New
#17165 posted by anonymous user on 2009/07/26 00:55:12
Frontpage looks good, kind of russian.
Doom3 LMS 4.0 Coop
#17166 posted by gb on 2009/07/26 01:00:02
OK, apparently I cannot run a dedicated server and a client on the same machine - it makes the server crash.
So I'll start hosting a listen server from now on. I'm in north .de so UK and Scandinavia should have OK connections.
LMS 4.0 required. Look for func_ server in the server browser.
Oh Yeah
#17167 posted by gb on 2009/07/26 01:00:36
I will set team kill to "on".
>:-P
Hmmm
#17168 posted by Zwiffle on 2009/07/26 03:30:30
Shambler + "Team Kill = On" = stupid idea
Rutgerb
#17169 posted by madfox on 2009/07/26 20:30:25
#17128 Sorry you didn't make a news toppic for your level. It's simpel but innovating. I wondered... you could have had some more positive comments on it if you had done.
Anyway, here's a demo. Thanks for the experience!
http://members.home.nl/gimli/blanc.rar
Getting LMS Now.
#17170 posted by biff_debris. on 2009/07/27 23:55:30
Been a while since Ive played, hoping I could jump in with you guys some evening soon.
Third Row Tool Ticket, Bitches!!!
#17171 posted by R.P.G. on 2009/07/28 05:21:56
!!!!!
P.S. I'm excited.
#17172 posted by Zwiffle on 2009/07/28 05:29:32
Tool is so 1992.
#17173 posted by JneeraZ on 2009/07/28 11:33:02
Congrats RPG! I fucking LOVE Tool! They put on an awesome show.
The Last Time
#17174 posted by megaman on 2009/07/28 16:27:30
i was at a tool concert, there weren't any "rows".
#17175 posted by gb on 2009/07/28 19:39:13
So, Doom3 coop when? Idling and waiting for someone to connect is boring.
RPG You BASTARD.
#17176 posted by biff_debris. on 2009/07/28 22:12:38
Let me go with you to TOOL! They haven't played here in like 5 years...
On LMS...
#17177 posted by biff_debris. on 2009/07/28 22:17:18
The game looks cool enough, but their gun models and maps are not so nice.
#17178 posted by gb on 2009/07/28 23:15:31
Try "SP coop" as the gametype - that's the normal SP gameplay except you always run.
That's what I thought we should play, too.
Tool Drool
#17179 posted by R.P.G. on 2009/07/29 01:14:36
I was too slow to get floor tickets, unfortunately, since that would have been awesome. So I had to get seats way back in row 28. Man biff, you should have said something because I actually had an extra ticket, but I traded both of them yesterday with another guy for his 3rd row seat.
Doh
#17180 posted by grahf on 2009/07/29 05:48:49
Oh... I see they're passing through the east coast pretty much right now. Sure dropped the ball on that one.
Oh DAMN.
#17181 posted by biff_debris. on 2009/07/30 01:40:41
I guess your Bastard status has been lifted for now ;D
They Took Our Jooobs!!!
#17182 posted by RickyT33 on 2009/07/30 17:06:24
They took our jooobs!!!
http://forums.inside3d.com/viewtopic.php?t=1621
or maybe not for a few years yet.........
Hmm
#17183 posted by nonentity on 2009/07/30 23:35:21
Only way that'll work is if they create something akin to L4D's director, but for overall gameplay/layout. The generator actually needs to understand game balancing/interesting encounters to even approach something that plays as well as a (good) user made map.
And that's not even taking into account the human ability to create visual set pieces, only way a generator could do the same is by having 'use-once' set piece prefabs, and that'd still require a mapper to create the prefab...
Basically, I think you gonna get something akin to that Q2 pack thing but slightly prettier/more varied (shotgun reviewing it for Quaddicted btw, I have a lot of repressed rage atm ;)
Wehl
#17184 posted by ijed on 2009/07/30 23:43:50
One poster mentions that maybe it could be used for layout.
Bear with me.
If it works in XYZ and sets up just a series of box corridors then it could be useful to provide a mapper with a blank - they then fill it in, remove areas, add ones and so on.
Would need a massive frontend to work though.
Nonentity
#17185 posted by Spirit on 2009/07/30 23:46:23
Other Problems
#17186 posted by Preach on 2009/07/31 00:30:55
Unless someone's come up with some major and amazing reworking of the original mapgen code, all your layouts are gonna suck. The algorithm basically just generated a tree of maptiles, so your maps would never loop back on themselves (unless of course it failed to detect intersecting tiles...). You just end up with a collection of dead ends stretching out from one starting point.
I had a vague idea the first time I made it of creating a sort of "space hulk" type game. The player would be in charge of marines, and aliens would spawn in from the dead ends. It was back when the natural selection mod was still new, and exploring the maps for the first time was awesome. So making a map generator where each time you'd have something new to explore...that was the original idea.
The objective would have been to hunt down into each of the dead ends and seal them off. The problem is that you end up with a reverse difficulty curve - the game gets easier and easier as you shut off the spawnpoints one by one. So the gameplay took a backseat and I made some more maps for it to test the tech instead.
Oh, And
#17187 posted by Preach on 2009/07/31 00:33:25
Making it editable would actually be reasonably easy, you'd just replace the random number generator selecting the tiles with controls that let you cycle through each tile, and each rotation which lines up the doorways. It's also really easy to keep a map you designed, because all you need to do is make a savegame to preserve it.
Bate
#17188 posted by RickyT33 on 2009/07/31 00:38:13
Hmm
#17189 posted by nonentity on 2009/07/31 00:40:54
Spirit, as long as you don't mind me spitting vitriol for 300 words, then no worries...
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