"[i]Everyone of our death lasers is hand crafted by skilled Himalayan monks, who have been making them for over 200 years.[/i]"- [b]Line[/b], [i]Quality you can be sure of.[/i]
I love you lazermaniac. Rated informative for the intelligence you've gathered.
you do realise that Unmanned drones are going to have to be included now, spying on people looks too fun
also, BMDR? Ballistic missile defense review?
why would LDI bring hydroelectric generators to neptune
[editline]07:59AM[/editline]
[QUOTE=The Rizzler;24750349]you do realise that Unmanned drones are going to have to be included now, spying on people looks too fun
also, BMDR? Ballistic missile defense review?[/QUOTE]
bug microdrone, he said it in the post
[QUOTE=The Rizzler;24750349]you do realise that Unmanned drones are going to have to be included now, spying on people looks too fun
also, BMDR? Ballistic missile defense review?[/QUOTE]
Well...you could always wire it together.
But one of those things looks EPIC.
[QUOTE=lazermaniac;24725632][B][I]<*Insert Awesome stuff here*>[/I][/B][/QUOTE]
Absolutely fantastic! Can't wait to see more production, once again best of luck [I](its lookin' [B]REALLY[/B] good!)[/I] :dance:
You guys really need to make an official thread because this gamemode is really getting a good reputation and is getting properly recognized
[QUOTE=Instant Mix;24763759]You guys really need to make an official thread because this gamemode is really getting a good reputation and is getting properly recognized[/QUOTE]
When the time is right
Do they want this to become recognised early on though?
Hey guys, I heard you were mentioned on RockShotgunPaper.
[QUOTE=The Rizzler;24764842]When the time is right
Do they want this to become recognised early on though?[/QUOTE]
RPS. already recognized early on.
Link?
What? Really?
That's kind of cool if it actually happened.
so any of you guys gonna give mapping a try after frontier is released?
(not official frontier mappers I mean.) Think I might.
[QUOTE=Galoi;24842593]so any of you guys gonna give mapping a try after frontier is released?
(not official frontier mappers I mean.) Think I might.[/QUOTE]
Give me a better mapping software for source, and I will give you a map. I. [B]HATE.[/B] [I][B]HAMMER[/B][/I]
Don't diss Hammer. It might be a bit annoying and painful at times but you can do some awesome stuff with it.
Everyone always downs on how complicated it is to make content for the source engine. Valve's tools are optimized for large teams and whatnot, like the "pods" or whatever they call them in their studio. Not one person.
[QUOTE=LokiSan;24844195]Give me a better mapping software for source, and I will give you a map. I. [B]HATE.[/B] [I][B]HAMMER[/B][/I][/QUOTE]
It sure beats Bethesda's world editor (the GECK or Construction Kit or whatever you want to call it). But I agree, it could definitely do with some improvements.
Anything specific someone should know if they were to map for Frontier? Other than leaving room for the suit machine.
The shells are completely handled by the gamemode. You merely have to place a frontier_planet_env for configuring the environment (gravity, temperature, air density, radiation, etc) and a frontier_planet_vis for the shell (the entities and their names may be subject to change). The star is also handled by the gamemode, and also plays a somewhat big gameplay role, so be sure to place that in a good spot. Make a spot for a suit station and also a suit refuel station. There will also be environment brush-based entities with inputs for gravity, air, temperature, radiation, etc.
[QUOTE=DaApocalypse;24853650]The shells are completely handled by the gamemode. You merely have to place a frontier_planet_env for configuring the environment (gravity, temperature, air density, radiation, etc) and a frontier_planet_vis for the shell (the entities and their names may be subject to change). The star is also handled by the gamemode, and also plays a somewhat big gameplay role, so be sure to place that in a good spot. Make a spot for a suit station and also a suit refuel station. There will also be environment brush-based entities with inputs for gravity, air, temperature, radiation, etc.[/QUOTE]
Fantastic. I am actually wanting to map for this now. I'm quite interested on how things will turn out, so far it doesn't seem to complicated to map for Frontier. Considering that half of the stuff is done via the gamemode, like you said.
If anyone gets in contact with me and shows me some good screenshots/concepts of a map they've been working on, I can probably give that person/people the .fgd and perhaps we can work out some way for you to test the map with the gamemode.
Maybe.
Personally, I quite like hammer.
[QUOTE=DaApocalypse;24854768]If anyone gets in contact with me and shows me some good screenshots/concepts of a map they've been working on, I can probably give that person/people the .fgd and perhaps we can work out some way for you to test the map with the gamemode.
Maybe.[/QUOTE]
I strongly suggest you take him up on this offer, I did, and while my map has fallen behind other projects for the team I am excited to see it.
As for hammer, I go to this:
[I]"I see the source engine as a beautiful ornate chair with a spike carved into the seat; It looks great, it’s solid and it will last for a long time, it’s just a pain in the ass to use." [/I]
- Larolaro, Homewrecker designer, winner of the polycount contest.
That's pretty much accurate.
So what improvements would you guys like to see?
[QUOTE=Galoi;24867175]So what improvements would you guys like to see?[/QUOTE]
Does a release count as an improvement?
[QUOTE=Iziraider;24867271]Does a release count as an improvement?[/QUOTE]
I meant for hammer :P.
Fixing the bug in the 2009 version where you can't look around when the Texture Application Tool is open.
[QUOTE=Galoi;24867299]I meant for hammer :P.[/QUOTE]
How about fixing the fact that after a couple of hours it loses its "master pipe connection" or something and refuses to compile anything until steam is restarted. And the fact that the compile progress window freezes, so you can't see how fast your map is compiling, or if it's compiling at all. And fixing all the buggy entities like func_tracktrain, func_tankpulselaser, and the other numerous key values in other entities that do nothing or don't work properly. I can never seem to get the falloff values on lights to give me the effect I want.
And a larger grid and faster vrad would always be nice.
Source isn't designed for large maps, so I'm fine with the grid size. I tend to stick with making small interesting designs.
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