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 17 years ago2006-06-05 00:55:05 UTC Post #183819
I got a grid underneath the level so you can measure distance if you want to. Divided into 64 unit squares.
User posted image
The demo will be the release of the Hazard course, which will be a fun place to learn all of the new rules and weapons of the game, things that were not in the first demo....

...now that it's user friendly. :biggrin: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-05 01:54:37 UTC Post #183823
Nice.
Posted 17 years ago2006-06-05 07:56:05 UTC Post #183858
I fixed some probs by increasing the max viewing distance, found a way to fix some bugs dealing with the sky, even though the sky will show up outside the green grid, but it looks nicer this way. Got sound effects for when it zooms in and out fromt he player when it is toggled on and off.

After all that, i haven't found any bugs with it. I believe its bug free and ready for full scale use.

The Gravity Device and new jumping stuff is also ready for use.

Besides that, nothing else. After exams and such, i have 3 weeks to myself. I will spend as much of it as i can modding. Probably finishing the weapons first.

Checklist

-Weapons and animations, sounds, skins Including
Shannon
Lacetter
Drones
Pyro Gun (Maybe, might reskin it)

-Replace fvox damage sentences with different sounds. Like instead of hearing that dumb "User Death Imminent" sound, you'll hear your heart beat for a moment. As well as damage grunts and moans. maybe an "dammit" or something.

-Begin and complete the hazard course as the new Demo featuring the new weapons, and such. But only after everythig for it is done, like the weapons, props, and voices.

-Change the name of the fire guys from Cale to Eifolon... wow that was fast. :D

That's all for now, i won't overstretch the engine on the hazard course with detail, have the white doors, or make unclear gameplay, though it will be easier with a map anyway. I figure if i want this done, it needs to be done fluently and loosely. Saving time on my part, as well as performance.

[b][u]JOB OPENINGS[/b][/u]

Voice acter to narrate for the Hazard course.

Alpha testers for systems and feedback. To test to see how all the fancy crap fares with more than just me. Also for feedback on weapons and such. For testing, i got my eye on The Hunter and Saco. I trust them because we each have shared the modness. I will take 3 or 4 more people for testing as well.

Must warn you guys that the testing is for critique purposes only on the aesthetics of the mod. It won't be no flashy mapping or sequences, just the mod, the content, and a very blocky testing ground. filled with enemies.

Things i'm looking for is:

-Damage Ratios for enemies and weapons.

-Difficulty Ratios

-Fluency, movement, jumping.

-Functionality of the features.

-Common Sounds, are they annoying, or too bleh.

So, make me an offer.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-05 12:48:22 UTC Post #183916
me...in...

/me awe is hurting his speech center
Posted 17 years ago2006-06-05 13:33:37 UTC Post #183922
i would be glad to betatest your mod, looks sweet men!
Posted 17 years ago2006-06-05 14:06:26 UTC Post #183925
i might just skip the fancy hazard course and release some plain boxes instead. I dunno...

Thanks for offering the help, it comes with some responsibility as you should already know.

-Can't distribute it to anyone.
-Must give a detailed report at the end.
-Can't steal anything from it.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-05 14:53:36 UTC Post #183931
I can't steel? darn.

the rest of the stuff im fine with
Posted 17 years ago2006-06-05 16:22:53 UTC Post #183944
4 out of 5 penguins agree that im not asking too much of you.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-05 18:08:41 UTC Post #183951
well, i'll test it when the time comes.

now to deal with those penguins
Posted 17 years ago2006-06-06 09:48:25 UTC Post #184021
onoez don't hurt the penguins, i'm renting them from my friend, phil!

Began skinning the remainder of the weapons, or at least the ones i don't need remodeled. Which is the Shannon and the Lacetter.

I feel good about weapon modelling more than before. So i know it'll be done soon.

I made some blah development textures that i'm using for the alpha. It's no eye candy, but it'll form the base of the level.

This is a good question: How do i move the hornet gun inventory slot to the spot beneath the crowbar. I need it there for a very, very, very good reason.

Right now, anyone can give out ideas for the Hazard Course.

Also, how do you change the text that appears on the Title Screen. Not the buttons, but the grey text that tells what the buttons do. What file is that with the text?
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-07 05:51:21 UTC Post #184163
Alpha Testers

The Hunter
Saco
M_Gargantua
Strider
Painkiller

Aphatesting position is closed. Sorry if you wanted to help out, but there's more than enough people now.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-07 06:02:57 UTC Post #184164
Cool, can't wait to check out the new gameplay features. :glad:
Strider StriderTuned to a dead channel.
Posted 17 years ago2006-06-07 06:20:29 UTC Post #184165
Does this mod use custom code? If so, who's coding it?
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-06-07 06:44:11 UTC Post #184168
uhmmmmmm. no one... no code. I have a lot of control with the console commands and spirit.

I think at once point, someone said i sucked with triggers... oh well.

I found out you can use a "strings.lst" file. but it's nothing but a string number and what to replace it with... i don't know what string number is which line and i can't find a guide. Unbreakable used this in a compo entry sometime ago. That's how i know. But where is the master list?

I also made binds for the grav device and over map in the configurations.

Seventh should start a poll asking how many of us cheat on the first time through a mod. So i know how badly mine will be hacked.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-07 06:56:36 UTC Post #184169
i don't know what string number is which line and i can't find a guide.
You don't need to. Just change the line and it'll automatically be visible on the main manu. I think those string numbers are just a references for the HL game code.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-06-07 09:14:14 UTC Post #184177
eh... if you're talking about the giant buttons picture, that's not it. Its the text after the buttons. The ones that describe the different elements of the menu. Like "learn how to play half-life" and such.

oh well... i can try numbers until i get it right... couldn't be harder than doing the HL2.wad. :zonked:

Ok... i figured it out. I'm gonna steal that file from unb. i'm sure he won't mind. Though i'd like to ask him how he figured it out and did it.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-07 10:14:10 UTC Post #184181
The ones that describe the different elements of the menu. Like "learn how to play half-life" and such.
I AM talking about those. :) I don't see the problem. Just change those into whatever you like.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-06-07 12:37:53 UTC Post #184195
its in a file someplace. A "string.lst" file in the .../gfx/shell folder.
This is easy if it was all steam based but its not. the file has lines like

254 "Begin a new game of Half-Life"

I didn't find the file in the pak0.pak where i found it in one of unbreakable compo mods.

I'm mad at it now. As far as the relocation of the Hornet Gun icon in the Hud, it's not neccessary now.

/grrrrrrrrrrr... :furious:

Lemme tell you guys something really, really strange...
The game's Strongest enemy, has the simplest weakness. Its kinda funny actually. It'll be in the Hazard Course.

As far as the demo is concerned, nothing will be held back. Every feature in the game and every little thing you need to know in order to survive will be taught to you. All weapons, gadgets, and whatever enemies I have will be there in full force. Think of an actaully Hazardous Hazard Course.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-07 14:57:17 UTC Post #184209
I'd love to voice act for the hazard course/anywhere else.
And of course - alpha test too. :)
Daubster DaubsterVault Dweller
Posted 17 years ago2006-06-07 16:42:57 UTC Post #184221
aw ok daubs. Thanks for the help, and of course, you'll get to alpha test too... be kinda unfair not to let you have the alpha after all that hard work.

I'll formulate a script and let you know...

Meh, this is a problem... I thought it would take 2 weeks to find some volunteers, which would allow me time to take care of my classes. Oh well... I hope everyone can wait at least two weeks. I'll have what i can as soon as i can.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-08 20:40:27 UTC Post #184346
I could do some of the voice acting for the hazard course along with Daubster if you aren't planning for him to do everything in terms of voicing.
I vote that whoever wants to do some voicing should send in a recording of them reciting a line or something so you know who's best for the job.
Posted 17 years ago2006-06-12 07:56:09 UTC Post #184822
uh ok, if you want a line try this one.

"Hello and welcome to the Turnstile Hazard Course, where you'll learn to use new actions to help you through this world."

that's a good one, i guess... just email whatever.

Not too much for developments, just tweaking and modellig stuff. I think I have a good idea how the hazard course will layout, probably should plan it out completely before i release any pics.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-14 10:01:28 UTC Post #185091
Quick survey:

This mod has lots of hidden things amongst its levels. Some are really difficult to find and others easy. The question is a matter of this.

1) After certain points in the mod, would you search all the areas you missed or couldn't previously get too for ammo and items?

2) Or would you rather not waste your time since you'll find ammo else where and skip those areas.

3) If the items were more important, would you look around more, or get bored searching for stuff?

4) If hidden weapons were involved in your searching, would you look around in places you have already been?

5) How willing are you to collect every hidden weapon in the mod without cheating?
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-14 10:17:23 UTC Post #185094
1) I'd skip it
2) Yes
3) If you made the mod that way then I have no choice but to look...
4) Hell yes...Weapons that are secret pwn...But make them a little obvious.
5) I normally cheat on most mods because I'm lazy however your mod is different to most mods out there so I'd play normally.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-06-14 10:19:50 UTC Post #185095
DO NOT HAVE HIDDEN WEAPONS please. Nothing is worse in a game than missing out on something special like a weapon or special item. Hiding ammo/health/pickups around is fine, because you can stand missing out on those things if you can't find 'em. Also, it'd be nifty if you had super-secret areas with some funny easter-eggs or something, just to add something extra to the mod. :)
Strider StriderTuned to a dead channel.
Posted 17 years ago2006-06-14 10:46:09 UTC Post #185098
rimrook, hints are the key.

have the weapon in a room out of site. the door leading to the room is high up on a wall, it looks just like a recess. players might just pass it off as one, except for the fact that there is a few obvious rock protrustions. maybe the player notices that the first of these protrusions are right about the hight that the gravity boots can get you too, and that there are pools of water all around him, the kind that will likely catch you if you fall. what then?

thats just an example though.

1) no, unless I really needed something, even then, i'd only backtrack a bit, unless however the mod led me back to those places.
2) see above
3) i'd get bored after a point, see my paragraph about hints for how to avoid this.
4) if the mod led me to those places, If I remember correctly your aiming for alot of hub/loopback parts in turnstyle, so it shouldn't be much of a problem
5) every? if I can find them without more then about 5 minutes of searching everywhere around me then I wouldn't cheat. If I missed a weapon on my first play though I'll just impulse 101 next time
Posted 17 years ago2006-06-14 11:24:12 UTC Post #185106
1) yes
2) no
3) yes
4) yes
5) yes
Posted 17 years ago2006-06-14 17:02:42 UTC Post #185156
interesting feedback.

More questions though.

1) A picture file of the world map in the mod folder to look at orr print off?

2) Straight forward gameplay, or loop it up a little?

Keep in mind that the Overmap shows a lot, using it often can let you know where the secrets are. Getting to them will be the hard part, but you'll know they exist. I guess thats a good hint.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-14 17:12:14 UTC Post #185159
1) in game would be best, 2nd would be in the mod folder. I don't think many people would print it.

2) play someplace else. (that means loop it up with skill)
Posted 17 years ago2006-06-14 17:28:43 UTC Post #185160
1) For navigational purposes? Anything but a picture in the mod folder, nobody will want to have to continuously minimize their game just to see where they are. Perhaps in-game maps on walls and ceilings or something or even small buttons that show the world map as a textures on a floor(visible with a camera entity).
2) Definately go for some loops. Its always a shame to have to leave a place and never come back. Just make sure its not too repetitive.
Posted 17 years ago2006-06-16 16:01:04 UTC Post #185381
hmmm.... ok

I need to organize my game in terms of where you go, and when you go, what you get, why you go there, how you get there, and where you go after that.

I got work to do. :(
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-17 09:08:39 UTC Post #185489
I'll be posting a screenshot soon of something i think you guys are going to like. Its a new enemy unit that replaces the apache helicopter.

Its called a "Siaph" and is a heavily armed assault mech that hovers around and shoots 299 mil. Shells at you, which kills you in two or three hits. The balance to this is that it takes like 2 or so rounds of explosives to take one out.

I'm still skining it, but the geometry is there. You can easily soo what it is.

and... uhm... sorry to double post. :glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-17 16:47:31 UTC Post #185520
[i][b]PROGRESS!!![/i][/b]

I want to kick off my summer with a bang, so here's the first thing i've done.
User posted image
User posted image
User posted image
User posted image
and.. uhm... sorry to triple post. :glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-17 16:50:44 UTC Post #185521
At least tell us what hell that is!

Bah! You and you skills. Pain in the butt, ffs!
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-06-17 17:02:00 UTC Post #185522
i did, but i'll say again in more detail.

This is a Eifolon unit called a "Siaph." Its a gunship that hovers around and tries to kill you. It shoot a 299 mil. magnetic cannon shell at you at the rate of a rail gun. If it sees you, it will kill you, and if you survive, you will be shot again.

This model replaces the Apache Helicopter, which is a perfect base entity for it.

It. will. kill. you. in. the. demo.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-17 17:07:45 UTC Post #185523
reminds me of my english teacher...

nice work
Posted 17 years ago2006-06-17 17:15:41 UTC Post #185525
I like it.
I hope it will also have a cool and menacing sound to replace the apache one.
Posted 17 years ago2006-06-17 17:19:59 UTC Post #185526
It shoots at the rate of a rail gun? Must be pretty slow lol

I read some posts about playing a demo but I can't find any links earlier in the thread
Posted 17 years ago2006-06-17 18:44:48 UTC Post #185537
which demo?

the crappy one thats out?
or the new one that isn't out yet?

you should probably wait for the new one. it will have all of the guns and some new stuff.

I recolored it and it looks much more frightening.
User posted image
The sound is a hum much like the gunship in HL2, only i made mine from scratch. I didn't copy the sound from HL2, trying to cut down in copying.

Rail Gun
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-17 18:51:13 UTC Post #185538
I know what it is, but they generally take many hours to reload due to the fact that the projectile destroys the rails. I thought you meant the ROF not the speed of the bullet :D
Posted 17 years ago2006-06-17 21:33:25 UTC Post #185557
That helicopter looks like it's going to have tow kinds of weapons. Here is my suggestions for weaponry:

Main weapon: Something like bulltes only that it creates blue sparks instead of yellow.(I think you made a weapon like that already) You should make him shoot a the place you was 0.2 seconds ago, to make it possible to evoid his shots.

Secondery weapon: Should be fired out of those two big guns. I think it should be a beam weapon. Make the weapon warm up a few moments before it shoots. In that time it wont use the main weapon. When this weapon warms up a sound will be heard. When he started warming up he already took his aim, he will shoot the spot you where in when he started warming up. After he used this weapon make him fly backwards abit and for a second he wont be able to shoot. After he used these weapons make him unable to use them again for a minimum of 10 seconds. After those 10 seconds there is 40% he'll use that gun and 60% he'll use the other.

Always think of a way you can avoid shots, thats one of the basic aspects of gameplay. It's annoying when you can't avoid shots and have to be hit by them. :(

Nice ship, reminds me of Quake2's flying boss. If you like I can send the model of that guy with a Quake2 model viewer, it might give you insperation for the model's animations.(Give him animations don't make him still, it will look much better with them)
Posted 17 years ago2006-06-17 21:33:26 UTC Post #185558
It doble posted? Whoopy! :biggrin:

Edit:

Ow...well, no real harm.

The ship reminds me of that flying camera in Hl2(It's probebly based on it) mixed with Quake2's flying boss.

If you still need any alpha/beta testers I can help you. I'll try to help you in the gameplay aspect.
Posted 17 years ago2006-06-17 23:40:36 UTC Post #185567
I think your idea Elon makes him too easy to beat, 10 seconds is along time, and he's gaurenteed to miss.
Posted 17 years ago2006-06-17 23:58:09 UTC Post #185568
a battle with one of these is a quick-draw. its the only enemy of its type. it takes a few explosive rounds to take it out, but as fast as you can kill it, it can kill you. its designed this way. Proceed with caution when dealing with them.

i found out how to make custom +commands for toggling, so all the gadgets and functions just got an upgrade in functionality.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-18 06:26:01 UTC Post #185604
Then make it 5, but don't make him fire it rapidly. Plus you are forgeting the primery weapon(those two small guns infront of his eye)

Maybe the delay was too big but you shouldn't make him hit and kill you everytime he shoots. :P
Posted 17 years ago2006-06-18 06:47:25 UTC Post #185610
It looks pretty bad ass :) Can't wait for the demo.
Posted 17 years ago2006-06-18 11:33:50 UTC Post #185646
Elon, i can't change what he fires. it requires code. this mod is code-free. It doesn't shoot and kill you every time. Place an apache in a room and try it out, that's what they'll be like.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-18 12:17:19 UTC Post #185654
Speaking of code, remember the handhive slot issue? I'de like to try coding that for you, but i need to know which version of Spirit you're using, so i can download the Spirit SDK of that version.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-06-18 12:49:04 UTC Post #185665
So what exactly have you done to change the way a weapon fires besides modelling and coding? Like things a mapper can do?
Posted 17 years ago2006-06-18 14:36:17 UTC Post #185701
There is a text file somewhere in the pak0.pk in which you can change the values related to the difficulty levels, such as the health each monster has, how much damage weapons do etc.
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