• RP_Planetfall_V2 WIP
    881 replies, posted
Guess from now on it will either be early week nights or saturday/sunday during the day.
Ohh kaffse missed the 2 man event :( I was away since wendsday with my dad away up north, so I havn't been around :P
My servers done with it and back to desert map...sorry. [b]KING OF PAGE 10 AWESOME[/b]
sorry? Point being, we had a total laugh today on the PF server, I was crying with laughter. If you guys see anyone on the server, even one person, have a lookse to see who it is and come and join! Really it's a great laugh, quickest 5 hours in my life :D.
What were you laughing about then?
For one Headbutt strapped enough thrusters onto the gm_mobinex train to make it go 230% its orignal speed, and for two I had slapped a 2 second made sled on the back attached by elastic and then put a cam on it. So we ended up sitting there laughing at the sled getting throwen around and the train flying around the track. Also I don't know how but appertly my post's break the thread 0.o But yes, Shadow is mapping puzzlar part 2 atm so we are busy testing that when he makes that, and hopefully progress on PF will continue in comming weeks/months when he "gets back into it" :)
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There's already a weather system on one of the newer maps. Shadow showed me. It is truly awesome!
[QUOTE=Mod;15422329] -P.a. system (of course) the captain of the shippy stands near the p.a. thingamawatchamacallit, and types "/pa Lolllolol, everyone evacuate to the main menu" or something like that. :suicide: :hurr: -along with your gamemode, limited talk radius, and limited typing radius. -teams (ground pplz (rebels/outcasts?) and shippy pplz)) ((pardon my chatspeak :ninja:)) -Hurr hurr cash system of course! Trades for tours, genetic enhancements, natural ability enhancements, whatever, ect, blah... Sorry if these are ill specific! ^-^ I am tired atm :P (more?)[/QUOTE] Ok I do like these ideas, but most of them are going into the gamemode already when portal gets up and starts working :P I do like the pa system, thats clever and makes sense and we never really thought of that one, thank ye. We are planning a radius as far as I know along with mic radius too ;) Erm there are teams in V2 you seem to be a little mixed up with V1 and V2 cos there is ALOT more you are missing XD Cash is gonna be what the civ's live off of. They will trade and work for the cash, we are trying to work out the EXACT way marines make their money but it will have something to do with "protecting". Thanks for your ideas and support though, but please play V2 on the server and have a lookse at what we have done ;)
[QUOTE=Mod;15422329]-Make it so when your repairing sabotaged wires theres a progress bar nearby so you can see when they are repaired. -If the coolant is turned off or sabataged or whatever, have arrows pointing to the shortest way to go from the player with the class "engineer" to the coolant room to deal with the crap of the coolant stuff. :v: -after you dump the initial core you can get a quick replacement, maybe you could also try to salvage the dumped core for parts and add to the second core for better power output. -Radio communication with a squad that you sent to the planets surface! <3 -random weather events on the planets surface. (dust storms, fog, ect.. lol) -for the teleporting becons, a charge display to let the users know how many charges there are left till they use it and get stranded. -maybe a way to teleport the beacons back up to the planetfall base after they are dropped. -maybe only allow the engineer access to the old sector if its still gonna be there. -add more non-annoying secrets. like alternate routes, passageways, escape tunnels, ect.[/quote] V2 is remade from scratch, so certain things may/may not apply any more (I'm not certain yet). Specifically repairing wires. Coolant will probably still work, and certainly having some sort of direction system could be useful. There's going to be a second core you can get, and the ship can keep running without a core for a short time. I'm not certain what I will do with the destroyed core yet though. Any form of none-standard communication (type and it goes to everyone) will be pretty much up to Portal (the scripter). As nardix said, we do have basic weather effects (they are very cool). I haven't decided if I will use beacons again or not, but if I do and they have limited charges, I will make a display. A return function would also be likely, and they would probably auto-return when they run out of power (backup battery). A full-blown old sector is unlikely, but there will be much more useful maintenance tunnels (useful for hiding in). What do you mean by non-annoying? You mean like the ones into the CC were annoying? [QUOTE=Mod;15422329]-P.a. system (of course) the captain of the shippy stands near the p.a. thingamawatchamacallit, and types "/pa Lolllolol, everyone evacuate to the main menu" or something like that. :suicide: :hurr: -along with your gamemode, limited talk radius, and limited typing radius. -teams (ground pplz (rebels/outcasts?) and shippy pplz)) ((pardon my chatspeak :ninja:)) -Hurr hurr cash system of course! Trades for tours, genetic enhancements, natural ability enhancements, whatever, ect, blah...[/QUOTE] Again, the PA system and altered talking will depend on Portal. Teams are already in place (Marines, Rebels and Civilians (no, the civilians will NOT be a bunch of wussies that JUST play RP, they will be awesome)). Cash system is almost guranteed. Enhancements could be cool, but depend on various things.
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Permaunbanned? I.e, he was banned and was unbanned? So how did he post if he was banned? Anyway, keep up the good work, map looks awesome etc etc.
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It's a fake event tag.
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You like zombies don't you 0.o Also WHERE ARE YOU GETTING THESE IDEAS??!! I mean by the gods, that is ALOT of ideas for one dude who just appeared! I'm going to do the responibal thing and let shadow anwser :P
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Ok... I'm NOT replying to each of those ideas. Basically though, I like a lot of them. NPCs are unlikely. But I will put in pretty much as much as I can. Oh and for the CURRENT weather system, the weather only changes when an admin uses certain commands. The current weather types are: Sunny Rain Storm Cloudy I know Portal is hoping to improve the actual appearence and functionality of them, as well as the transitions because at the moment it's a little dodgy (especially going from rain/storm to sun. It's also going to be randomized, POSSIBLY with a weather control station/system either on PF or in the ground base. [B]Map Update:[/B] In an attempt to discover why the map was crashing exactly, I compiled b4-2 without VRad or VVis (fullbright, among other things). In this state, it worked fine, which leads me to believe that the lighting is too complex. This gives me a place to start, so I will begin optimizing the lighting in the map as much as I can. Unfortunately when I started work on PFv2, I didn't know much about lighting optimization, just every other kind, so it will take quite some time (I will actually have to re-build the entire exterior hull, as well as much of the interior). I will let you know if I get it to a point where 4-2 runs with lights.
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Okay, I'm going to make a text file and copy-paste all your suggestions into it, delete the ones I won't use (things like the city on the ground cause there already is one and 'no cars', cause that isn't really a suggestion), and then if/when I get a chance to implement them I can tick them off. Plus you will get stack loads of credits.
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That's cheating - you put more in without making a new little section... I think XD Also, the lights problem which is causing the map to crash is <I think> that there are simply too many. The problem that stopped me making all lights on PF toggle on/off before <IS> because there were too many lights shining on a single brush. Basically, the exterior hull of the ship is made up of massive brushes which cover all 5 decks. When you have lighting from 5 decks shining on that 1 brush, it confuses Source, especially if you make them able to turn off. Unfortunately, fixing this problem requires making a seperate brush for each deck. Why is this unfortunate? Because that will increase the number of vertecies I've used, which is already at 90%. While I already have 180% entity memory, I'm not certain whether or not you can ignore the vertex limit in the same way. [B]Update:[/B] Excellent news! By reducing the number of lights considerably (by repositioning and resizing them), I've got the map to work again! Of course this does imply that if I continue adding more areas and more lights, the same thing will happen again, so don't be suprised if lighting in the final version is a little... odd. I will have to make more areas dark (no/very little light), and some areas may need 'bad' lighting (like 1 massive light to cover a whole room rather than lots of small ones).
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You have really good idears, Mod.
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One thing I picked out from that last set of ideas is that IF planetfall did have vents large enough for players to move through, they would just run through the maintenance tunnels. But if I were making a high-tech futuristic ship and had ancient alien technology at my disposal, I'm sure I could find a way of just compressing air, sending it through tiny tubes/pies and then decompressing it before I released it into the ship. That way you don't have to waste space on vents :P
Sending it through pies? Would that even work?
[QUOTE=rookieroo24;15488204]Sending it through pies? Would that even work?[/QUOTE] HAHAHA NICE ONE! Hehe Shadow you just got owned ^^
Yes. Yes he did, didn't he? Im sure he ment pipes though...
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