v. 1.3 so I couldn't give out my few suggestions before: Every NPC in 01, 02 and 03 should've stayed as they were. Okay, add just a few. And maybe make some headcrab canisters if there's any abandoned rebel bases around. I just want to thank you for this truly epic series. Ooh, and wildlife should be also like it was in HL1. Bullsquids were eating crabs, remember?
By the way, don't forget to add merchants in further rebel-populated areas than the start. If you will. Just pointing out a few suggestions, if it's not too late.
By the way, don't forget to add merchants in further rebel-populated areas than the start. If you will. Just pointing out a few suggestions, if it's not too late.
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- npc_combinegunship
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Well, there's a whole bunch of pics up at the old WIP Thread here: http://www.obsidianconflict.com/forums/ ... php?t=1603sgae wrote:nice stuff!
if you can put some pic thanks you again
And I've also posted recent pics up of the maps in this thread; you can find them here:
http://www.obsidianconflict.com/forums/ ... 2615#32615
And here:
http://www.obsidianconflict.com/forums/ ... 3002#33002
Glad to see people are still interested in this series!Hydra wrote:Wow, I thought that this will be only 5 maps or so, but 10, that's awesome. I joined when v. 1.23 was about to end and change to v. 1.3 so I couldn't give out my few suggestions before: Every NPC in 01, 02 and 03 should've stayed as they were. Okay, add just a few. And maybe make some headcrab canisters if there's any abandoned rebel bases around. I just want to thank you for this truly epic series. Ooh, and wildlife should be also like it was in HL1. Bullsquids were eating crabs, remember?
By the way, don't forget to add merchants in further rebel-populated areas than the start. If you will. Just pointing out a few suggestions, if it's not too late.
I've made some very minor changes to 01, 02, and 03, but they're basically the same. A few more monsters, some more things to find, etc.
(BTW, if you're cautious and don't interfere too much, you can see some bullsquid/headcrab interaction in 03 )
I was considering merchants at one point, but I think it would take too much away from the story I'm attempting to portray. I mean, if you're a member of the rebellion they're not going to say "Sorry, you can't have this weapon because you haven't got enough kills yet. That ammo? It'll cost you." It doesn't make sense. I'm not saying the merchant is a bad idea - I really love it for certain maps - but it just doesn't fit this series. (I've got other ongoing WIP's with the merchant, if you're curious).
And no, it's not too late for suggestions. I'm still very slowly getting the maps compiled, finding bugs, and having to re-compile them. Considering it takes about three hours per map to fully compile, plus about an hour to run through ensuring the bugs are fixed, then another hour to pakrat all the custom stuff in if the map has no bugs, it takes a looooong time to release these maps.
Now to go through and replace all my music with soundscape channel music...
Ugh.
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
- Mr. Someguy
- npc_hunter
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- npc_combinegunship
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Quick question guys:
I've got one (possibly two) maps in the series where if the players fail in a task, the map ends. (I won't go into details, but it's an unreversable failure, like the death of an npc )
For all the server-running people and game-playing people out there, I'm wondering what your thoughts are as to which is the best thing to do upon the players failing. Currently I've got two options:
1. Game Ends. You see the scoreboard, and the server goes to whatever map rotation it had on it. For example, it would go back to the "lobby", where, if you wanted to try the map again, you could hack away on its door. This has the advantage of allowing players to exit the loop easily, but has the disadvantage of kicking the players out of the map, and making it difficult and sometimes long for the players to get back into the map.
2. Level restarts. Via a servercommand, the level is changed back to the current level. IE: "changelevel thislevel". The map would restart, and the players could try again. The advantage is HL2 only has to load one map, and it's already been loaded once so it'll be faster. Only major disadvantage of this is that I'm not entirely sure if one could exit the loop (votemap?). Like, you're stuck on this level and just want to leave it alone for a bit and come back, but you can't, because the game doesn't end, it just keeps resetting when you fail.
BTW, The player's failure is not a common occurrence. Doing it single player I can avoid failing every time if I'm careful. It's only when I do something really stupid, or am not paying any attention whatsoever that the failure occurs. (Let's say the players will fail 3 times out of every 10 (mostly the newbies))
I've got one (possibly two) maps in the series where if the players fail in a task, the map ends. (I won't go into details, but it's an unreversable failure, like the death of an npc )
For all the server-running people and game-playing people out there, I'm wondering what your thoughts are as to which is the best thing to do upon the players failing. Currently I've got two options:
1. Game Ends. You see the scoreboard, and the server goes to whatever map rotation it had on it. For example, it would go back to the "lobby", where, if you wanted to try the map again, you could hack away on its door. This has the advantage of allowing players to exit the loop easily, but has the disadvantage of kicking the players out of the map, and making it difficult and sometimes long for the players to get back into the map.
2. Level restarts. Via a servercommand, the level is changed back to the current level. IE: "changelevel thislevel". The map would restart, and the players could try again. The advantage is HL2 only has to load one map, and it's already been loaded once so it'll be faster. Only major disadvantage of this is that I'm not entirely sure if one could exit the loop (votemap?). Like, you're stuck on this level and just want to leave it alone for a bit and come back, but you can't, because the game doesn't end, it just keeps resetting when you fail.
BTW, The player's failure is not a common occurrence. Doing it single player I can avoid failing every time if I'm careful. It's only when I do something really stupid, or am not paying any attention whatsoever that the failure occurs. (Let's say the players will fail 3 times out of every 10 (mostly the newbies))
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/