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Posted: Wed Mar 17, 2010 11:24 am
by BigFoot
how would they look like? ichy with headcrab on his face? :lol:

edit:

perch
Image

i guess that'll be the first version... gonna let you know when i've compiled it

it should be about 14 inches long, lol

Posted: Wed Mar 17, 2010 7:20 pm
by fug4life
Oh nice^

Some talented people hovering about the forums these days!

Posted: Wed Mar 17, 2010 8:14 pm
by Datastream
nice indeed. Damn, I want to contribute too! D: MUST. FIND. MORE TUTORIALS!

Posted: Thu Mar 18, 2010 12:21 am
by BigFoot
Image

now the tail fin has to be improved a little and maybe the mouth...

thanks for your nice comments :)

Posted: Thu Mar 18, 2010 12:25 am
by Vasili
That's really nice.

Posted: Thu Mar 18, 2010 12:45 am
by Gary
That's cool, looks better in game then as a render.

It have a physics/collision model? If not you could still make is a prop dynamic and have it parented to a invisible func_physbox.

Heh, you need to learn how to animate... so it could wag back and forth.

Posted: Thu Mar 18, 2010 11:22 am
by BigFoot
actually the first pic wasn't really a render, it was just the 3D view of the modeling program :lol:

the thing has a collision model, so it won't need a func_physbox
about the animations: i know how to do that and i might add some, as i already mentioned.. :wink:

Posted: Thu Mar 18, 2010 6:33 pm
by fug4life
Impressive stuff!

Posted: Sat Mar 20, 2010 12:08 am
by Beanbrains
Version 4 uploaded. New features:

-oil rig - earn money by buying oil from here and taking it back to the tunnel at spawn area. The oil rig produces oil slowly, so you cant make tons of money by spamming oil trips.
-price tweaks
-information in the form of custom textures glued to walls and signposts, giving the player hints.
-more efficient random loot spawning system
-uncloggable spawnpoints
-two new baseparts - a citadel suitcharger, and a keyless door
-main refinery now pulls loot items thrown over it into itself, making it a bit easier to sell things.
-buyable "luck" that does... something.
-weird attempt at making the air tank better, heals you 5, 10, and 15 seconds after you stop touching it. Kind of makes you invincible for a short while instead, oh well.
-big boat! great for oilrig runs (but is slow).
-crystals that can be found underground and sold at the oilrig (they use them for power)
-the underground stuff has randomly spawned breakables in it which hide things
-nerfed teleporter, else it would ruin some new features (only moves people now)
-gold bars are now models instead of brushes, more modelifying to come.
-started working on a crafting system, combines two items into something else if the combination makes sense (currently just crystal + battery case = battery). The crafting thing is by the deleter.
-put batteries in the generator on oilrig to make it produce oil faster
-batteries eventually become exausted and need refilling.

Posted: Sun Mar 21, 2010 10:23 am
by fug4life
Good stuff. Hoping you'll continue to strive to improve the map & hoping as it progresses the map will become more visually appealing as well as great gameplay.

Posted: Sun Mar 21, 2010 1:07 pm
by Neico
it's damn hard to get out of the big boat's pod, btw. if you call them sharks then maybe setting their name to it via npcname keyvalue?

also maybe adjusting the displacements so that you can't easly keep the ichys busy while others can go around in the water (like staying in the water at the "island" on the left of the spawn, i could also take a look at it's ai to maybe see if i can tweak it to make it a bit more intelligent for 1.35 :/)

Posted: Sun Mar 21, 2010 2:14 pm
by Beanbrains
Neico wrote:if you call them sharks then maybe setting their name to it via npcname keyvalue?
Will do.
Neico wrote:also maybe adjusting the displacements so that you can't easly keep the ichys busy while others can go around in the water (like staying in the water at the "island" on the left of the spawn, i could also take a look at it's ai to maybe see if i can tweak it to make it a bit more intelligent for 1.35 :/)
Well, the reason they don't come right up to you is that i stuck a few npc clip walls around the edges of the islands so that they wouldn't get stuck as often. Weird that they can still "see" you, kinda like how npcs will happily shoot at you even though there is indestructible glass in the way.

Posted: Sun Mar 21, 2010 4:57 pm
by destiny
i think i experienced that before npc wasting their ammo on me behind bulletproof glass.

Posted: Sun Mar 21, 2010 8:19 pm
by Axel_m3sh
I'm wondering, does the texture Block LOS work w/ npcs? and if you make a brush w/ blocklos behind glass, does that block npc sight?

Posted: Sun Mar 21, 2010 10:09 pm
by BigFoot
i guess it should do that. just try. :)

btw i think i'll keep working on that perch a little and release the first version within next week