Not
#4828 posted by ijed on 2008/07/01 20:43:09
All warm and fuzzy... and electricky and bitey?
Probably
#4829 posted by ijed on 2008/07/01 20:43:42
Claw-e as well.
Necros
#4830 posted by inertia on 2008/07/02 03:56:26
I really dig the post-apocalyptic goal you have. To me, the idea is to make the player morose and empty inside once the level is finished.
Hah
To me, the idea is to make the player morose and empty inside once the level is finished.
What if they were like that when they started?
Quake Induced Suicide
#4832 posted by Lunaran on 2008/07/02 05:45:15
Morose And Empty Inside
#4833 posted by Shambler on 2008/07/02 11:15:09
What if they were like that when they started?
Well they can seek understanding and moral support here: http://www.celephais.net/board/view_thread.php?id=60218&start=143
Trying To Nail Down A Theme
#4834 posted by Jago on 2008/07/02 21:07:25
Jago
#4835 posted by Lunaran on 2008/07/02 21:36:10
The YZ view looks pretty good - very fresh use of turquoise mesh wireframe - but I'm not really feelin the XZ view. Will the final map have a windows taskbar in it?
What Is Wrong With You Lun?
#4836 posted by Kinn on 2008/07/02 23:46:04
To offer a more constructive criticism: Jago, digging the trendy media player running in the background, and mad props for showing an IRC client chillaxing in the taskbar there. Could do with a few more Firefox windows open maybe. But seriously, what's with the hum-drum desktop theme? Too standard, too "functional", needs more transparency - I'm just not really feelin' it, know what I'm saying? Btw what's that cool-lookin app thingy you got there in the foreground is it 3D-Maxi or Maia or something?
I Think It's Otherwise Fine
#4837 posted by bambuz on 2008/07/03 00:35:09
but the lightbulbs floating in mid-air are slightly too cartoony.
There's that sudden small "bridge" in the walkway. Put a mass of cables and tubes below it so it is there for a reason.
HTH HAND.
Bambuz
#4838 posted by Jago on 2008/07/03 00:52:16
Those lightbuilds are err, indicators of the location of the light entities/actors, they don't show up in-game.
#4839 posted by - on 2008/07/03 00:55:19
Jago: I suggest building with additive brushes you subtract out of, rather than a subtractive map. There's little fundimental differance, subtractive maps just come with an additive brush preplaced that is the size of the world, but if you were to even to set up streaming levels, those preplaced additives will get in the way.
Otherwise, not much to comment on, just glad to see someone here making some UT3 stuff. Get that theme nailed down and start jamming models together.
Also, quit using slow viewport move speed (blue buttons on the right side over the viewports), god I hate whoever made that default. I blame Willem.
#4840 posted by JneeraZ on 2008/07/03 01:40:41
Yeah, it's sort of a legacy thing. Just change it. It saves it in your INI file so you're good to go...
#4841 posted by JneeraZ on 2008/07/03 01:41:16
It actually stems from the early days when maps were smaller. The middle camera speed was FAST back in the UT99 days. These days it's slow because maps have gotten much larger...
Willem
#4842 posted by - on 2008/07/03 18:39:07
Yeah, until a new build comes along, or some rogue programmer updates the INI :(
Necros
#4843 posted by megaman on 2008/07/03 20:12:10
love that idea; you could easily build in a story like 'you crashed your plane and now you need to find a way to get it working aagin' or something similar.
Necros
#4844 posted by ijed on 2008/07/03 20:47:15
What game are you thinking of modding?
I know you say traditional mechanics, but for some reason I'm thinking of Portal . . .
Right Now
#4845 posted by necros on 2008/07/03 21:46:34
i'm working with hl2 (up to ep2). i would have prefered working in d3, both because it's more powerful and i'm more familiar with it, but it has a few major shortfalls that would totally ruin the type of map i have in mind.
when i said traditional, i meant i'd try to add in a bit of combat too, but i'll try to keep that too a minimum since hl2 monster set is so limited.
And
#4846 posted by ijed on 2008/07/03 22:09:44
Lua is a pain in the nuts ;)
Oh
#4847 posted by bambuz on 2008/07/04 02:02:22
I thought LUA rocks. A simple straightforward scripting language with no gimmicks.
That's True
#4848 posted by ijed on 2008/07/04 02:32:56
But most scripting forms are and Lua has case sensitive format, with alot of stuff hardwired to caps or not.
We use Lua now because it's cheaper in runtime than our old scripting system, but it generally takes alot more messing around in order to use.
Lua isn't especially fantastic, but it is universal. Kind of like windows OS.
Basically
#4849 posted by ijed on 2008/07/04 02:45:21
It's more for programmers than level designers.
I
#4850 posted by i on 2008/07/05 13:39:42
i fuck you
I
#4851 posted by i on 2008/07/05 13:39:45
i fuck you
I
#4852 posted by i on 2008/07/05 13:39:45
i fuck you
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