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ow_escapeadel(may change)


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#41 rickinator9

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Posted 10 April 2011 - 03:30 AM

View PostCoppermantis, on 09 April 2011 - 11:50 PM, said:

It looks like a func_breakable with the break input.

Yeah, physboxes will do what you want.


The layout so far looks pretty good, It'll be interesting once the geometry is done and it gets some textures/detail.
I might make some custom models, as the headies are a common enemy so I will need some zombies. The boss is fairly difficult to destroy without rockets, but you will not see a rocket launcher in this map. It seems out of place.

#42 rickinator9

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Posted 12 April 2011 - 01:27 PM

View Postrickinator9, on 10 April 2011 - 03:30 AM, said:

I might make some custom models, as the headies are a common enemy so I will need some zombies. The boss is fairly difficult to destroy without rockets, but you will not see a rocket launcher in this map. It seems out of place.
As modeling is very difficult, I will use the hl2 zombies as placeholders.

#43 rickinator9

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Posted 14 April 2011 - 11:27 AM

View Postrickinator9, on 12 April 2011 - 01:27 PM, said:

As modeling is very difficult, I will use the hl2 zombies as placeholders.
Anyway, I want to set the deadline at 10 may 2011. Brink comes out at that date, an game which I have waited on for a year.

#44 rickinator9

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Posted 20 April 2011 - 12:57 PM

So I'm almost finished with brushing. Could someone maybe explain how I make a hack objective?(in steps). I think I will be able to figure out all the others from that.

#45 Coppermantis

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Posted 20 April 2011 - 05:30 PM

View Postrickinator9, on 20 April 2011 - 12:57 PM, said:

So I'm almost finished with brushing. Could someone maybe explain how I make a hack objective?(in steps). I think I will be able to figure out all the others from that.

Well, I know one way to do it, but I can guarantee that it's the wrong way. from what I've seen, the devs' way involves logic_timers and relays and such, but my method is totally different, using func_movelinears.

#46 Instant Loser

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Posted 20 April 2011 - 06:13 PM

I used func_movelinears for mine as well since I needed them for the doors anyway.

If you want it to be really simple, just set up a trigger_multiple where you want them to stand with two outputs to a game_hudtimer_ow: on_start_touch_all -> start_timer and on_end_touch_all -> pause_timer. Have the hudtimer's onzero output update your game_tasklist.

I don't think I've remembered the names exactly right, but that's the idea. There are lots of ways to do something like this, this is just the easiest, IMO.

#47 rickinator9

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Posted 25 April 2011 - 03:59 PM

So I have put up an hacking objective with a timer at the top of the screen. Also, I'm considering adding hack time based on playercount. But due to programming mistakes on my part the energy field wouldn't go off. It should be fixed by now but I couldn't test it due to my map not compiling because the SDK suddenly stopped working and not me not being able to start it up again. I also think I'm done brushing. I understand the basics of programming the spawns. Actually, if I work hard, I might get this to beta-testing at the end of this week.

#48 rickinator9

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Posted 27 April 2011 - 03:24 PM

View Postrickinator9, on 25 April 2011 - 03:59 PM, said:

So I have put up an hacking objective with a timer at the top of the screen. Also, I'm considering adding hack time based on playercount. But due to programming mistakes on my part the energy field wouldn't go off. It should be fixed by now but I couldn't test it due to my map not compiling because the SDK suddenly stopped working and not me not being able to start it up again. I also think I'm done brushing. I understand the basics of programming the spawns. Actually, if I work hard, I might get this to beta-testing at the end of this week.
After I added glass texturing, It would take alot of time to compile. So I looked at the platforms that i had textured to glass and i added them to func_detail

#49 rickinator9

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Posted 03 May 2011 - 09:14 AM

I textured it and such, but Vrad is taking VERY long. How do I make Vrad more optimized?

EDIT: For all you boys wanting to make a citadel map, do NOT use light textures, use fog instead. It added 3000 lights when i did light textures
EDIT 2: The map is gonna be called "owc_escape"

#50 Coppermantis

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Posted 03 May 2011 - 07:02 PM

View Postrickinator9, on 03 May 2011 - 09:14 AM, said:

I textured it and such, but Vrad is taking VERY long. How do I make Vrad more optimized?

. It added 3000 lights when i did light textures



...

Wow, maybe that's why my map takes so long to compile. I used a lot of light textures.

And I highly reccomend This guy's optimization tutorials, very useful for decreasing compile time.
http://www.moddb.com...ic-optimization
(first of three)

#51 rickinator9

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Posted 04 May 2011 - 04:11 AM

View PostCoppermantis, on 03 May 2011 - 07:02 PM, said:

...

Wow, maybe that's why my map takes so long to compile. I used a lot of light textures.

And I highly reccomend This guy's optimization tutorials, very useful for decreasing compile time.
http://www.moddb.com...ic-optimization
(first of three)
It's literally gone from 2+ hours to 20 minutes without those light textures

#52 Coppermantis

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Posted 04 May 2011 - 10:04 PM

View Postrickinator9, on 04 May 2011 - 04:11 AM, said:

It's literally gone from 2+ hours to 20 minutes without those light textures

Yeah, well, my computer still goes into meltdown if I compile my map with normal settings. Oh well.

So, will this map be in dev build this saturday?

#53 rickinator9

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Posted 05 May 2011 - 03:00 AM

View PostCoppermantis, on 04 May 2011 - 10:04 PM, said:

Yeah, well, my computer still goes into meltdown if I compile my map with normal settings. Oh well.

So, will this map be in dev build this saturday?
If AndY does his job, it will.

#54 AndY

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Posted 07 May 2011 - 11:31 AM

View Postrickinator9, on 05 May 2011 - 03:00 AM, said:

If AndY does his job, it will.
Definitely a nice way of putting it.

#55 rickinator9

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Posted 07 May 2011 - 12:26 PM

View PostAndY, on 07 May 2011 - 11:31 AM, said:

Definitely a nice way of putting it.
Was that sarcasm?

#56 ScrooLewse

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Posted 07 May 2011 - 08:06 PM

View Postrickinator9, on 07 May 2011 - 12:26 PM, said:

If AndY does his job, it will.

Life lesson NUMBER ONE.
Never take the developers for granted. Without them you'd probably still be twiddling your thumbs some obscure ventilation shaft waiting for all the Banshees to disperse.

EDIT: Fixed grammar fail.

Edited by ScrooLewse, 10 May 2011 - 03:13 PM.


#57 rickinator9

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Posted 08 May 2011 - 04:29 AM

View PostScrooLewse, on 07 May 2011 - 08:06 PM, said:

Life lesson NUMBER ONE.
Never take the developers for granted. Without them you'd probably still be twiddling your thumbs some obscure ventilation shaft waiting for all the Banshees to disperse if it wasn't for them.
mmh, the longer they take the more work it will take on their side. But there wasn't even a playtime yesterday so I can understand why it wasn't in dev.

#58 Self_Esteem_Fund

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Posted 09 May 2011 - 08:11 PM

View PostInstant Loser, on 20 April 2011 - 06:13 PM, said:

I used func_movelinears for mine as well since I needed them for the doors anyway.

If you want it to be really simple, just set up a trigger_multiple where you want them to stand with two outputs to a game_hudtimer_ow: on_start_touch_all -> start_timer and on_end_touch_all -> pause_timer. Have the hudtimer's onzero output update your game_tasklist.

I don't think I've remembered the names exactly right, but that's the idea. There are lots of ways to do something like this, this is just the easiest, IMO.

I have a tracktrain with a trigger multiple that on start touch set speed with parameter=whatever and on end touch all set speed with parameter= -whatever. Then the path tracks have that on pass they do the set progress to the indicator.
I personally think that there should be basic prefabs that are not linked to other events and can be easily configured, that way most of the effort doesn't go into setting everything up.

#59 rickinator9

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Posted 10 May 2011 - 02:22 PM

View PostScrooLewse, on 07 May 2011 - 08:06 PM, said:

Life lesson NUMBER ONE.
Never take the developers for granted. Without them you'd probably still be twiddling your thumbs some obscure ventilation shaft waiting for all the Banshees to disperse if it wasn't for them.
Also tell that to coppermantis

#60 Coppermantis

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Posted 10 May 2011 - 05:39 PM

View Postrickinator9, on 10 May 2011 - 02:22 PM, said:

Also tell that to coppermantis

?

When do I take the devs for granted? I never expected them to do the work for me. The closest thing to that was the when AndY said he's have Jason look at my map because my comp couldn't compile it. I do respect the developers, and in no way think that they're at my beck and call.





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