fug's WIP Mapadds!

Misc work in progress screenshots etc...
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destiny
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Post by destiny » Sat Oct 24, 2009 11:10 am

now thats going to be hard.
really startingto look forward to it.
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Post by fug4life » Sat Oct 31, 2009 9:42 am

I was supposed to of released this today,

And really I'm very close, though I got lazy yesterday and didnt finish it.

Soon.
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Post by RocketRunner » Sat Oct 31, 2009 10:38 am

At least it will be released on Halloween.
Hopefully.
I usually run from rockets.
Pretty straightforward.

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Post by destiny » Sat Oct 31, 2009 4:05 pm

il be sure to try to become one of the first playing.
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Post by fug4life » Sat Dec 05, 2009 12:12 am

'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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Post by Warnink » Sat Dec 05, 2009 11:57 am

Looking good fug, guess I'll be getting some use out of DOD:S after all.

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Post by fug4life » Sat Dec 05, 2009 3:20 pm

Warnink wrote:Looking good fug, guess I'll be getting some use out of DOD:S after all.
Same.

Though I've been playing alittle dod online, I mainly bought it for oc. The mapadd is really to set the way for more to be done using dods content.
The mapadd will be quite short, I'm hoping I can make longer ones down the road.
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'She has zero tolerance for idiots'.

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Post by fug4life » Sun Dec 13, 2009 1:49 pm

Whats the hold up with this?

I've decided that if I am unbale to find the motivation to open up hamnmer then I must be un happy with what I'm working on.

I'm changing this mapadd quite a bit, I did have fastzombies and headcrabs in the mapadd, though now I've decided to delete them and rearrage things.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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Post by fug4life » Mon Dec 14, 2009 8:55 am

So as I was saying where I've got to so far (And i thought I was at the end). Didn't feel good enough.

So I'm extending onto another map so it'll be a double mission, and because really there's only one type of enemie (the infected zombies).
I thought I'd try and go back to the mystery/story telling side that I originally planned for the map.

In the first map whilst trying to stay alive you'll have to piece the story together by hunting for clues (game objects, such as newspapers and maps, etc).

This is the first though I'm going to remake it a little (I'm not happy with it totally):

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By fug4life at 2009-12-13
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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Post by destiny » Mon Dec 14, 2009 6:02 pm

as in survive but also try to find out why you are in this mes in the first place. i dont think i tryed that type of coop before so il be looking forward to it.
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Post by fug4life » Mon Jan 04, 2010 8:27 pm

Still working away :)

So a bit like my dust mapadds this will be with two levels, here's the first level dod_kalt with dod_colmar coming afterwards. So its a day and night kinda senario.

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By fug4life at 2010-01-04

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By fug4life at 2010-01-04

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By fug4life at 2010-01-04

Also I've been trying to get this guy in and working properly (This may not be included though if I get time I will).
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By fug4life at 2010-01-04

As well as reading paper articles like this one:

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By fug4life at 2009-12-13

I'm trying to get some other stuff and I'm using these maps for colmar and kalt:

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By fug4life at 2010-01-04

And finally I'm currently experimenting with point_view controls, ai_relationships and screenoverlays so when a clue is found all the action will pause and all players will read the clue picked p by a player for 10-15 seconds.

Here's an example of a close up of the map, and I'll do the same for the news paper articles. Plus I got a couple of other things to use.

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By fug4life at 2010-01-04
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'She has zero tolerance for idiots'.

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Post by destiny » Mon Jan 04, 2010 8:32 pm

the fast zomvie looks fun.
is he headshot proof with that helmet?
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Post by Gary » Mon Jan 04, 2010 8:37 pm

I think if he gave it collision it would be.

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Post by fug4life » Wed Feb 10, 2010 11:57 am

I'm very happy today, I made a couple of break throughs. Trial & Error can be tough for moral. But I'm back on a high!

So I've been trying to sort the shell ejects on the weapon v_models for dod:s. I recently learnt a fair bit about animation events, and new how to move attachments around. So I was going fine with the first few I done, then I realised that most of the axis weapons when decompiled actually chew up the roatations, if you use the mdldecompiler fix rotations setup.
So finally I realised you can decompile the model if you do not allow it to fix the rotations.

The problem then was that well, it was still 90degress the wrong way. Anyhow to cut a long story short and after having rotated all the $sequences 'rotate -90', I found out that all you need is to use is $origin
0 0 0 -90 (x,y,-z and just to confuse z for rotation).

:mrgreen:

Image

So I'm happy again.

Now to see why I have two lots of shell ejects when looking in thirdperson on a couple of my other weapons where the w_model already had shell ejects). I think that if a view_model has a shell eject then the world_model uses the view_models eject. :?:
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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Post by fug4life » Sat May 08, 2010 4:46 pm

This project is a little un-finished, but work on it has ceased because my computer with a lot of the wip aspects, will no longer turn on. Until I get the jack-plug replaced on the mother-board (or replace the mobo) I'm a little stuck. I will continue this later on!

For now people are welcome to test the 1.34 version of the mapadds. I say 1.34 version as once 1.35 comes somethings will need to be changed to be compatible, I'll make a list below...

If your bored and wanna play around with what I've done please feel free:

http://www.filefront.com/15655739/oc_do ... ug_v4.rar/

.rar password = thewareffort

TODO list:

*Currently there is a problem with the weapon icons. (I think I've fixed this in the 1.35 version)*
*Currently most weapons are showing correct muzzle flashes but these will need to be updated once 1.35 comes out (I've already done this on my old computer)*
*w_colt has a bad collision model*
Shell ejects in third person may not correctly show. (WIP)
*Ah yes and one or two ironsight settings are out of date (fixed in the 1.35 version)*

That's about it for now.

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So what the hell are you supposed to do?

The first mapadd after you reach the merchant you need to find four clues, one after the other, and then make it to the extraction point.

1st clue is a map (red herring)
2nd clue is a newspaper article
3rd clue is a painting
4th clue is a clipboard

There is a delay between the clues spawning, and they can each be in 1/16 places, so keep looking!

The second mapadd you need to protect the priest meet the merchant and find two clues.
1st clue is a map (red herring)
2nd clue is a holy book
2nd clue is a bible
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Probably not my best mapadds but it was really about getting more mount-able content into oc.

So please play this with an open mind and remember its still Work In Progress.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

fug's Obsidian files
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