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Thread: What are you working on RIGHT NOW - T1/2 Dromed Edition

  1. #3301
    Member
    Registered: May 2005
    Location: Shenzhen, China.
    Quote Originally Posted by Sliptip View Post
    Thanks! I'm trying hard to get it to beta soon!............

    You went to Beta 3 years ago ?
    What happened to TFP (it has it's own acronym it is so infamous) ?
    I've been out of the forum over a year now. Did it get released ?

    And what happened to all Sliptip's other projects ? Are they all dead ?

    I'll probably check back to see if there's a reply in a couple of months :-)

  2. #3302
    Member
    Registered: May 2002
    Location: Toronto
    Final beta testing today buddy - TODAY!!!

    No really, I'm serious. Today.

  3. #3303
    Yep, he's serious. We just need to replace one sound effect and update the readme!

    I on the other hand, need to go to work right now.

  4. #3304
    That's great news!

    I myself must remember to check my csg.log more often. 1 or 2 weeks ago I did and all of a sudden I had 13(!) warnings about not being able to grab coplanar cases. I went through all my brushes one by one and discovered a number of unsnapped ones (some regarding to location and some to rotation). They must have gotten that way after I copied and rotated them as multibrushes, but forgetting to check the individual brushes afterwards. I still had 13 warnings, though, but at least I got the unsnapped brushes fixed.

    I've been putting off fixing those warnings for a while now, but right now I'm having big problems building what I want, so I decided to fix those warnings once and for all. I first found 7 of them in one single spot where I had built a waterfall out of way too many complex floods and evaporates, so I simplified that a lot, and then had only six warnings left.

    Right now I'm going through each area brush in search for more warnings: I found 2 in one area and was able to fix one of them and am working on pinpointing and fixing the other. After that I will have to find and fix 4 more warnings.

    Hopefully I will be able to build what I was trying to build after I've fixed all the warnings, but if not, then my time still haven't been wasted, even though it means that I will have to rethink the new stuff.

  5. #3305

    Oh no, there's a rift in the space-time continuum!

    I just have to share this, before I delete it:


    I built a nice river with a small lake forming beneath a series of waterfalls. Everything was fine when I did complete processing on only this area, but when I tried to process the whole level, pathfinding got stuck on "walls & cliffs" (before I added the river part, pathfinding took at most a minute to complete). I spent two full days trying to fix it without success (and I tried damn almost everything I could think of) - in fact it even got worse:



    See that black polygon? That's a hole into the solid void. When I moved up close I noticed that I could go through it and got a backface checks count that could have fed a whole army of backface check gnawing creatures:



    Oh, and yes, the number of rendered polygons got a bit high too...

    In the second screenshot I had replaced the lake with solids and pahtfinding actually finished and everything could have been fine if not for that interesting hole into the space between spaces. I could spend a couple of more days on this - and maybe solve it, but chances are that I will just move on and delete the whole river/lake-part and make this valley a lot smaller: I need to lower the cell count anyway. This valley was supposed to contain a small Pagan village, which is why I made it so big.
    Last edited by qolelis; 3rd Nov 2010 at 12:37.

  6. #3306
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    Just added the objectives to the last mission of my series.
    http://whoopdedo.org/doku/society/r_...g_fan_missions

    The problem with anything fictional with no fixed deadline is that one never quite knows when it's done.

  7. #3307
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Wow, congrats, Robin! Does that mean it's about ready to enter test?


    And by the way, if you ever decide to update All Torc, I'd like to redo the voice lines I did for it. I have a much better mic and more experience now.

  8. #3308
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    Not quite. I still need to add a mini-mission to end the main story, but I haven't decided whether the player will have any freedom or it'll just be a camvator mission.

  9. #3309
    It seems that more and more people are working on campaigns now: Off the top of my head I can name LarryG, GORT, Yandros & Moghedian, R Soul, myself... (Did I forget anyone?) Is it just a coincidence or is it a trend?

    Anyway, I have now rebuilt my valley and the pathfinding is working again (together with everything else). Cell count went down to 27580 (from ~28500). Off to bed!

  10. #3310
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Don't forget Gaetane's Black Frog, it's a large campaign (5 missions, but the last two are huge and could count as two missions each). Technically, Sliptip and Digi's Fables is a campaign as well, being two complete missions. Also, DCE is now being done by me and Random_Taffer, Moghedian is on hiatus. But yes, there are quite a few campaigns in the works, and it's exciting!

  11. #3311
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Me too!

  12. #3312
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Lady Rowena as well.

  13. #3313
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Quote Originally Posted by qolelis View Post
    Off the top of my head I can name LarryG, GORT, Yandros & Moghedian, R Soul, myself... (Did I forget anyone?)!
    Shadowed Mayfield has turned into a two-parter (actually, three, although the third is only tangentially connected and will be released separately - it involves a library )

  14. #3314
    (Need I say more?)

    So, 7 campaigns (9 if counting the 2-mission packs) out of ~50 FM-projects (quick count in upcoming missions thread). I think it's a definite increase and both old and new authors are doing it, but maybe for different reasons: I know I started mine because I didn't know any better If I had known just a little more about DromEd when I started some odd years ago, I would never have planned my first mission to be so big and I would never have had to split it up into 4 (and a half). Old authors can do it, because they clearly know what they're doing.

    Thesis:
    You either have to know too little or too much to start working on a campaign

  15. #3315
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by qolelis View Post
    I know I started mine because I didn't know any better If I had known just a little more about DromEd when I started some odd years ago, I would never have planned my first mission to be so big and I would never have had to split it up...
    Um, , ditto. But committed.

  16. #3316
    I'm being committed too

  17. #3317
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements

    Schwaa's Skull Has Such a Headache

    Any forensic anthropologists around? I suspect foul play!

    SkullAx..jpg

  18. #3318
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Yeah, looks like someone has been up to some real skulduggery there...

  19. #3319
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    dump092..jpg
    in locus procul vitium scaena

    I think I'll see if I can do higher poly bones to replace the stock ones and match the Schwaa skull better. Those really don't look all that great ...

  20. #3320
    Quote Originally Posted by LarryG View Post
    I think I'll see if I can do higher poly bones to replace the stock ones and match the Schwaa skull better. Those really don't look all that great ...
    If you can stick very closely to the original style/shape, then I'd certainly appreciate updated models for the EP. At the time, I recoloured the textures to bit a bit more bone-coloured (since the palettised T1 colour was much too yellow), but didn't do much more with them. Remember we can use 1024x1024 textures now.

  21. #3321
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    I was planning one-for-one replacements, matched close in size and orientation, so that should work with the EP. I'll make two sets of textures, 1024x1024 and then reduced down to 256x256, so we'll have both. & I'll use Schwaa's palette so that they will all look right together. Oh, since the originals aren't really all to the same scale, I'll fix that so that when assembled into a full skeleton the proportions look OK.

  22. #3322
    Sounds good to me.
    Any chance to convince someone to make a model for the EP without me having to do any work.

  23. #3323
    I think DromEd is trying to tell me to stop adding terrain brushes now... I am kind of done, but I would like to spend my remaining ~500 cells on some decorations.
    Last edited by qolelis; 9th Nov 2010 at 16:35.

  24. #3324
    Moderator
    Registered: Apr 2003
    Location: UK
    Quote Originally Posted by LarryG View Post
    Any forensic anthropologists around? I suspect foul play!
    Where are you Tannar? He's the closest I can think of. I'd like to nominate myself to test every single one of these campaigns - they're all so yummy looking. Just wish I had reliable internet and I'd be knocking on all the doors!!

    So nice to think of so many good things to come.

  25. #3325
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Otto also works in forensics I believe.

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