[QUOTE=esalaka;15557245]I'm working on the gamemode right now ;) It's gonna be quite simple at first, so I might release some testing versions tonight![/QUOTE]
That would be Awesome.
[QUOTE=crazymonkay;15561644]Hey, this map is SO cool, really fun to play through, but i wish it wasnt so short :(
anyway, i was wondering if i could retexture this map with some of my own custom textures. i feel that they are very similar to those in Mirror's Edge. I'll make sure to give you full credit for the map. thx[/QUOTE]
Alright then :D
[QUOTE=Dosycool;15572462]Alright then :D[/QUOTE]
teh sweetness :D
Meh gamemode is progressing quite well! Currently done:
-Minimalistic HUD
-Two teams: Runners and police
-A 'radio feed' on the top of the screen (Death messages and such, one for both teams! )
-Color desaturation when losing health
-Custom spawnpoint system
-Convenience functions for coding the gamemode, also a few 'constants'
-Health regeneration (4 second pause after damage, then regen speed 10 health / half a second )
Sounds like it's got everything but the movement system! Can't wait to try it.
[QUOTE=esalaka;15580193]Meh gamemode is progressing quite well! Currently done:
-Minimalistic HUD
-Two teams: Runners and police
-A 'radio feed' on the top of the screen (Death messages and such, one for both teams! )
-Color desaturation when losing health
-Custom spawnpoint system
-Convenience functions for coding the gamemode, also a few 'constants'
-Health regeneration (4 second pause after damage, then regen speed 10 health / half a second )[/QUOTE]
Sounds awesome!!! Sweet :D
[QUOTE=Dooleus;15585992]Sounds like it's got everything but the movement system! Can't wait to try it.[/QUOTE]
I think i should make wallclimb now, no? Wallrun, maybe, too.
[editline]01:50PM[/editline]
Also, the 'radio feed' is only manually triggered currently, I'll go hook it to death functions and such to provide that data.
More info on the 'radio':
-Ten lines, each one updated at once (TODO: Send the radio buffer if a new player joins? A radio message on player join?)
-Probly gonna act as a team chat, too.
[URL=http://img200.imageshack.us/my.php?image=gmcityfreerun0008.jpg][IMG]http://img200.imageshack.us/img200/6105/gmcityfreerun0008.th.jpg[/IMG][/URL]
[URL=http://img200.imageshack.us/my.php?image=gmcityfreerun0007.jpg][IMG]http://img200.imageshack.us/img200/8473/gmcityfreerun0007.th.jpg[/IMG][/URL]
[editline]01:52PM[/editline]
And the police team fails at life (eg. Doesn't work since there are no spawnpoints for them :D ) and there is currently no way to change teams. The only thing that works with them is that their models are Metropolice or Overwatch and that Combine NPCs are set to 'like' them.
[QUOTE=esalaka;15589443]I think i should make wallclimb now, no? Wallrun, maybe, too.[/QUOTE]
Having the two as separate movements is probably the way to go - you want different animations for running up a wall than running on it parallel - speaking of which, do you need some animations done? I suppose it's easiest to just do the hands and not worry about getting legs in there. Ledge grab might be a bit tricky to make look seamless, but it will pwn if done right.
probably need anims for:
walk
run
jump
crouch jump? (like the tuck move in mirrors edge that gives you more ground clearance - basically the same as the crouch jump in HL)
slide
roll
ledge grab
ledge climb/jump (hopefully this works better than it did in gpk - make the ledge climbing happen automatically with one +jump like in mirrors edge
wall run (make the camera tilt away from the surface being run on for maximum win)
wall jump
if you could wall jump within 45 degrees of the surface youre on (ie, you are wallrunning forward, you his w+d to walljump forward and right or just d to walljump right) that would give you more freedom of movement. I dunno, maybe i'm getting ahead of things here :D
basically i think wallrun should make you 'stick' to the wall til you jump off in whatever direction youre looking, so you can look perpindicular to the wall and jump in the direction youre looking. Same with the climb and ledge grab.
Guess I'll have to fire up milkshape and get crackin'!
Update on V2:
-Made a bridge that explodes and falls :D It's at the end on the V2 Teaser but I've done more on it.
-Made a lot of things func_details so there's less lag. (I didn't make anything func_details in V1)
-A cool part where you jump out a window on to a crane then from the crane to something hanging from another crane. Really cool.
-More Interiors, Including vents :D
-Awesome new Skybox texture.
-Based during the day not dusk like the last one.
I am now beginning work on the huge shopping mall which will be under construction. There's going to be multiple routes that can be used. Anyway, better get mapping :D
[QUOTE=Dooleus;15594995]Having the two as separate movements is probably the way to go - you want different animations for running up a wall than running on it parallel - speaking of which, do you need some animations done? I suppose it's easiest to just do the hands and not worry about getting legs in there. Ledge grab might be a bit tricky to make look seamless, but it will pwn if done right.
probably need anims for:
walk
run
jump
crouch jump? (like the tuck move in mirrors edge that gives you more ground clearance - basically the same as the crouch jump in HL)
slide
roll
ledge grab
ledge climb/jump (hopefully this works better than it did in gpk - make the ledge climbing happen automatically with one +jump like in mirrors edge
wall run (make the camera tilt away from the surface being run on for maximum win)
wall jump
if you could wall jump within 45 degrees of the surface youre on (ie, you are wallrunning forward, you his w+d to walljump forward and right or just d to walljump right) that would give you more freedom of movement. I dunno, maybe i'm getting ahead of things here :D
basically i think wallrun should make you 'stick' to the wall til you jump off in whatever direction youre looking, so you can look perpindicular to the wall and jump in the direction youre looking. Same with the climb and ledge grab.
Guess I'll have to fire up milkshape and get crackin'![/QUOTE]
You gonna make me the viewmodel hands? Awesome! :) And yeah, the anims are needed at least for walk, run, jump, slide, roll and ledge grab, maybe walljump too, but that's mostly a leg thing, right? And about ledge climbing, didn't Faith in Mirror's Edge automatically hang into the ledge, and then one jump would get you up? At least that's what I'm probly making.
And you mentioned GPK. I am going to adapt some code from GPK (The modified version by raBBish) for my own use. This, however, doesn't mean I'm stealing it. I'm just looking for ways to implement things, and if something will have to be taken directly from GPK, I'll be sure to give credit to the original creators.
...Well, I guess I'd better get coding.
[editline]01:02PM[/editline]
[quote=Dosycool](I didn't make anything func_details in V1)[/quote]
I can't even imagine how many visleaves there must be :D
[editline]01:27PM[/editline]
Oh, Dooleus, the punching animation for breaking windows would be nice, if you could do it!
you want me to model hands like faith's? or should i just use the fist SWEP hands and recompile them with more animations?
The harder part will be third person anims, i think.
Nice updates on V2 :D
I loved this map, but the jumps need to be more difficult.
[QUOTE=Dooleus;15610357]you want me to model hands like faith's? or should i just use the fist SWEP hands and recompile them with more animations?
The harder part will be third person anims, i think.
Nice updates on V2 :D[/QUOTE]
Runner hands would be nice. Not necessarily Faith's hands, but something like that. If you can't texture, I could try to do some texturework :D
You can now hang to ledges, but not turn around, since I can't be bothered to do a 360 degree trace (It'd be too wasteful anyway :P ) When I'll add wallrun, the map will be way too easy. You can take shortcuts even without any mods. With this mod you can take even more shortcuts, and when the wallrun and roll are implemented, you can take too many too easy routes.
In other news, I just came from my friends's house. I played throught the last two ME chapters (Kate and Shard) and now I think the game suffers from the same flaw as Portal: It's not long enough. :(
im not much good at texturing, and i've only done gun models. i started animating valve's v_hands as the v_fists dont have finger bones. Hopefully we should be able to switch out the reference model when new hands are made and all the animations will work correctly.
for the roll, we'll have to figure out how to sync up the animation with the camera rotation so that it looks like you're pushing against the ground at the right time.
[QUOTE]When I'll add wallrun, the map will be way too easy. You can take shortcuts even without any mods. With this mod you can take even more shortcuts, and when the wallrun and roll are implemented, you can take too many too easy routes.
[/QUOTE]
I wouldn't base the gamemode on the map, but rather base future maps on a solid movement system and incorporate the abilities into the design. People finding their own ways is what we want in a freerunning game. There's a way to make linear maps with many branching and overlapping paths that all point to the same destination - these kinds of maps have more replay value.
I'd love to see a non- linear city with runner bags that spawn randomly and have to be delivered to random areas, with the cops after them.
[QUOTE=Dooleus;15615563]im not much good at texturing, and i've only done gun models. i started animating valve's v_hands as the v_fists dont have finger bones. Hopefully we should be able to switch out the reference model when new hands are made and all the animations will work correctly.
for the roll, we'll have to figure out how to sync up the animation with the camera rotation so that it looks like you're pushing against the ground at the right time.
I wouldn't base the gamemode on the map, but rather base future maps on a solid movement system and incorporate the abilities into the design. People finding their own ways is what we want in a freerunning game. There's a way to make linear maps with many branching and overlapping paths that all point to the same destination - these kinds of maps have more replay value.[/QUOTE]
Dooleus, the animations should work perfectly well, if you just swap the reference hands into another pair of hands that's bones are rigged similarly. The camera syncing can be simply done by coding the roll speed and length to match the animation, so that the animation covers the whole span of the roll. Also I think that if a fall would be lethal, it shouldn't be rollable to nullify damage, since this would allow the player to jump off a skyscraper without a scratch. I think I'll set it slike this:
[lua]if ( (fall damage - 5) < ply:Health() ) then ply:Roll( dmginfo ) end[/lua]
I'll actually probably be using that exact code, since my way of doing things is to make a crapload of functions that do stuff in the most complicated way you could think of, then just call the function, making it look absurdly easy. :D
Also, the gamemode was originally planned to just work well on this map, but now that I've observed that since it'll make this map too easy, (and the code was quite general purpose anyway) the gamemode cannot be based on this map, but rather the way you suggested; Base the maps on the gamemode.
Fuck yeah, progress!
This map is playable with even basic HL2 movement. There are no hard jumps or walls you have to climb or run on (expect for that one, but it's a ladder :P). Maybe an adjusted version to fit the new movement system would be cool? Space the roofs out more, make it so you have to wallrun up the pillar, stuff like that.
Anyways, I'm excited about the mapping possibilities for a fully animated movement system. It will look really badass if done right :D
[QUOTE=Dooleus;15635062]This map is playable with even basic HL2 movement. There are no hard jumps or walls you have to climb or run on (expect for that one, but it's a ladder :P). Maybe an adjusted version to fit the new movement system would be cool? Space the roofs out more, make it so you have to wallrun up the pillar, stuff like that.[/QUOTE]
I might do that If I have some spare time after I finish V2.
Check out these screenshots of Version 2 so far:
[URL=http://s672.photobucket.com/albums/vv81/Dosycool/?action=view¤t=gm_city_freerun_v20094.jpg][IMG]http://i672.photobucket.com/albums/vv81/Dosycool/th_gm_city_freerun_v20094.jpg[/IMG][/URL] [URL=http://s672.photobucket.com/albums/vv81/Dosycool/?action=view¤t=gm_city_freerun_v20092.jpg][IMG]http://i672.photobucket.com/albums/vv81/Dosycool/th_gm_city_freerun_v20092.jpg[/IMG][/URL] [URL=http://s672.photobucket.com/albums/vv81/Dosycool/?action=view¤t=gm_city_freerun_v20109.jpg][IMG]http://i672.photobucket.com/albums/vv81/Dosycool/th_gm_city_freerun_v20109.jpg[/IMG][/URL]
Remember, I'm adding all of the detail in when I've finished the main stuff.
[QUOTE=Dosycool;15641139]Check out these screenshots of Version 2 so far:
[URL=http://s672.photobucket.com/albums/vv81/Dosycool/?action=view¤t=gm_city_freerun_v20094.jpg][IMG]http://i672.photobucket.com/albums/vv81/Dosycool/th_gm_city_freerun_v20094.jpg[/IMG][/URL] [URL=http://s672.photobucket.com/albums/vv81/Dosycool/?action=view¤t=gm_city_freerun_v20092.jpg][IMG]http://i672.photobucket.com/albums/vv81/Dosycool/th_gm_city_freerun_v20092.jpg[/IMG][/URL] [URL=http://s672.photobucket.com/albums/vv81/Dosycool/?action=view¤t=gm_city_freerun_v20109.jpg][IMG]http://i672.photobucket.com/albums/vv81/Dosycool/th_gm_city_freerun_v20109.jpg[/IMG][/URL]
Remember, I'm adding all of the detail in when I've finished the main stuff.[/QUOTE]
oooohhhh.....that look SWEEEEEEEEEEEEET!
[QUOTE=Dosycool;15641139]Check out these screenshots of Version 2 so far:
[URL=http://s672.photobucket.com/albums/vv81/Dosycool/?action=view¤t=gm_city_freerun_v20094.jpg][IMG]http://i672.photobucket.com/albums/vv81/Dosycool/th_gm_city_freerun_v20094.jpg[/IMG][/URL] [URL=http://s672.photobucket.com/albums/vv81/Dosycool/?action=view¤t=gm_city_freerun_v20092.jpg][IMG]http://i672.photobucket.com/albums/vv81/Dosycool/th_gm_city_freerun_v20092.jpg[/IMG][/URL] [URL=http://s672.photobucket.com/albums/vv81/Dosycool/?action=view¤t=gm_city_freerun_v20109.jpg][IMG]http://i672.photobucket.com/albums/vv81/Dosycool/th_gm_city_freerun_v20109.jpg[/IMG][/URL]
Remember, I'm adding all of the detail in when I've finished the main stuff.[/QUOTE]
That looks super fun :D
Esalaka -
I sent you a v_hands mdl with some placeholder animations you can code into the mod :D
It's got an idle, jump, run, roll, grab, and punch right and left (more like a right hook and a left jab). I figure that's enough to do most everything - i suppose run should work fine for wallrunning. I could maybe do a different one for vertical climbing, where your hands face the surface in front of you.
Theyre not very good anims but I havent had a lot of time lately to work on game stuff, and I'll be more tempted to spend an hour on a running animation when i can see it functioning ingame :D
P.S. you should send me your gamemode so I can check it out :D
I don't know any code or anything, but it would be cool to run some of my maps in it.
I could do texturing so you have more time to map.
I just now played V1, and I have to say it was extremely enjoyable. The only thing I would've done is make it bigger with more interior spaces. It was quite short, but like I said, very fun.
you should have to go from down to up not from up to down
or you could use gravity
[QUOTE=Dooleus;15642937]Esalaka -
I sent you a v_hands mdl with some placeholder animations you can code into the mod :D
It's got an idle, jump, run, roll, grab, and punch right and left (more like a right hook and a left jab). I figure that's enough to do most everything - i suppose run should work fine for wallrunning. I could maybe do a different one for vertical climbing, where your hands face the surface in front of you.
Theyre not very good anims but I havent had a lot of time lately to work on game stuff, and I'll be more tempted to spend an hour on a running animation when i can see it functioning ingame :D
P.S. you should send me your gamemode so I can check it out :D
I don't know any code or anything, but it would be cool to run some of my maps in it.[/QUOTE]
@Dooleus:
Yeah, I got the PM. What would you think I should do: Code a SWEP with those anims, or try to create some hacky system that uses those anims and allows melee attacks and such when not using any weps? I'd prefer the latter, but think I'll code the swep. (first?)
Does the idle anim show the hands? I can't remember if it did in Mirror's Edge. (Unless you were standing next to a wall :P) Is the grabbing anim showing hands stretched up the screen, hanging on something, or what do you mean hanging? (Ladder anims, if you could, after seeing those work?) If the punches are right hook and left jab, maybe I should make it go so that the player jabs twice, then executes a hook. I imagine that would look good. And sure, the running animation should work fine for wallrunning, the only problem is if they don't look natural enough if tilted slightly to the side. (The model isn't actually tilted, the view is :P) Also, is the filename v_hands? I don't want to override default content, so I'll hex the version you sent me, if it does override anything.
I might send you the gamemode, but some functions are not completely working and, for example, creating the police team spawnpoints is done by either calling crun.CreateSpawn( <player> ) (I think) in Lua or by commanding (On a client that is admin) _cr_createspawn. (Not completely sure about this either) Anyway, the code should work. I'll hack the wallstuffcode there and try it out when I get a chance.
@Dosycool:
That looks awesome, keep up the good work! but I have a couple questions:
-Is that a whole area of the map? If it is, it's a bit small. If it's still WIP, it's fine by me. :)
-Are those crane platforms physical (In other words, are they hanigng on constraints and decorative ropes or are they static? )
-Why are you so awesome? :D
As a note, [b]I can't currently code the gamemode[/b], because I'm currently not at home and these computers are not suitable for running games. (And the sources are on my laptop, anyway. No, I didn't take it with me, don't ask me why, I have my reasons :P )
Dev Textures are NOT AN EXCUSE
I'm not sure Dcool, but those Dev colors seem too vibrant. Doesn't seem like something that I would imagine in Mirror's Edge.
[QUOTE=esalaka;15647035]
@Dosycool:
That looks awesome, keep up the good work! but I have a couple questions:
-Is that a whole area of the map? If it is, it's a bit small. If it's still WIP, it's fine by me. :)
-Are those crane platforms physical (In other words, are they hanigng on constraints and decorative ropes or are they static? )
-Why are you so awesome? :D[/QUOTE]
[b]1.[/b] That is a little bit less than half of the space (There's [b]ALOT[/b] of space) :D
[b]2.[/b] They are static.
[b]3.[/b] I was just born that way :D (Jokes)
[QUOTE=Saber-6;15651446]I'm not sure Dcool, but those Dev colors seem too vibrant. Doesn't seem like something that I would imagine in Mirror's Edge.[/QUOTE]
I'm not trying to completely copy Mirrors Edge. I am trying to make it look unique and really vibrant (but not too vibrant).
Also, because of the huge size of the map and I've only done about half of it. I think that there might be major lag by the time it's finished. My laptop is not the best, and the map only really lags when I go noclip and look at the whole thing. Anyway, hopefully it's nothing to worry about.
[QUOTE=esalaka;15647035]@Dooleus:
What would you think I should do: Code a SWEP with those anims, or try to create some hacky system that uses those anims and allows melee attacks and such when not using any weps? I'd prefer the latter, but think I'll code the swep. (first?)
Does the idle anim show the hands? I can't remember if it did in Mirror's Edge. (Unless you were standing next to a wall :P) Is the grabbing anim showing hands stretched up the screen, hanging on something, or what do you mean hanging? (Ladder anims, if you could, after seeing those work?) If the punches are right hook and left jab, maybe I should make it go so that the player jabs twice, then executes a hook. I imagine that would look good. And sure, the running animation should work fine for wallrunning, the only problem is if they don't look natural enough if tilted slightly to the side. (The model isn't actually tilted, the view is :P) Also, is the filename v_hands? I don't want to override default content, so I'll hex the version you sent me, if it does override anything.[/QUOTE]
The idle anim doesn't show hands. The grab anim is probably a bit off, i just made the arms stop stretched out pretty much directly in front of you midway through a jump anim. probably will need some rethinking. Maybe just an idle grabbing anim would make more sense. The trick will be to code it so that the palms and fingers of the hands are right on top of the ledge, so it looks like you're holding on to it.
The running animation is probably going to be eye-gougingly bad. I got an idea, though - one anim for going from idle to running, and another for looping the running anim. That should probably look better.
The filename is v_hands, i can change it on the next compile. v_hands_parkour? i dunno.
If you code it as a SWEP, you mean the movement system would be part of it? That would be so much pwn, being able to load the parkour abilities in sandbox instead of having to load a separate gamemode.
For the punches, I would make primary the right hook and secondary the left jab. The wallrun/ledge grab/roll key should be bindable, not the secondary fire on all weapons like GPK (makes for some funny suicides when you accidentally fire an smg alt fire nade :P)
Maybe the stunts should be broken down like Mirror's Edge - space is jump, ledge grab, walljump, wallrun, etc. and cntrl (or whatever you bind it to) is roll and slide.
Think we could do jump kicks and slide kicks too? ;D
OH
you HAVE to be able to land on enemies :D:D:D
That is my favorite move in ME :D
[QUOTE=Deathbucket;15648505]Dev Textures are NOT AN EXCUSE[/QUOTE]
Mirror's Edge textures are Dev'ish too.
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