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Posted: Sat Oct 24, 2009 11:10 am
by destiny
now thats going to be hard.
really startingto look forward to it.

Posted: Sat Oct 31, 2009 9:42 am
by fug4life
I was supposed to of released this today,

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

Soon.

Posted: Sat Oct 31, 2009 10:38 am
by RocketRunner
At least it will be released on Halloween.
Hopefully.

Posted: Sat Oct 31, 2009 4:05 pm
by destiny
il be sure to try to become one of the first playing.

Posted: Sat Dec 05, 2009 12:12 am
by fug4life

Posted: Sat Dec 05, 2009 11:57 am
by Warnink
Looking good fug, guess I'll be getting some use out of DOD:S after all.

Posted: Sat Dec 05, 2009 3:20 pm
by fug4life
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.

Posted: Sun Dec 13, 2009 1:49 pm
by fug4life
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.

Posted: Mon Dec 14, 2009 8:55 am
by fug4life
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

Posted: Mon Dec 14, 2009 6:02 pm
by destiny
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.

Posted: Mon Jan 04, 2010 8:27 pm
by fug4life
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

Posted: Mon Jan 04, 2010 8:32 pm
by destiny
the fast zomvie looks fun.
is he headshot proof with that helmet?

Posted: Mon Jan 04, 2010 8:37 pm
by Gary
I think if he gave it collision it would be.

Posted: Wed Feb 10, 2010 11:57 am
by fug4life
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:

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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. :?:

Posted: Sat May 08, 2010 4:46 pm
by fug4life
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.