[QUOTE=SpecialEffect;48130763]Improvements made! Criticism sought after![/QUOTE]
Great work. Though i hope that if added in-game it doesn't get the oldschool sound. Its annoyance is comparable to the frying pan. (God imagine that with a engineer only team D:)
creeping closer and closer to a release
[t]http://i.imgur.com/J2jLuAK.png[/t]
So i took notice of this mod now and it looks pretty interesting. I want to know if is possible to create mods for it, not actual content for it. Like custom HUDs, sounds and skins
[QUOTE=KayoDuck;48131990]So i took notice of this mod now and it looks pretty interesting. I want to know if is possible to create mods for it, not actual content for it. Like custom HUDs, sounds and skins[/QUOTE]
I don't see why not
[QUOTE=TheRealRudy;48133069]Keep in mind though, this mod is still pretty early in development, so alot can (and probably will) break alot along the way, exactly mainly custom HUDs.[/QUOTE]
I know, i think it would be useful sorta already get some mods so it can help the devs on the production. Is not official content but is useful to make the game more user-friendly in terms
[video=youtube_share;tqLRvdxA_uw]http://youtu.be/tqLRvdxA_uw[/video]
comments and criticism. Table, umbrella, rabio by sedimentarysocks. Merc by maxxy. Animation by hotpocket and arxin
He still pulls off from the radio a little too quickly, he should wait a second or two before pulling back, its a little un-natural looking as old radios like that are never 100% one the spot for a good connection.
Also the quickness of how he settles into his resting is a little weird too, hes not gonna fall asleep in 4 seconds to not notice the hat being shot off, you should have him at least acknowledge that it happened, by opening one of his eyes for a few seconds and then settling back in, perhaps in an even lower posture than before.
You should smooth at the camera movement at the end. Feels a bit too sudden.
I feel like the green merc falling feels a little bit too sturdy.
Maybe have one of the grenades bounce off the umbrella?
[QUOTE=OneFourth;48134309]
comments and criticism. Table, umbrella, rabio by sedimentarysocks. Merc by maxxy. Animation by hotpocket and arxin[/QUOTE]
I think having him do a small stretch before settling into a comfy spot like kibble said would be a lot better.
The camera very noticeably jolts to a stop there at the end.
The hat falling seems too fast to be floaty imo. It doesn't look like a hat that would gracefully float down either. If there is supposed to be a sniper shooting it there should be a sound effect for it and maybe model a bullet hole into it.
I still think there should be a lot more background action going on. The green merc with the smg is great, but the grenades and flamethrower still seem rather boring. Have some mercs just a little bit visible behind the body pile with weapons. Not just a few grenades being thrown at no one, and then a flame thrower being aimed at no one. I'd like to see the sleeping merc be in the middle of a fight, not be one of 2 alive mercs in the entire video.
The start of the movement on the green merc still looks like it's stepped key frames and not spine or linear. The camera movement still isn't smoothed out at some points and the flame thrower particle still isn't moving and is causing a lot of visual noise. I'd put someone running through it while on fire, otherwise it's just some guy sitting there pulling the trigger just barely out of range on the red merc. For the arm movements I'd put just a little bit of tiny movement a few key frames before so it doesn't look quite as jerky moving from a blank key to an animated one. Splining it between an earlier minor key and then the major arm movement I think would benefit the animation greatly.
[B]
EDIT:[/B] Also the green merc and the sniper shot sound is bit delayed. I understand that light travels faster than sound, but this can't be a sniper shot at more than 100 meters for his head to [I]literally[/I] explode. Also, since this is a hit scan game I wouldn't have the green mercs reaction to the sniper shot as early as it is. He would be hit before he would have had time to react.
You should have the hat get blown off when the rocket passes. Kinda weird how it just floats off by itself even if its from the wind.
Should we add team-colored fists to match with the old bucket icons? I'd gladly do green and yellow.
[QUOTE=Gsilverleaf;48134987]Should we add team-colored fists to match with the old bucket icons? I'd gladly do green and yellow.[/QUOTE]
I think team colored fists would look garish
[QUOTE=Gsilverleaf;48134987]Should we add team-colored fists to match with the old bucket icons? I'd gladly do green and yellow.[/QUOTE]
[QUOTE=LondierX;48135132]I think team colored fists would look garish[/QUOTE]
Team colored could possibly work if it was a mute team-tinted brown, like soldiers pants. But it definitely wouldn't work in full team color like the old bucket icon.
Here, you shoud animate Green Merc's arm to simulate recoil.
[IMG]http://i.imgur.com/XNtBWTj.gif[/IMG]
[QUOTE=Gsilverleaf;48134987]Should we add team-colored fists to match with the old bucket icons? I'd gladly do green and yellow.[/QUOTE]
Or just update the bucket icon to not use team colored fists.
[QUOTE=Agameofscones;48134672]The start of the movement on the green merc still looks like it's stepped key frames and not spine or linear. The camera movement still isn't smoothed out at some points and the flame thrower particle still isn't moving and is causing a lot of visual noise. I'd put someone running through it while on fire, otherwise it's just some guy sitting there pulling the trigger just barely out of range on the red merc. For the arm movements I'd put just a little bit of tiny movement a few key frames before so it doesn't look quite as jerky moving from a blank key to an animated one. Splining it between an earlier minor key and then the major arm movement I think would benefit the animation greatly.
[B]
EDIT:[/B] Also the green merc and the sniper shot sound is bit delayed. I understand that light travels faster than sound, but this can't be a sniper shot at more than 100 meters for his head to [I]literally[/I] explode. Also, since this is a hit scan game I wouldn't have the green mercs reaction to the sniper shot as early as it is. He would be hit before he would have had time to react.[/QUOTE]
The sound's a bit messed up since I was told it was going to be done in post. The green guy isn't reacting to the sound of the gunshot, so sorry about that
Edit: While messing with the green guy's animations his head started disappearing when it shouldn't be and I can't fix it. Whoops.
[IMG]http://i.imgur.com/AzY5ffo.png[/IMG]
ship it
[QUOTE=PresidentDomo;48134785]You should have the hat get blown off when the rocket passes. Kinda weird how it just floats off by itself even if its from the wind.[/QUOTE]
its still being shot off with a sniper like in previous versions
I would think it would make more sense if someone was sneaking up behind the relaxing merc and the sniper shot both him and the hat.
[QUOTE=OneFourth;48134309][video=youtube_share;tqLRvdxA_uw]http://youtu.be/tqLRvdxA_uw[/video]
comments and criticism. Table, umbrella, rabio by sedimentarysocks. Merc by maxxy. Animation by hotpocket and arxin[/QUOTE]
If you're gonna make a sniper shoot the hat off his head, I'd also suggest using the vapor trail from a Machina shot.
[IMG]http://i.imgur.com/EJjq2cj.png?1[/IMG]
[IMG]http://i.imgur.com/AL9IPwj.png?1[/IMG]
[IMG]http://i.imgur.com/n4QTAPR.png?1[/IMG]
Hasn't been any posts in almost a day, so I thought I'd share some more WIP screenshots of the DM map I'm working on.
Killfeed!
[T]http://i.imgur.com/UV6gZik.jpg[/T]
Currently only tracks NPC->Player kills. And there're no kill icons for HL2 ents. Anybody wants to draw them? Or should I just use icons from Kilburn's gamemode?
So, is there a specific time of day where people are actually playing the game like NeoTokyo, or is it just a crap shoot? Last time I played with people, which was earlier this week, the max number of people on the server was five. On 4ort. Needless to say, great map, not enough people. Should those of us not actually developing anything, personal reasons being I lack the ability to unless you feel you need another 2d artist, be trying to get the hype up again? If so, how exactly should we do that?
There could be group announcements for everyone to start playing if they want when the group shows a sizeable amount of people online like Jaykin Bacon does.
[QUOTE=Pretentious;48145050]So, is there a specific time of day where people are actually playing the game like NeoTokyo, or is it just a crap shoot? Last time I played with people, which was earlier this week, the max number of people on the server was five. On 4ort. Needless to say, great map, not enough people. Should those of us not actually developing anything, personal reasons being I lack the ability to unless you feel you need another 2d artist, be trying to get the hype up again? If so, how exactly should we do that?[/QUOTE]
Speaking of Fourt… If you've got the time on your hands I'd love it if I could get some Green and Yellow recolors of the Blu team metal paneling, some of the Red team tinted wood (for YLW), and the colored tile flooring that's used in the intel rooms of Teufort. I plan on making the intel rooms spytech, or part spytech. Like Red spawn with the facade blending into the Spytech locker/respawn room. Those textures would come in handy for such an operation, not to mention GRN and YLW have very very very little in the way of assets right now. You'd be doing as all a boon.
[QUOTE=gamez7;48144282]
-snip-
Hasn't been any posts in almost a day, so I thought I'd share some more WIP screenshots of the DM map I'm working on.[/QUOTE]
Interesting work. The first screenshot of the brick room desperately needs either some texture variation (Vertical support beams running up the walls) or some decals/overlays. The roof in their is pretty cool and not visually distracting (at least to me). The same cannot be said for the final screenshot. That cliff area is all over the place and is very visually noisy. I'd take some visual pressure off that area and refrain from mixing those soho ramps on the outdoor environment. They don't really fit the natural feel of that area. Those cones could stand to become prop_statics (if they aren't already) and have them set without a collision box (or have the debris flag enabled) and done justice with static prop world lightmaps via VBCT (Valve Batch Compiler Tool). Although those shadows can break lighting in areas if you do use them. The lights on the catwalk area should be either toned down, or turned into light_spots with a super dim light entity for ambient light.
Also, looks like you're completing an early artpass before finishing layout. I do this as well with my Garry's mod maps, but this is an online shooter, not some dinguses running around as cans. Avoid getting too invested in the detailing, as you could be over looking something big gameplay wise.
Next time share the bsp, I'd love to take a closer look and help out where I can.
[B]EDIT:[/B] One last thing, when are we going to get official GRN and YLW computer walls, I've been using someones recolors, which have consequently failed to find themselves in other peoples game files producing wonderful missing textures on my map(s), and probably anyone else who has been developing GRN and YLW maps. Unless of course we do have said textures and I'm just missing out on them for some reason.
Hey, so I actually just made an account to post this question here, but I followed all of the instructions to install this (I've actually have had this up and running before just fine) but everything seems to be in order except I don't see a .exe file anywhere and it is not showing up in my steam library as it's supposed to, any help? Thanks.
Sorry, you need to Log In to post a reply to this thread.