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 ago2006-06-18 14:40:58 UTC Post #185703
Yep.

skills.cfg.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-06-18 15:59:32 UTC Post #185713
No custom code in this mod? Haha, thats one mod that looks like it really needs code! :P What about the weapons? Will they be like the original ones only with a diffrent model and sprites. So silly! This mod looks like it has to have some custom code. Really it's not that diffcult to get coders, and with what you have now you wont have any problems getting them. This mod looks quite soild and might be popular.
Posted 17 years ago2006-06-18 19:13:47 UTC Post #185739
i did have chickenfist doing some code earlier. but things weren't working out so well.

There are some things i would have coded in... and thats the health and armor upgrades. As mentioned, when you pick them up, they increase the max of you health or armor. Looking for these would make going back through areas much more worth it, because the more health/armor you have, the longer you can live, and the more i can throw at you later in the game. Its an aspect of gameplay very much needed.

i can't think of what i would do if i could code new weapons... I like my weapons the way they are. I know they are nothing more than new sounds and models, but they feel completely different.

I'm using spirit 1.4
Do i have any takers who wants to do some coding?

Let me describe the task in detail.

First way it can be done.

-A new item that acts much like a normal pickup (i.e. a gun or medkit)
-Once picked up, it plays a sound.
-The players maximum health should increase by 20 with each pickup. (50 Health upgrades, 50 Armor upgrades.)
-There is an upgrade_health and upgrade_armor entity in the FGD.

Second way it can be done.

-A point entity (item_upgrade) that lets you choose which (of either health or armor) you want to upgrade.
-This entity is targetted, and thusly gives the player the increase.

The Health and Armor Cap would be 1000 (or 999 if necessary)

Anyone who wants to try it, here is a link. If Elon Yariv is right and this turns out popular, your name will be immortalized.

Here is a link to Spirit1.4 and its source

EDIT: Maybe we should come up with a team name?
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-18 19:44:25 UTC Post #185744
I've got bad news for you then, Rimrook. The hud starts bugging out at 251. Your health/armor will display the correct numerical value up to 250, but anything after 250 it starts "looping" the health. If you have 256, for example, it will show that you have 6 hp then when it goes below 250 it will show the correct number again. Likewise, if you have, say, 600; first it will show 100 hp, then it will show 250, then it will show 250 again.
Posted 17 years ago2006-06-18 19:54:30 UTC Post #185745
aw... 8 bit number i think.

I wanted to edit my post, I found out i don't have 1.4.
I have plain old SOHL 1.0

I can deal with it at 250. 1000 seems too high anyway. the starting health and armor should be 50. Each upgrade gives you a 10 point increase, totalling 20 health and 20 armor ups. that sounds better.

still, i think 1.0 can be found at that link, and the coding job stays pretty much the same.

Thanks for the info WC dude.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-18 22:53:41 UTC Post #185758
you should get 1.4. or find someone to get you a useable build of 1.5a4.

or just bug confused to do something for you, he...might be willing if you show him what his work would be for
Posted 17 years ago2006-06-19 09:01:52 UTC Post #185825
i suggest spirit 1.2m because it is more stable than the lastest versions...
Posted 17 years ago2006-06-19 09:22:15 UTC Post #185831
in 1.5 there is no command cam_iealdist. this is essential to the overmap. Why they would erase this command is beyond me.

1.4 has monstermaker problems and glitchy weapon handling. as well as a few other known bugs that hinder my progress.

I think 1.2 is good. I'll check it out and if i can't find a prob with it, i'll use it.

EDIT: yeah, 1.2 it is. Source and Stuff
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-19 12:19:02 UTC Post #185914
I knew about skills.cgf already. What is the thing where you edit tracers or something like that?
Posted 17 years ago2006-06-19 12:29:30 UTC Post #185915
tracer_red
tracer_blue
tracer_green
tracer_alpha
tracer_length
tracer_speed
tracer_offset

these console commands set all of that.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-19 12:29:55 UTC Post #185916
Ill try some stuff out, Rim, but i cannot garantee it'll work, im kinda n00b with C++. Its all blah blah to me. :/

VB.NET FTW!

Ah well.

Edit: Spirit 1.2 or 1.4?
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-06-19 12:35:18 UTC Post #185918
1.2

You need to learn somehow. Though it makes me a little uneasy that it might be solid. Do try your best though, and test it extensively before i get it.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-19 12:36:27 UTC Post #185919
Sir yes sir!
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-06-19 16:11:25 UTC Post #185955
(Double post to make thread appear as new)

Little update:
  • Handhive weapon slot (catagory 4, slot 3) moved underneath the crowbar slot (catagory 1, slot 2).
  • Player's health exceedes 100, but cannot exceed 253, due to max byte thingies bla bla.
For today, i quit. :)

If you want the dlls as they are now, just to test it in your mod, let me know, i've set the max health to 200, temporary of course.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-06-19 17:40:18 UTC Post #185961
Wow... that was fast.

We already discussed it and found out it can't got higher than 250. Which is just fine.

Yeah, i'd like to sample your masterpiece of codage.

Do you have a Cvar for it yet? Like pl_health 200? Something like that would be the first step, i think.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-19 18:28:29 UTC Post #185969
how do you plan on getting it over 250?
Posted 17 years ago2006-06-20 07:45:53 UTC Post #186010
We already discussed it and found out it can't got higher than 250. Which is just fine.
Ok. You just saved me hours and hours of coding. Argh.
Yeah, i'd like to sample your masterpiece of codage.
Ill send you a PM soon.
Do you have a Cvar for it yet? Like pl_health 200? Something like that would be the first step, i think.
Should'nt be to hard to code i geuss. I think i know a tutorial about coding new Cvars.
Edit: Its not that easy as i thought. But i don't give up yet, ffs! :P
how do you plan on getting it over 250?
I know its possible, i did it before in Half-Life: Hostage Situation, i increased the ammo capacity of some weapons, beyond 250. It has something to to with bytes and bits. Im not really sure how all that works. But im not going to break my head on that. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-06-20 11:40:19 UTC Post #186052
really? I never saw that in the code
Posted 17 years ago2006-06-20 12:44:12 UTC Post #186073
wow.. i sure missed a lot of stuff in my absence..

stupid final exams..

just poppin in to see if voice acting is still available?

i read through the posts and u said do that sentence. i have a .mp3 i recorded im just wondering if its still worth sending.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-06-21 15:06:48 UTC Post #186268
yeah its worth sending, since i haven't gotten many of them. lets hear what you got!

good timing, i also plan on formulating the intro of the game soon.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-22 23:03:19 UTC Post #186470
so?

we getting nice demo's in a week or so?
Posted 17 years ago2006-06-25 23:07:05 UTC Post #186913
Loved the first demo, im really looking forward to this mod! I just hope it doesn't turn out to be a "hostage situation" if you know what i mean?

But everything seems so cool, the only downer is that i would like to see some NEW weapons, not just new models. And i would really love to se some new monsters, the HL monsters are so silly and uniteresting. And everything in this mod is interesting so new monsters "or new models would make it so much cooler!
Posted 17 years ago2006-06-26 13:26:12 UTC Post #187008
I been choosen to alpha test but I didnt receive any info about it for weeks :
Or did I miss any posts?
Posted 17 years ago2006-06-26 13:36:18 UTC Post #187009
yeah, i was also one alpha tester... whats going on?
Posted 17 years ago2006-06-26 15:07:41 UTC Post #187016
i have a million things to do about it.

what happened to hostage situation?

There is much to do as far as modelling and sounds, textures, and new stuff. after all that, mapping.

tis true, i'm backed up a week. please consider that i'm doing this nearly solo. I really appreciate the help i have gotten and will get. I will not dissapoint anyone with the new demo, if everything functions smoothly enough. that's why this one has an alpha phase.

TO DO:
-I have to do 3 new weapons and redo 1 weapon. I hope to have that done by tonight. This has top priority.

-The siaph needs a quick completion.

-Textures for the Hazard course

-Props and Map Models.

IN THE FUTURE:
-Perfect the hazard course with voices and stuff.

-New monsters

-New Character Models

-The First chapter of the game.

EDIT: well i'm nearly done with 1 weapon already. i post a screeny.
User posted image
The Lacetter in the aiming position.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-26 17:49:01 UTC Post #187036
w00t! :o It looks like you been pro with modelling already ;)
Looks awsome

edit:Creative

edit2:blue&black nice skin
Posted 17 years ago2006-06-26 18:16:43 UTC Post #187041
(^_^)_b

just finished up all of the animations.

the next weapon is by far the most difficult and challenging. it might take me all week to get it done, but i will try so hard to hasten things up.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-26 18:23:44 UTC Post #187042
Gun is completely black at 0 brightness.
Posted 17 years ago2006-06-26 23:26:58 UTC Post #187061
that gun is amazing
i cant wait to shoot something with it
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-06-27 11:15:20 UTC Post #187129
Gun is great...Has that hazy effect that gives off the impression it rules.

Or maybe I ate something not quite right...
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-06-28 09:55:51 UTC Post #187311
uhg. this afternoon comes the most difficult weapon to make out of all of them. lemme tell ya.

I'm replacing the RPG with a Dronefly. it is a little sphere shaped gizmo with some sort of wings that flies from the player's hand without a launcher and is controlled by the mind of the person who launches it.

The tough part is aligning everything so it looks believable and animating it.

The next 2 weapons will be easier, so it'll seem like the home-stretch.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-28 10:01:35 UTC Post #187312
Posted 17 years ago2006-06-28 10:04:47 UTC Post #187313
rofl.

looks good so far, I loved the first demo. I take it when you get to that metal room its where it ends? I ended up in a pit with no way out :/
Posted 17 years ago2006-06-28 10:26:29 UTC Post #187314
Same... ;)

Ha good observation Kasperg.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-06-28 11:39:06 UTC Post #187323
ROFL. Snitch.
maybe if you painted it black and pit some red lines in it.....
lol.
I'd imagine that the wings would be more angular. almost robotic.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-06-28 16:39:16 UTC Post #187359
Me and DCC already made a Snitch reference. But its difference from ours is that ours explode.

"That's not a snitch Harry!" BOOOOOOM! splunch...
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-28 22:12:14 UTC Post #187401
I used the hud_color console command in spirit to change the hud color. But everytime i load the game, it resets to the default orange. How can I get it to stay, or is anyone else encountering this problem?

Good News:
My supervisor informed me that all the student workers get the next week off. Modness to be had for meeeeeleleeleeeleeleleeee. e...
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-28 22:22:17 UTC Post #187402
Green huds will show up green, allthough I dont really see this game as using a green hud, its probably better than orange.
Use this as a refence if you need to
Posted 17 years ago2006-06-29 10:08:28 UTC Post #187462
isnt there a .txt file somewhere that sets the default values? I forget what it's called but can't you just put the command in there?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-06-29 20:48:24 UTC Post #187517
A whole day and night, 4 sodas, 2 burritos, a whole lots of Cheez Twisters, and 12.5 hours of endless techno later...

[i][b]PROGRESS IS ON SCHEDULE!!![/i][/b]

No demo, but it's looking really promising. The weapons will round completion tonight for sure. Then the mapping can begin!

I'll keep a tight log of progress tonight so ill post like crazy.
I'm also really hyper, the same kind of hyberness i had when i made Sancefar, and Poison Garden, but for modelling!

EDIT:
- Progress -
Droneflies - Done
New Hand for the Volt Arm - Done
Fully Functioning Siaph - Done
Sunbeam - Current Task

Elapsed Time 4h:56m.

EDIT 2:

Screnez.
User posted image
By far, the coolest weapon.
User posted image
If you remember, the old hand model for this was quite crapulated. This one is much more correct. Its also animated nicely.
User posted image
I love this weapon. Its described as a high intensity radiation emitter. I like to call it the Cancer Cannon. :D :D :D
User posted image
This has been done for a while, but i haven't posted a pic, so here.

All that needs to be done is the supporting stuff and the weapons are done.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-30 05:33:09 UTC Post #187556
Looks sweet, but why does the Shatter Cannon look so flat? Shouldn't it be a little shiny?
A whole day and night, 4 sodas, 2 burritos, a whole lots of Cheez Twisters, and 12.5 hours of endless techno later...
Pwn, but cheeze dust on the keyboard/mouse is gay :P
Posted 17 years ago2006-06-30 05:35:40 UTC Post #187557
cool weapons
Posted 17 years ago2006-06-30 05:41:51 UTC Post #187559
its the lighting in that room. its too subtle. The Shannon is actually the best organized in terms of smoothing groups.

I hate getting crap on my keys and mouse. Don't worry im the least bit gay.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-30 05:44:09 UTC Post #187561
"Shannon" lol I just got that :P
Posted 17 years ago2006-06-30 07:01:26 UTC Post #187570
And these weapons are just replacements for the original weapons?

Impressive...
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-06-30 07:37:31 UTC Post #187574
Man! Those new weapons are purty.
Strider StriderTuned to a dead channel.
Posted 17 years ago2006-06-30 07:45:46 UTC Post #187576
ultra-nice models Rimrook!
Posted 17 years ago2006-06-30 09:13:31 UTC Post #187584
Looking very nice :)
Posted 17 years ago2006-06-30 09:33:05 UTC Post #187586
It's just soo cool everything! :D I love it and i wanna play it NOW!
Posted 17 years ago2006-06-30 09:38:27 UTC Post #187587
Looking very nice. I like the designs, they feel very consistent and seem to work well with the setting.
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