• rp_destiny WIP
    1,373 replies, posted
are you planning on adding more worlds or for the moment finish the current once and release ?
Well, I finally updated the screenshots of the gateroom, which were partly from july.... The corridors and other stuff will follow over the next days. Also, [B]don't add me on Steam just to ask me for a release date[/B]. I'll from now on just block everyone who does anyhow. There will never be a fixed date. I will just one day open a thread in the release section and announce it here. [QUOTE=Ronon Dex;28144365]Is there any progress on this? This map is the only way I might start playing GMod again :P[/QUOTE] I'm busy with other stuff, but still working on it in some way or another. [QUOTE=DELTA440;28180197]the map is cool,but as a stargate rp map it will fail as rp cause there are no stargate rp gamemodes nor models i have yet to see an sg1 character, i have seen wraith darts and ships but have yet to see a wraith,let alone the aliens in sgu[/QUOTE] It's up to the players what they do with the map. Only because there is the rp_ prefix doesn't mean players can't use it in other ways, like machinima, construction or whatever. But there's also limited support for LS3/RD. For example, staying too long on the ice world would be deadly without preparing life support with a suit dispenser. The same applies to certain areas of Destiny... [QUOTE=Boba Fett;27810573]How are the texture's going on this map ? are you planning on adding more worlds or for the moment finish the current once and release ?[/QUOTE] I now try to concentrate on the brushwork, then models and textures/sounds in the end. I have to stop jumping around between different "construction sites". Off-world locations on release: Icarus Base, Eden (Forest), Hoth (Ice), White Sands (Desert), and either Temple or Exile (Wasteland)
nice update, thanks for updating the pics man and yea if you need any help with textures you know where to find me :]
Keep posting people! keep this thread alive!
Some progress on the control interface room: [URL=http://img228.imageshack.us/i/rpdestiny0005.jpg/][IMG]http://img228.imageshack.us/img228/8166/rpdestiny0005.th.jpg[/IMG][/URL] [URL=http://img580.imageshack.us/i/rpdestiny0000.jpg/][IMG]http://img580.imageshack.us/img580/7285/rpdestiny0000.th.jpg[/IMG][/URL]
[QUOTE=tikay;28326393]Some progress on the control interface room: [URL=http://img228.imageshack.us/i/rpdestiny0005.jpg/][img_thumb]http://img228.imageshack.us/img228/8166/rpdestiny0005.th.jpg[/img_thumb][/URL] [URL=http://img580.imageshack.us/i/rpdestiny0000.jpg/][img_thumb]http://img580.imageshack.us/img580/7285/rpdestiny0000.th.jpg[/img_thumb][/URL][/QUOTE] That's awesome :D Btw, does the consoles do anything special?? :D
[QUOTE=Crowngate;28326539]That's awesome :D Btw, does the consoles do anything special?? :D[/QUOTE] Should make it so if you press it in the incorrect order all the power goes out
[QUOTE=tikay;28326393]Some progress on the control interface room: [URL=http://img228.imageshack.us/i/rpdestiny0005.jpg/][img_thumb]http://img228.imageshack.us/img228/8166/rpdestiny0005.th.jpg[/img_thumb][/URL] [URL=http://img580.imageshack.us/i/rpdestiny0000.jpg/][img_thumb]http://img580.imageshack.us/img580/7285/rpdestiny0000.th.jpg[/img_thumb][/URL][/QUOTE] Looks much much better.
Core needs some editing, well allot of editing :/
Use the vore from CAP, and Increase the brightness comin from the lights by a bit and that room would be perfect!
Everything else looks so good. That core spoils it.
[QUOTE=bradhl;28340031]Use the vore from CAP, and Increase the brightness comin from the lights by a bit and that room would be perfect![/QUOTE] the one from CAP sucks and is not accurate vs the show. @tikay send me size i might redo the model and directly make it your map fitable.
screw the core lol im just waiting on the bridge and it riseing up :-P
[QUOTE=locutus_1;28364325]screw the core lol im just waiting on the bridge and it riseing up :-P[/QUOTE] meh or tikay needs to redo it him self or someone from cap, cbb to do now as i'm working on other project :p
[QUOTE=Crowngate;28326539]That's awesome :D Btw, does the consoles do anything special?? :D[/QUOTE] Nope. Not yet. [QUOTE=Rocket Man;28335135]Should make it so if you press it in the incorrect order all the power goes out[/QUOTE] Unlikely, as that would strain the edict count of the map too much. [QUOTE=Boba Fett;28353634]the one from CAP sucks and is not accurate vs the show. @tikay send me size i might redo the model and directly make it your map fitable.[/QUOTE] True, that core is ugly and totally unproportional. Thanks, but I rather fix my own one. [QUOTE=locutus_1;28364325]screw the core lol im just waiting on the bridge and it riseing up :-P[/QUOTE] What makes you think I'd make that? oO
[QUOTE=tikay;28388862]Nope. Not yet. Unlikely, as that would strain the edict count of the map too much. True, that core is ugly and totally unproportional. Thanks, but I rather fix my own one. What makes you think I'd make that? oO[/QUOTE] ohh just a hope and dream that you would :-P one can only hope
Good job man, Glad to see a decent stargate map Looks epic! Keep it up! :P
you add the Destiny interface chair at the map ?
[QUOTE=doryan22;28423523]you add the Destiny interface chair at the map ?[/QUOTE] Maybe, maybe not. But likely not in the first version.
[QUOTE=tikay;28388862] Unlikely, as that would strain the edict count of the map too much. [/QUOTE] Actually, if you name all of the light entities the exact same name such as "destiny_light_ents" then use an input to toggle them the edict count wont be significantly impacted. :D
Thanks for the info, but that's not true. :/ You gave me hope, so I tested the theory with a simple test map. Just a hollow cube, 1 info_player_start and 330 light entities. I compiled it two times. One with the 330 lights named, and the other one without names. Guess what. The ent count reported by cl_showents is higher by exactly 330 on the map with the namend lights. :/ Seems like it doesn't matter whether each one has a unique name or they share one. That is, if cl_showents is the correct way to get the active edict count.
[QUOTE=tikay;28511002]Thanks for the info, but that's not true. :/ You gave me hope, so I tested the theory with a simple test map. Just a hollow cube, 1 info_player_start and 330 light entities. I compiled it two times. One with the 330 lights named, and the other one without names. Guess what. The ent count reported by cl_showents is higher by exactly 330 on the map with the namend lights. :/ Seems like it doesn't matter whether each one has a unique name or they share one. That is, if cl_showents is the correct way to get the active edict count.[/QUOTE] You can always use some texture with light casting for some areas that won't be affected by such thing. Textures with light properties can save you tons of entities if used properly ;) .
We weren't talking about generic entities but those connected to edicts, i.e. dynamic, networked entities. The edict count varies in every game, because stuff like players, weapons, grenades, crossbow bolts, rockets and more importantly, SENTs count toward the limit, which is 2048. This also includes, among other things, physics and dynamic props, sprites, doors and named lights. If a 2049th edict is generated, the server/game crashes.
hmm, lets mod the source engine xD
Then you can't play it in gmod.
[QUOTE=Firegod522;28516537]Then you can't play it in gmod.[/QUOTE] -_- it was a joke don't get the "xD" on the end ?
Well here is the thing, you can actually mod the source engine to be able to do that. So there is no point in trying to make a joke about something that you can actually do.
I know... but cbb to go in disc about it... we'll the only solution i see is to reduce the number, and try to expand the effect to get somewhat the same effect with less resources. and if you rly hit the limit just call it a day and finish the map as it is.
[QUOTE=Boba Fett;28536157]I know... but cbb to go in disc about it... we'll the only solution i see is to reduce the number, and try to expand the effect to get somewhat the same effect with less resources. and if you rly hit the limit just call it a day and finish the map as it is.[/QUOTE] But if he hits the limit he can't finish the map. :c00lbert:
than he just releases a part of it... it would be stupid not releasing it.
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