• RP_Planetfall_V2 WIP
    881 replies, posted
CarHead! You is backz.You should read alot of Mod's posts here, they are almost entirely ideas for the gamemodes. 99.9% infact, 0.1% humor or unrelated shizzle.
He's remaking the GM like it used to be, fairly basic but fun as hell. Portal will still be developing the NEW one which will be very different, HeadButt is being nice and making something for us to mess about with and have some fun :D
I promise zombie invasions again as well >:)
Woot!
Its all your fault, Kaffo, just like the old days
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I think it would be truly epic if you addded spacebuild and made it space up around the ship with a permanent atmosphere inside the ship unless the core is ejected. Probably unrealistic, but oh well/
You have like 2 posts about stargate, so it is therefore unrelated shizzles.
We're already planning to move most of the map-based logic systems into lua, but the main two problems I'm facing right now are vertices and lights. Lights I can simplify, verticies I can reduce to an extent, but it reaches a point where I can't reduce it any further without either breaking the lighting or making things look bad. People have been begging me to make a space version of PF forever. Just PF in space with a couple of planets would be easy enough. Even making the atmosphere vanish when life support is turned off/the core is dumped would be easy. I'm just not convinced I want something as complex as SB cluttering up PF. I mean, you would need a whole life support system just to go from the ground to the ship, which kinda screws with some of the fundamental ideas of the map. I might do a fully-in-space one at some point.
Position it over a planet so that the drop pods fall right down to it
I think Headbutt's post broke the thread :P Common people, talk :D
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I was moving from Arizona to Colorado.....
[QUOTE=Mod;15719684]It didn't but after he posted I didn't feel like whipping up another batch of suggestions... IMO SB in PF = LAG, so no imo... :([/QUOTE] Yeah....thats a good point lol
Wow, my first post that didn't destory all conversation :D Also yes PF in SB will be a lag-a-thon XD
I had personal problems.
I'm just plain lazy. Speaking of which, I now have about 2 weeks to get roughly 1/4 of my units finished for college. In other words, I need to do what is technically 6 months worth of work in 2 weeks. It'll be no problem, but there's no way I will have time for anything else really...
Ah, you lazy you.
Best let Shadow work guys. And once again, posting from my moms phone.
OMG, WANS NOW LOL dude i loved 1.6, keep it up cant wait :D
1.6 is one of the oldest versions. Everything has only gotten better.
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Yes but the newest working version is so much better than 1.6, and its about half a map too. It has everything that 1.6 has, plus more, plus it doesn't lag as much. Therefore better. :dance:
A map is never done. It may look done, but once it looks like that, new stuff has been released.
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i've read thrugh the last 12 pages and this map sounds amazing, so cud someone please post the ip, since someone mentioned thad the ip changes.
I can't get at the IP right now, but you can just search for servers running rp_planetfall maps because that's the only one. When I get on the other computer (which has steam) tomorrow, I will drop the IP here. [B]Edit:[/B] Ok, here's the IP: 78.143.252.49:27028
thank you very much, and have fun with the map and hammer ;)
[QUOTE=superko;15870049]thank you very much, and have fun with the map and [b]hammer[/b] ;)[/QUOTE] Haha have fun with Hammer, as if that will ever happen XD
Ok, I admit, I haven't worked on it in quite a while for three reasons: 1) EVE Online 2) Overlord 2 3) Valve screwing up hammer But I have worked on it the last couple of days. Longish story as short as possible, I decided to make a very old wreck of another PF class vessel, mostly burried in the crater. I copy-pasted the majority of the structure from the current ship, spent several hours making the lanscape around it look half decent (its still not finished), and then discovered that it wouldn't compile because there were too many brushes. Not wanting to lose all the hard work spent on the terrain, I began modifying the structure, mostly using displacements in the place of walls etc. About 4 hours of solid work later, there were 2 direct roots from the surface, through the ship to where the escape pod bay would normally be. All additional parts of the ship which could no longer be seen were removed. There were still too many brushes, so as an experiment I removed the entire back half of the wreck (which wasn't yet being used), and it still wouldn't compile. Finally, I removed the laser things from the wall around the ground base, and FINALLY it compiled. I haven't run it with lights yet, but the wreck so far works just fine. Ok, so maybe not as fast as possible, but not too bad. There's still lots I want to do with the wreck, but the basic layout is there now, the next step being to connect that to the current tunnel system. However, I am getting increasingly concerned about the limits imposed by the Source engine. For once, it's not the entities though. Well, not exactly. The entity limits seem to be pretty flexible, but currently I'm also pushing the brushes, vertices and lights to their maximums. This means that from now on, the more I add, the more likely it is that I will have to take things out. After having a quick think about the problem, I realised two things which will be sucking up a lot of brushes without really needing to. First, the walkway from the ground base to the fortress tower. For those who haven't seen it, it's a very pretty walkway with windows and a curved roof and it's all very nice. It also eats up dozens of brushes. I may be able to reduce the number without removing it, but I may have to completely rebuild it to be more simple. Second, the escape pods. The current design simply won't work. Well, obviously it does, but they take up something approaching 50 brushes each. When you consider that there are about 10 pods, and the outside of Planetfall itself probably takes no more than about 250 brushes (possibly less), thats a hell of a lot just for escape pods. The only way I can think of to reduce this without making incredibly ugly pods is to remove the current ones and bring back the larger, group drop pods. Now here I have several choices: 1) They respawn shortly after landing, just like the single ones. It will look bad, but work easily. 2) Shortly after landing, they fire an engine and fly themselves back up to the ship. Looks better but is a little harder to make. Plus it won't be a physbox (it will fly along a set path) 3) Once the pods land, they can be used as small bunkers or house type things. They will remain there until either someone in the pod sets it to return, or someone on Planetfall recalls it (can be cancelled from inside the pod). Again, it would fly along a set path, but look better than instant teleportation, as well as giving the pods a use other than reaching the ground.
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