Colony 42 Created 15 years ago2009-01-28 12:15:54 UTC by Notewell Notewell

Created 15 years ago2009-01-28 12:15:54 UTC by Notewell Notewell

Posted 15 years ago2009-09-27 16:50:57 UTC Post #273755
Does it have an alarm system? :D
Posted 15 years ago2009-09-27 16:57:30 UTC Post #273756
Yes, but it's not yours. Sorry, but I made that part before I held the contest. :(
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-27 22:12:22 UTC Post #273764
Aww. Oh well, I can only hope there's another one further ahead :P
Posted 15 years ago2009-11-21 17:58:34 UTC Post #273795
Maybe. I'll try to find a use for it.
EDIT: MEDIA RELEASE!
Since I'm too lazy to actually do anything right now, I took a couple of screenshots for you guys;
User posted image
I'm starting to add some more 'good' combat, with squads of aliens facing off against the player (and any allies nearby)
User posted image
I've also recoded the shotgun to use 9mm ammo.

(Just kidding, it's a glitch I've discovered that makes empty weapons have the last used weapon's model sometimes when you fast-switch)
bump for thread's future
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-21 18:23:57 UTC Post #275909
First picture could use some more variation in lighting. Add spotlights, maybe some equipment that emit light.

Second picture looks too bright to me. It's almost fullbright.
Posted 14 years ago2010-03-12 19:47:12 UTC Post #275910
HELP: It seems that steam HL is having trouble reading the DLLs for the mod. I will try copying over the mod again, but if it persists, I will need a fix, or the mod is pretty much screwed. After all, not many people use WON anymore, and a limited market (so to speak) isn't a worthwhile one.
1st. I'll see if I can add anything that would make sense for the area.
2nd.
Second picture looks too bright to me. It's almost fullbright.
It is fullbright. It's the one I'm working on now, can't be arsed to do a Rad for every compile.
EDIT: area from 1st pick now has blinking red light. Looks okay, IMO. Lighting more varied, if only a bit.
BUMP Getting dangerously close to the three month limit ;) Just got back to work on this.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-19 15:50:07 UTC Post #279820
wrong a lot of people still use won it's faster than steam playing hl1 mods. Most mods were made for won anyway the few steam only mods are rare for hl1.

With me I know at least 5 other people who play hl1 stuff in won. Still you're right to give everyone the experience you must get it working on steam as well.

as for the the 2nd picture the blood decals look strange. Nearly like someone rage painted that within 3 minutes.
Posted 14 years ago2010-03-19 16:06:40 UTC Post #279823
Most mods were made for won anyway the few steam only mods are rare for hl1.
Most HL mods can be used in both steam and WON, albeit without custom splashes in steam.
Basically, if the mod is not compatible with steam, I'm losing more than half the potential audience, because most people have moved to steam fully.
Also, the blood decals look better in the final, lit map. Don't worry too much.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-07-31 17:32:31 UTC Post #283643
EDIT: NEW MEDIA! ...ISH!
User posted image
A highres version (especially compared to the ingame one) of the screen from a digital map that has corrupted data.
Thanks for the bump, Atom.
Well, since I got a PM on the Black Mesa yesterday asking if it was in development and a few more people expressing interest there, I decided that I may as well resume work on the mod.
If anyone wants to help with a few map sections or something...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-07-31 18:00:03 UTC Post #283666
Might do. What do you need?

What's that humanoid figure bottom right?
Posted 14 years ago2010-07-31 18:28:12 UTC Post #283668
Just some stock rooms or hallways. I'll put together a map with the standards for size and props in a few and PM you the link.

As for the figure... Gallum galla gilla ma.
Or rather... the mod's universe's version of a vort.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-08-01 01:44:28 UTC Post #283682
Got the PM, gonna take a look.

Does the station blow up when you click "Y" on the map? :P
Posted 14 years ago2010-08-01 08:18:59 UTC Post #283694
No... So far the maps just turn on and off when you use them.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-08-01 15:05:33 UTC Post #283716
Nice mod jeff, keep us updated.
Crollo CrolloTrollo
Posted 14 years ago2010-10-09 10:28:54 UTC Post #283718
MAJOR UPDATE:
Due to the actions of three people (Someone I don't know who asked if the mod was still being developed earlier this year, Discostu, and someone who will remain nameless for the time being because of the classified nature of their proposed contribution), I am pleased to announce that development will officially resume shortly, just as soon as I can figure out which of my computers has the current build. The 5 people who are actually mildly interested in the mod can now celebrate by closing this tab at the end of this post, which is now.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-10-09 12:36:41 UTC Post #286236
Or by shouting hooray.
Hooray!
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 14 years ago2010-10-09 12:40:18 UTC Post #286237
Good to see you picking this up again. :)

GoldSource is not dead. Not at all.
Posted 14 years ago2010-10-09 12:45:34 UTC Post #286238
Thanks.
Btw, does anyone happen to know of a good freeware program for synthesizing music? I want to experiment with maybe composing my own soundtrack for the mod on top of the HL tracks. I've tired ACID Xpress, but it doesn't seem to really be...useful, between the constant ads for the full version and it seemingly being unable to add notes from the keyboard into the tracks.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-10-09 12:47:49 UTC Post #286239
Though I've only lurked this thread, and haven't really posted, I am interested in colony 42 and I'm glad you're picking it back up!
Posted 14 years ago2010-10-09 16:54:02 UTC Post #286240
Yay I am mentioned even though I didn't do anything useful :P
Posted 14 years ago2010-10-09 17:00:15 UTC Post #286241
Sure you did, you...
Oh wait, you haven't given me those map portions yet. Well, you did give Oscar a box to put his beloved SNES in, that counts for something!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-10-09 18:07:20 UTC Post #286244
Oh right, that was for you too. Ok then, I did something.
Posted 14 years ago2010-10-10 08:48:34 UTC Post #286256
Well, it's the big 10 10 10 Colony 42 update! With some media of old areas that may or may not be old!
User posted image
User posted image
User posted image
Yeah, since I'm improving the old areas, (And haven't compiled any of the changes yet) I have nothing new to show.
Oh well. In the meantime, look at Urby's 'The Core' mod. It's exceptionally good.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-10-10 11:20:19 UTC Post #286260
It looks a bit blocky.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-10 12:53:29 UTC Post #286263
Yeah, it does. I don't think I'll be fixing it, though, just correcting it in the maps that are still to be made.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-10-25 20:17:49 UTC Post #286610
Could I help?
1: My mod is advancing very slowly, but hey, so did the Stone Age.
2: I could use some of those weapons, I need help on coding weapons in like your Deagle and I can edit the model for my scientist arms.
3: If we could figure out how to make custom models with ease, we can take some of the event files and make new weapons, for both of our mods.
4: Do i need Spirit of Half Life?
Dimbeak DimbeakRotten Bastard
Posted 14 years ago2010-10-25 21:10:21 UTC Post #286611
I don't have any custom weapons per se, just reskins. The deagle is just the magnum using an HEV-arm hacked version of the oppossing force deagle.
I use spirit, and you should be using it too.
Don't give up on your mod, keep at it.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-10-25 21:18:10 UTC Post #286612
Well, im going to hack into the oposing force things myself and try to make a scientist arm model. If it looks sucky, ill just lol at myself and ask around for help. Anyways, ur mod still looks awesome, I'm looking forward to seeing it.
Dimbeak DimbeakRotten Bastard
Posted 14 years ago2010-10-25 21:24:47 UTC Post #286613
You can download the source files for Ambient.Impact's HD arms here; the blue shift folder contains a set of scientist skins for the barney hands.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-10-25 21:26:55 UTC Post #286614
I got some from fpsbanana with permission, and 2 things....

1: How do you add extra people from different games like how you added Otis.
2: How can I make my wiki page? I have a wiki account, and I can't figure out how to make a page for my mod.
Dimbeak DimbeakRotten Bastard
Posted 14 years ago2010-10-25 21:31:28 UTC Post #286615
I used spirit to set certain barneys with a new voice type from a custom sentences.txt and then set the model paramater to the otis model. As for a wiki page, make a link on your user page (on the valve wiki) to the page you want to make, follow it, and then edit the new, blank page from the link.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-10-26 16:00:45 UTC Post #286638
welp.... my deagle isnt going to well.... I copied the event and sound files, but i cant get them into the fdg. Got any tips?
Dimbeak DimbeakRotten Bastard
Posted 14 years ago2010-10-27 06:34:54 UTC Post #286654
Not really. The one in Colony 42 is just the magnum with new models and sounds at the moment.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2010-11-28 19:56:59 UTC Post #286656
So.... any progress on the mod yet? How much have you finished, I'm getting very interested in it.
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-02-28 20:51:48 UTC Post #290929
Bumped as requested.
Penguinboy PenguinboyHaha, I died again!
Posted 13 years ago2011-02-28 20:55:00 UTC Post #290930
Thank you.

Alright, I need a someone to do a quick model hack for me; all that's involved is taking a few animations from the decay scientist model (which I will provide) and putting them on Ambient.Impact's scientist source files (which I will provide a link to)
I might be absent for a few days (bandwidth usage is getting close to full) but I'll be back as soon as possible to contact anyone interested.
Thanks!
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-02-28 21:21:54 UTC Post #290934
coding isn't the same as using spirit. Spirit is a 'template mod' that doesn't involve any coding. dimbark you can't use spirit if your mod already has some coding in it.
Posted 13 years ago2011-02-28 21:31:55 UTC Post #290935
I've left my mod, all rights go to Potatis_Invalido. I think I want to move to source mapping. It seems to be "hip" and "in the now".
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-02-28 21:35:16 UTC Post #290936
Firstly, what the hell does that have to do with this topic, Dimbark.

Secondly, Source mapping was "hip" and "in the now" about 3 years ago (many people have moved onto the Unreal engine), but it's a good idea to learn Source now so that you can develop something decent when Portal 2 brings out the next iteration of Source.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-02-28 21:42:24 UTC Post #290937
They were discussing joining teams or something like that back in October, but unrelated at most. Anyways, any new media?
Crollo CrolloTrollo
Posted 13 years ago2011-02-28 22:03:16 UTC Post #290938
My god, can someone just kill this 11 year old already?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-02-28 22:07:57 UTC Post #290940
User posted image
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-02-28 23:33:31 UTC Post #290942
Since when is Goldsource not "hip" There's plenty of content being made for it all the time and people (not just me) still enjoy it's mapping and playing on it.
Posted 13 years ago2011-03-01 21:47:12 UTC Post #290975
...Thanks for the derail, guys. :|
Ahem...
I need a someone to do a quick model hack for me; all that's involved is taking a few animations from the decay scientist model (which I will provide) and putting them on Ambient.Impact's scientist source files (which I will provide a link to)
I might be absent for a few days (bandwidth usage is getting close to full) but I'll be back as soon as possible to contact anyone interested.
Thanks!
Also,
Anyways, any new media?
Not yet; I don't have anything good to show at the moment, unless you want a WIP of an empty room.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-03-01 23:12:08 UTC Post #290980
I believe they use the same skeleton, so I may be able to do it.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-03-02 17:41:38 UTC Post #291026
Yeah, I seem to recall they do as well. Alright, I'll send you the links in a bit.
EDIT: They are sent. Thanks!
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-03-02 23:04:26 UTC Post #291043
Well, since I quit TD, could I contribute to Colony 42, mapwise? I am fascinated with this mod.
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-03-02 23:51:01 UTC Post #291044
Plain and simple, no.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-03-03 04:36:18 UTC Post #291045
Hahahahaha, Joebama, why so rude!
Skals SkalsLevel Designer
Posted 13 years ago2011-03-03 17:22:21 UTC Post #291059
Because it's pretty fucking retarded to quit "Theoretical Disaster" to inject fail into a promising mod. "Theoretical Disaster" was cool, when Dimbark didn't become such a fucking idiot and waste potatis' code.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
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