[QUOTE=Dosycool;15652806]
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 it only really lags when I go noclip and look at the whole map. Anyway, hopefully it's nothing to worry about.[/QUOTE]
You shouldn't get too much more lag as long as the size doesnt increase and you dont add too many props. Maybe shrink your skybox if you've got extra space up there.
[QUOTE=Dooleus;15654253]You shouldn't get too much more lag as long as the size doesnt increase and you dont add too many props. Maybe shrink your skybox if you've got extra space up there.[/QUOTE]
I haven't made any props yet and I usually make everything custom in hammer. Say a desk, make it in hammer, group the pieces together, then make it a func_physbox. So no props :D It should be fine as long as you don't go noclip and look at the whole map at once.
[img]http://dog.fpsbanana.com/ss/maps/thm_99224a.jpg[/img]
[url]http://www.fpsbanana.com/maps/99224[/url]
Something I've been working on :D
Can't wait to try it out with esalaka's code. It works alright in GPK but those fists constantly bobbing around bug me :P
[QUOTE=Dooleus;15654902][img]http://dog.fpsbanana.com/ss/maps/thm_99224a.jpg[/img]
Something I've been working on :D
Can't wait to try it out with esalaka's code. It works alright in GPK but those fists constantly bobbing around bug me :P[/QUOTE]
wow looks pretty kool!
*downloaded off fpsbanana* :D
[B]Dosycool work harder and faster and get it released.[/B]
whats the weapon this time? again a pistol?´
it schould be fun if you come in a room with cp´s with stunsticks, and you have to kill them with your crowbar.
[QUOTE=zieniet;15658017]whats the weapon this time? again a pistol?´
it schould be fun if you come in a room with cp´s with stunsticks, and you have to kill them with your crowbar.[/QUOTE]
You get a crowbar then I might make it you get a pistol later on.
[QUOTE=Dooleus;15654163]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]
By coding the anims in a swep, I meant mainly the melee combat system, (To adapt the movement system to a swep, though, you'd only need to include two files from the gamemode, "simplif.lua" and "meta.lua". The former includes all the functions, the latter adds them to the player metatable) but now that I think of it, I might've invented a way of doing this without using sweps. The actual reason it isn't done (completely?) in a swep is because many ideas of mine would be wasted; For example, I wouldn't be able to create the running system, (Not currently done, will impelement when I get home) because it takes some properties of the weapon the player carries, such as weight (If there is a weight-property for native HL2 weapons, otherwise I'll just have to define it for each weapon myself) and calculates the maximum speed, speed increase rate, jumping height and such, and I don't feel like doing such a thing in a SWEP's code :/
Punching like that could be done, sure. Ledge grabbing is automatic, but as the current method of holding players in place is the same as in GPK, (ply:SetMoveType( MOVETYPE_NONE ), since setting velocity to 0 did not work, gotta implement something like ply.Grabbing) movement sideways cannot be done. Also you must constantly keep aiming (looking) at the ledge in question. If a trace fired trom your shootpos + 16 units up to your aimpos hits anything, you will fall, even if you were hanging on a ledge. You also have actually hit the ledge to hang on it, miss it by a couple of units and you're dead. It's stupidly hard to try even grabbing a ledge currently, even if you intentionally try. (TODO: fix this!) the ledge grabbing works anyway, and that's fine for now. If you are hanging on a ledge and jump, you will be propelled up with a velocity of 350 units. This has also already created an unintentional boost jump: If an object is higg enough for you to [u]almost[/u] jump on it, the code may activate ledge hanging, and if you still keep holding the jump key, it will instantaneously propel you up on top of the object. (Due to a piece in the code, you might even be able to do this with a player or a NPC :D)
And yeah, I was going to make all actions either automatic, or bound to crouch, use and jump.
Kicking? Let's first make the gamemode work, okay? :D
The map's nice, too.
[editline]02:16PM[/editline]
[QUOTE=Dosycool;15654299]I haven't made any props yet and I usually make everything custom in hammer. Say a desk, make it in hammer, group the pieces together, then make it a func_physbox. So no props :D It should be fine as long as you don't go noclip and look at the whole map at once.[/QUOTE]
Actually using props would probably make the map faster :P
[QUOTE=Dosycool;15658033]You get a crowbar then I might make it you get a pistol later on.[/QUOTE]
Make a room with two dead metrocops, you can choose from either the stunstick or the crowbar, which ever one you take, the floor will fall from the other body.
Nah, screw that, itd probably be too hard to script.
Actually, Willerin, it'd be easy. Let's say there exist these entities and that every weapon has an OnPickup-output:
-Crowbar
-Stunstick
-crowbarfloor
-stunstickfloor
The I/O would be:
Crowbar OnPickup -> stunstickfloor break/kill/whatever
Stunstick OnPickup -> crowbarfloor break/kill/whatever
[QUOTE=esalaka;15659079]Actually using props would probably make the map faster :P[/QUOTE]
Thanks, I didn't know that :D
Also:
Gotta do heaps of exam revision so I won't have much time for mapping in the next 2-3 days.
Sorry :(
Maybe weapon weights would be good to include in the gamemode - if you pick up anything more than a pistol (smg, shotgun, etc) you cant move as fast and therefor wallrun and jump as high/far.
edit - wrote that before your earlier reply. i'll respond to that one in a minute.
[editline]09:36AM[/editline]
[QUOTE=esalaka;15659079]If an object is higg enough for you to [u]almost[/u] jump on it, the code may activate ledge hanging, and if you still keep holding the jump key, it will instantaneously propel you up on top of the object. (Due to a piece in the code, you might even be able to do this with a player or a NPC :D)[/QUOTE]
Excellent, so it's sort of like COD4 where you can climb over objects! Me likey.
The more I think about your jab jab hook combo idea, the more i like it. Click three times to do the combo (or just once or twice for only jabs), and then a short delay before you can do it again. Plus, it would free up the altfire for kicks (;D).
Oh, right, kicks require leg v_models :/
It would be great to eventually have legs like ME or the legs addon so you can see yourself jumping from rooftop to rooftop :D
Check out my website, I'll be posting updates and progress on it every few days:
[url]http://dosycool.webs.com/[/url]
Yeah! Facepunch is back up :D
School Holidays coming up, I'll have heaps of time to work on the map.
[b]Update:[/b]
[URL=http://s672.photobucket.com/albums/vv81/Dosycool/?action=view¤t=gm_city_freerun_v20123.jpg][IMG]http://i672.photobucket.com/albums/vv81/Dosycool/th_gm_city_freerun_v20123.jpg[/IMG][/URL] [URL=http://s672.photobucket.com/albums/vv81/Dosycool/?action=view¤t=gm_city_freerun_v20124.jpg][IMG]http://i672.photobucket.com/albums/vv81/Dosycool/th_gm_city_freerun_v20124.jpg[/IMG][/URL]
First pic shows how much space I have to fill. Second pic is from inside a part of the shopping mall.
[B]Why are you at school drop out of school spend life working on map go[/B]
In all seriousness though, this looks awesome.
Lol, I wish I could.
[QUOTE=Willerin;15685989][B]Why are you at school drop out of school spend life working on map go[/B]
In all seriousness though, this looks awesome.[/QUOTE]
I read this sentence first thing after waking up in the morning as "Why are you school drop-outs spending life working on a map go"
:P
Dosy, you dont deserve an education.
In my opinion, Garry should kidnap you to
1. Rape Daily
2. Make maps.
Kgo.
Rape Daily, NO THANKS!
Make Maps, Alright :D
Forced to make maps while being raped, daily?
Sounds hawt.
lol,
I don't want to know what else you think sounds hot....
And this is completely going off topic.
@Dosy
The map's so cool it's hot. Also you mimicked the ME shopping mall a bit? Looks good.
@Dool
I haven't had a chance ye to even take a look at your hands yet, sorry. The same with coding. The problem is, I should simultaneously be
- Coding the gamemode
- 3D-modeling a halberd for my IRL-friend's M&B mod
- Playing Final Fantasy VII
- Playing Final Fantasy X
- Playing Final Fantasy XII
- Checking stuff on teh nets (and usenet)
And guess what: I just decided to skip everything else and play Final Fantasy. But don't worry, I'll resume coding this week, hopefully :)
This is bit off topic, but where you place custom textures to make them to show in hammer?
I placed them into sourcesdk_content/garrysmod/materials but they dont seem to work
Custom materials are to be placed into the materials-directory of the game you are using (eg. SteamApps\<account>\garrysmod\garrysmod\materials\)
I placed them there too, Doesn't work. Ideas?
Both the vmt and the vtf?
Yeah
[editline]12:29AM[/editline]
OH problem solver, configuration was bit messed up
Oh and by the way im really waiting for this map.
First one was awesome :D
[QUOTE=esalaka;15691144]@DosyThe map's so cool it's hot. Also you mimicked the ME shopping mall a bit? Looks good.[/QUOTE]
Thanks, And yeah I had a look at the ME Mall (New Eden) before I started the one on the map and got heaps of ideas from it :D
Alright, Last day of school which means....
....I'm going to be working on the map all day in the next few days :D
Well hurryah up with eet >=(
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