New Mod: "Turnstile" Created 18 years ago2006-01-31 15:05:49 UTC by Rimrook Rimrook

Created 18 years ago2006-01-31 15:05:49 UTC by Rimrook Rimrook

Posted 18 years ago2006-04-29 10:49:15 UTC Post #177330
He isn't stopping...IS HE? I'm gonna try the demo now and I hope to see a reply soon saying he is still working on this...It looks good.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-29 11:46:34 UTC Post #177331
What, stoping? why?

/me reads comment in MV.

Ah, bad reasoning, tis a good concept.

just needs a bit of polish
Posted 18 years ago2006-04-29 11:53:33 UTC Post #177333
Played it...Loved it quite a lot! I loved the style and the gloomyness of it. I felt the weapons were very creative and the puzzles quite easy which is good.

Does the map have an ending? I noclipped around after finding some room where you drop down and there is nowhere to go...Its sorta brown with a line going around the top edge...Anyway I noclipped across and found it lead back to some old room and I stopped.

Tried out the other weapons and they were great...Tell your designer he has good ideas. I like the decals and the architecture.

Cleverly made and shame you are stopping...By the way this is the first time I've played your maps.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-29 11:55:29 UTC Post #177334
Don't like demos... so I wont even bother. :biggring:
Posted 18 years ago2006-04-29 12:11:55 UTC Post #177337
i just took a look at the sounds inthe turnstile folder and they're really amazing.
I think those sounds are just edited hl2 sounds.Am I right, Rimrook? : (not saying this in a bad way)
I only released this demo by sheer sympathy hard. It sucks, the concept sucks, the mod is no more. That's it.
WTF are you talking about!!!It has the most detailed architecture, I've seen in any mod of hl1!What makes you think that it sucks, go play They Hunger, now that sux!If you understood what I meant...
I re-started my mod 3 times, but I didnt give up.And you shouldnt too!
+You can model, make textures, map and do lots of other stuff!I didnt see a mod leader that could manage all of it in anyplace.If there is a guy who can mod, its you!
Posted 18 years ago2006-04-29 12:22:44 UTC Post #177338
The detail is precisely what is causing him problems because of the HL1 engine limits... So it's both good and bad.
Saco, I don't see why you care if the mod uses HL2 sounds... Valve allows the community to use the content from both games. Didn't Rimrook also make a HL2.wad for HL1? That's not stealing either.
Rimrook, if you do abandon the mod, you should at least make a DM map with some of the architecture and the same theme.
Posted 18 years ago2006-04-29 12:27:37 UTC Post #177339
Saco, I don't see why you care if the mod uses HL2 sounds... Valve allows the community to use the content from both games.
Really?Somebody told me that it was illegal...Well in that case, sorry.
Posted 18 years ago2006-04-29 12:43:39 UTC Post #177340
sorry saco, bad typo. I meant sympathy for the hard work i put into it.
The concept isn't entirely original either, after week 3 i realized it was almost metroid prime. (whom i loves thy concept) (Subconsciously)

Not all the sounds are ripped, i made almost all of them. I know few were in there like the rocket stuff mostly and the footstep sounds, cuz i didn't want to record my own. I did plan to replace them if needed. Like the title screen.

I'll just put this on the shelf for a while, but i think i bit off more than i can chew for now.

If anyone wants to use any one the content, be my guest. I know the guns can go to a more stable mod someplace.

Which brings me to a new point, I think i'm able to participate with other people's mods. I said that in the MV, but just restating.

wtf... Wii?

I can join the modelling effort with the whole car and truck thing that's going on :D

I don't think anyone noticed the extra skies in the mod directory. I can make any sky i can dream of.

Heh, here's a good quote from an old kung-fu movie.
The chosen one must endure much hardship before he is ready.
Oh god i hope i'm not the chosen one. i'm alergic to bullshit.

I know, not the greatest. I don't do this for the benefit of respect, i do this for fun and experience. A few maps around here that i've made were partially experimental.

In the spare time that is free from NOT modding, i could map more HLDM maps, paint more pictures, or do a hugely awsome artistic render of a palace in 3ds max with all the shiny glory of it. I like that last one. :roll:

Post Script Annotation:
Awsome idea kasperg! A hldm map with the archetecture. Especially some of the stuff i didn't use that i would throw into the actuall game.
:D:D:D

I'm gonna better the community if i can, too.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-29 14:07:25 UTC Post #177350
Go for the castle, renders are always a hughe pleasure to do :) .

Sure, maby a new modeling competition for cars? I know a few tutorials to get people started on that so that might work. Otherwise it would be a fun project as i always enjoy modeling cars a lot. Pretty sure you will to.
Posted 18 years ago2006-04-29 14:33:32 UTC Post #177356
i love modeling in general. I always mapped because it was free.

MAP FREE FTW!!!
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-29 15:21:41 UTC Post #177362
Amen to that :)
Posted 18 years ago2006-05-01 07:57:51 UTC Post #177647
[b]Good News![/b]
I'm not stopping this mod. Instead, i will remake a new demo that will feature every weapon for the game as they should be, just so you can play. I will organize the new demo to be more comprehensive and involving than the first.

It was good that this happened to be a very good protoype for a lot of things. The white on the doors will be removed and the doors themselves will be reworked. Maybe use an animated model for them or something. The level of detail will drastically drop, but maybe with better textures, things will look cleaner.

I plan to map calmly about it. I'll map a basic outline than do all of the gameplay and trigger stuff. Than detail it out in passes or phases, thus obtaining an even and clear look. A good example map i did in passes are Sancefar and Crete2.

Also, i'm gonna open up and let some lucky people map for this as well. To make it fun, i'll do all of the hard work first and pass the content around. A good set of textures and map models are always fun to work with. I want this to be more fun than work.

As far as the audio, i'll only keep the HL2 footsteps because they are awsome. I'll originize what else.

How does everyone feel about mapping from a detail design that can be changed a little but not much? The only thing that can't change is the gameplay layout. Other than that, mappers can have full creativity on enemies and smaller events.

Wanna give me a few weeks to throw out an Turstile 0.2?
Rimrook RimrookSince 2003
Posted 18 years ago2006-05-01 08:02:49 UTC Post #177649
Go for it!
I don't know about the cooperative mapping part though. It's very restricted if you can only work with smaller things. I'm sure a lot of people would prefer throwing in some of their architectural ideas as well. But it's your theme, so you decide :)
Posted 18 years ago2006-05-01 10:10:21 UTC Post #177666
i don't mind it if i get to conceptualize a little. My weapons could be skinned better if anyone wants to handle that task.

I'm open to suggestions and ideas.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-03 22:43:33 UTC Post #178317
Rimrook, im glad to see you're not scrapping turnstile after all this work. You know me, i'm always in for helpin you out. I really love the weapon skins i dont know why you want to change them.

How you said before, about getting the major outline and triggers set up first, Thats how i've been mapping for a while now. Its faster overall because if you find that something doesnt work out too well, you can change a simple design instead of a lot of detail.

And i agree with Kasperg

Is IS your theme.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-05-04 09:40:10 UTC Post #178367
User posted image
Here's a sketchie. Now salivate over it :)
I plan on putting so much into the next demo.

Stay Faithful.

:glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-04 09:49:32 UTC Post #178369
Yet another cat-ish creature made by rimrook. :>
Posted 17 years ago2006-05-04 09:54:00 UTC Post #178371
Uber-thin creepy Vortigaunt dude. Nice! :)
Strider StriderTuned to a dead channel.
Posted 17 years ago2006-05-04 10:28:34 UTC Post #178374
Yet another cat-ish creature made by rimrook. :>
Random bashing once again.

Yes, indeed anthro art also applies very well to alien biometry. No, it's not cat-like you door-knob.

I hope to model him soon once i get an order in for Saco.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-04 10:51:03 UTC Post #178378
It does have paws, though.
Posted 17 years ago2006-05-04 10:58:26 UTC Post #178379
i tried to make some kind of toe with a claw. Like i'll need to get that detailed with the model anyway. I drew it quickly in class and will probably under much more developement. You guys know that... :quizzical:
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-04 13:18:14 UTC Post #178405
need i even mention that i am looking forward to completion of this as much as i am of Hostage Situation?

Uber
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-05-04 13:28:00 UTC Post #178412
Uh, the head is a bit... baloony.
Posted 17 years ago2006-05-04 13:37:49 UTC Post #178414
It does have paws, though.
That's why i called it cat-ish.
Posted 17 years ago2006-05-04 15:22:52 UTC Post #178430
Looking real good
Posted 17 years ago2006-05-04 17:45:16 UTC Post #178449
'MAP FREE FTW!!!'

uh, modelling programs are free.

GMax, Milkshape. 3DS MAX if you know where to look.
Posted 17 years ago2006-05-04 18:40:26 UTC Post #178454
Milkshape isn't free anymore.
Posted 17 years ago2006-05-04 21:57:50 UTC Post #178465
I have 3ds max.

Here's a small dillemma, is there something special you have to do to make attachments work? because everytime i compile the model, it says "unknown attachment link 'name'" and stops the compile. The name and properties are set correctly but it doesn't seem to resolve the problem.

any suggestions?
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-04 22:40:37 UTC Post #178469
if you know where to look.
exactly...

and only 3dsmax beats blender, you can just drop milkshape and Gmax right off the bat.

no clue rim, I have no experience with 3dsmax
Posted 17 years ago2006-05-04 23:23:41 UTC Post #178472
i found an interesting way of fixing it... and it allows me a little more freedom to decide what the muzzleflash sprite does. I simply made an additive plain with the flash pic on it. Only problem is that it doesn't always stay lit like a normal sprite. I'm afraid this is the only way i know of to fix it and time is short. The good news is that i can have as many "sprites" as i want and animate them as i choose. Like at electrical residue and such.

Edit: Meh, might cause problems again later. I'll have to dodge them like every other prob so far. I've become rather good at it :)
If model attachments are only for sprites, than im fine. if not, dammit.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-05 11:01:00 UTC Post #178544
I just wanted to say, I had a play of the demo and the level of quality is just every-oriphice-bleedingly good. The problems I had with it seem to be on your list of things to address, and I am REALLY looking forward to the next release of this. :D
Posted 17 years ago2006-05-05 14:42:22 UTC Post #178584
Thanks!

I hope to add more to it since it was rather lacking in the demo. The detail will come down to increase performance. a little spit-shine and this will turn out better, i hope.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-06 04:20:05 UTC Post #178641
I didn't read the whole thread, so I gotta do my question:

Is this also going to be for mp? I assume it is?

Anyway played the demo, wich was okay.
But it was more the map gameplay that I didn't liked than the mod itself.

I couldn't stop myself and pressed 'impulse 101' and 'impulse 76'.
Honestly, those new weapons are fucking awesome! Volt gun ftw!
Posted 17 years ago2006-05-06 05:30:00 UTC Post #178650
I really like the demo, but I didn't get through it all, I kind of couldnt find a way out of the starting place (I was going round in cercles. After I get the first swordy thing I was lost. But other than that it was superb. Loved the textures, architecture, placement of things and manily everything else. well done.
Posted 17 years ago2006-05-06 09:16:13 UTC Post #178672
I killed a bullsquid and bunch of headcrabs and open my way through by exploding obstacles.After I passed that red gargantua.There was no where to go?
Posted 17 years ago2006-05-06 10:08:33 UTC Post #178678
yes, there is nothing past the garg.

I plan on finishing some weapons this weekend. hopefully things don't screw up as badly as they normally do.

This mod is not for mp, btw. I hope to add enough so that it will be played more than once.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-06 11:20:19 UTC Post #178686
"Milkshape isn't free anymore."

Milkshape is free for 30 days. If you know anything about registries, it's free forever if you keep the installer.
Posted 17 years ago2006-05-06 12:36:06 UTC Post #178693
Milkshape is free for 30 days. If you know anything about registries, it's free forever if you keep the installer.
Are you sure? It shouldnt give more than 1 trial for the same IP for a program which its trial time expired.
Posted 17 years ago2006-05-06 14:21:02 UTC Post #178712
you just uninstall it and delete the registry that tells it that its been used for 30 days then reinstall it

blender is still better though
Posted 17 years ago2006-05-07 03:52:45 UTC Post #178805
Not for mp? Could be great..

Still, looking forward for the new demo. :)
Posted 17 years ago2006-05-08 07:58:10 UTC Post #178994
I've given the multiplayer aspect a thought a few times already. It wouldn't be any different from hldm, only with better looking weapons.

If it was gonna be multiplayer, it would be like NS, only each player would be the commander, and they would be able to mine resources and build an army of several unit types. Also, there would be multipile races involved, such as choice between playing as Ice, Fire, and Plant. Consider it that it would be an rts strategy fps where you get to run around and play as the general to kill things.

i've given it some thought, but the mp version would be a seperate mod with lots of new code and goodies like that. Somewhere in the future maybe when i can code for myself and i don't have to ring the neck of someone else.

Current developments consists of me taking off some time from this to do a favor for saco. Ask him about, not me. But since i've done that, and my skill with 3ds max is tuning up, i think i'll be able to take on the remaining weaponry as well as a few NPCs. Animating is tedious but all that much more worth it if the game experience is all that much more grippping.

An issue that had shown up is NAVIGATION. As complained by the generous demo playtesters, it was difficult finding a pth through the area. The demo map was a bit loopy, but it should be simpler in the new demo. However, the issue surveyed is more global. I need to find a way to incorporate some kind of map to let the play familiarize himself with the names and construct of the local areas. A Map in game would only be seen once in a while, yet the best method is a map on the hud, but unlikely to do. Maybe i could include a world map with the game that the player could look at or print, but something in-game is would be the best.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-08 08:11:31 UTC Post #178995
Why not make a hud map like you suggested? Just like in doom1. Every face you discover shows up in the map but if you didn't it doesn't.
Posted 17 years ago2006-05-08 08:27:43 UTC Post #178999
If you could find a way to trigger something from anywhere in the map (I think it would require coding), you could activate a trigger_camera looking over a semi-3d view of the map, in which you could place moving parts. For example, you open a distant door with a lever, and in the map you can see what door has been openened, etc.
Posted 17 years ago2006-05-08 09:40:41 UTC Post #179021
~(console)

bind m "minimapon.cfg"

(minimapon.cfg)
sv_cheats 1
fire +mapentity
bind m "minimapoff.cfg"
sv_cheats 0

(minimapoff.cfg)
sv_cheats 1
fire -mapentity
bind m "minimapon.cfg"
sv_cheats 0

toggleness. now i just have to find something to that can show up on the hud. I doubt this is possible. I'll either have to have a map on the wall or a hologram on the floor, or include a world map in the turnstile folder. I'll probably add the holographic one tho.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-08 10:25:20 UTC Post #179030
What about a Legen of Zelda: A Link to the Past style map? A simplified grid representation of key areas.
Posted 17 years ago2006-05-09 04:02:23 UTC Post #179140
well the main prob is that i don't know if its possible to display a map picture on the screen in game. If anyone has done it, share some info please. But if not without code, than i'm stumped.

Good idea tho Biax, the world is organized by coordinates.

This quick dev note is about the story of Turnstile, as i have thought about it vigorously for the better. Its a bit different from the original pitch, but its more reasonable.

The Eifelon (fire tribe) were refugees from a losing war against an even more advanced race. They sought out the Suzeron (ice people) for shelter. The Suzeron have become advanced to the point where technolody is no longer of any use to them and they live more noble. The Eifelon are still hooked on computers and machinery. After some time, the Eifelon had hoped that the Suzeron would share their knowledge of the spiritual energies they conjured. The proud Suzeron didn't comply, it took them thousands of years to master it and aren't very willing to share to someone who doesn't understand the rules that apply. (for those who played the demo, yeah, the volt arm is a bit of a spoiler, but not entirely. mwaha) The Suzeron were getting annoyed with the industrious Eifelon to the point where the Suzeron were leaving the planet and moving on, leaving the temples and palaces empty, and some ancient artifacts hidden. When the numbers of the Suzeron were low enough, the Eifelon retaliated against them in a full assault on the remaining leaders and politicians. It didn't really surprise them for it was prophecy, yet the knowledge of the time this would come true was inaccurate. A few religious faithful stayed behind in the Temple of the Farthest, waiting for the prophecized Holy Emissary that would soon come to end the war and bring the meaning of life to the Suzeron faith, and more.

Sounds like a tough task for the player. I'm going for "you're fucking kidding me" points. I have a lot more back-story that i can't really give out yet. It is possible the story from this mod could go into at least 2 other mods or expansions.

g'night. :glad: :heart:

edit: forgot to mention that i fixed up the sketch as well. looks more traditional yet generic.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-09 10:25:33 UTC Post #179156
Nice setting! Just hope you've got the player character well designed beyond "the prophecy fulfilling absurdly odd-defying hero", not that i disapprove of that; i LOVE those kind of characters, as long as they are sufficiently developed and not just plonked in there.
Posted 17 years ago2006-05-09 17:49:35 UTC Post #179226
Thomas Korin is like gordon in most ways, only in the beginning when you walk into the locker room, all the guys will be there with a surprise bachelor party (with beer) because you are engaged to a lovely girlfriend. As far as your lab partner goes, he's still mourning the loss of his son. Barney is still single and relaxed as ever :nuts:

DEV NOTE:
I found a guide at Wavelength that had all of th .qc script commands. This fixed my muzzleflash problem, and actually opened up a huge variety of options and features.

Remember in the beginning about the Gravity device that lowers your personal gravity, using some simple qc script and a new weapons model to match, i could very easily build it without any code at all. Or maybe even throw in a headcrab launcher, or more weapons that recharge themselves. I need to actually try these out, but thats the kind of stuff i think i'd be able to do.

i'd post a checklist, but its too long. :(
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-09 21:14:44 UTC Post #179247
User posted image
I love it.

QUESTION:
What do you think about Detail Textures? Use them or don't use them?
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-09 22:02:47 UTC Post #179249
Don't detail textures require Steam?
You must be logged in to post a response.