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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13851 Location: Hafnia
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 Goat City updated
New Goat City:
http://tnm.offtopicproductions.com/team ... _05_06.rar
Fully pathed and set up with NPC's and patrolling guards. Needs one more overheard to be written for the two dudes facing each other on the wooden patio.
I've set up as much of the Drain The Melk mission as I could, the rest is up to Shane. See bug #158 for details.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Sun May 14, 2006 10:05 pm |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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Jonas, where is the latest training map. You said you had a version where the camera path at the start worked correctly right? I tried the latest (read: only) one on the ftp and it was the same as mine.
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| Sat Jun 03, 2006 2:25 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13851 Location: Hafnia
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_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Sat Jun 03, 2006 12:29 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13851 Location: Hafnia
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So... Eric has left the team due to his impending divorce and his own mod. This leaves us in a bit of a bind.
I think our best bet right now is for me to start out by rearranging what Eric managed to do and then for Chris to take over and add the last parts
The NSC has:
A lobby, toilets, a basement, a security checkpoint, one - possibly two - administration areas, a cafeteria that more resembles a dining hall, two server rooms.
The NSC lacks:
A second checkpoint, a maintenance and storage area, a security control center, one more server room (easily copyable), a mainframe room, and a generator room.
Now... the two server rooms need to be moved from the first floor to the second floor, that should be easy enough for me to handle. We may need to duplicate the admin area, I don't know if it's large enough to provide the kind of gameplay we like, and I think some hallways with offices would be nice; again: I could do that.
Making the rest of the areas nice enough to fit Eric's style is beyond me though, so I'll need Chris for that. The map is still UEd2 compatible, so at least that will speed up the process a bit. I've already moved all Eric's custom textures to our own packages, with the texture replace tool in UEd2, it was relatively easy.
So yeah... this is gonna take a while.
http://tnm.offtopicproductions.com/team ... _06_06.rar
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Tue Jun 20, 2006 8:27 pm |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Jonasman, the slums map you uploaded is an incomplete archive, it's only 26kb or something like that.
And I was looking forward to testing it tonight:(
_________________ -Life does not snap to the x-axis
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| Thu Jun 29, 2006 2:35 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13851 Location: Hafnia
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Oh, I'm sorry. Well, I'm hoping to place all the enemies, the DXO guys, the triggers and stuff for the subway mission and the interrogation, plus Vavrek and Kevo and Midashand and getting Shane to write up the mission scripting to make it all come together... tonight. Then you can test it today instead
Still gotta write the convos for AJ and his lackies, but that should be easy enough to find the motivation for now that I can test it out in between writing it.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Thu Jun 29, 2006 7:25 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13851 Location: Hafnia
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Had to upload it FIVE FICKIN' TIMES before it finally worked. But now I think the entire file is up.
http://tnm.offtopicproductions.com/team ... _06_06.rar
It is full of enemies and triggers, but without our latest changes to the mission script and my latest conversations, it won't be a lot of use to you. You can check it out in the editor though, and see how I set up the patrols and such.
Tomorrow, I will finish the conversations and upload TNMText again, and I may try to implement some last MS functions myself if Shane doesn't get online to do it for me 
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Thu Jun 29, 2006 10:06 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13851 Location: Hafnia
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Chris:
HOLY CRAP!!
Aww man, I'm running out of superlatives, I think I spent them all on your recreation of the WorldCorp lobby
This DXE lobby is amazing, it looks completely different from anything I've ever seen in Deus Ex, I don't know how you did that. It kinda reminds me of Max Payne, only it will be so much cooler because it's part of TNM, of course.
I have but one request: Make it brighter. It's really extremely dark, if you could just place some large-radii lights in the middle of the lobby so it gets a more reasonable brightness, that'd be an improvement, I think.
You may consider adding a receptionist desk in there somewhere, I don't know. And we definitely need a sign with a list of what to find on the different floors, I'll get right on that.
Great work!
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Fri Jul 21, 2006 11:56 am |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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DXE is awesome! Excellent work Jonas and Chris! You've turned a weird, unfinished level into something quite awesome
I really wish we could nail down the reason none of our NPCs will attack without you attacking first, though 
_________________ -Life does not snap to the x-axis
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| Wed Aug 09, 2006 3:20 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13851 Location: Hafnia
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Hey Trest, I'm glad you like DXE. Yesterday, by request from Shane, I replaced all the auto-opening doors with buttons and added a ladder from the floor to the catwalk in the lowest area near Carone's office (a great idea from Shane, which makes the area a lot less linear and gives the floor an actual purpose outside of mere decoration). I also turned the empty room down there into a storage room for dangerous chemicals (turns out DXE has Chemistry courses too  ).
I still got a few things to do today when I get home, such as making a non-helmet version of the CSI guard, who can't take quite as much damage. I'll also make both guards GenericPawns and implement random face skins for them so they don't all look alike.
When I've done that, I'll upload the map, and then all that's left is for you to create the elevator in the storage room and the elevator from the lobby; Chris didn't want to mess with UEd1, and his CE package isnt' compatible with UEd2. And I just never figured out how to make Carone Elevators work
You may also want to improve a bit upon the lift that goes to the bottom level, it's kinda haphazard right now.
Oh, and lastly: A question. Do ALL our pawns not attack you before you attack them? Or is it just the CSI guards who (don't) do this?
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Wed Aug 09, 2006 6:35 am |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Hmmm, i tmight just be the CSI guards, I'll have to test.
_________________ -Life does not snap to the x-axis
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| Wed Aug 09, 2006 12:59 pm |
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ZeroPresence
The Nameless Mod
Joined: Mon Oct 17, 2005 7:29 pm Posts: 591 Location: Florida, USA
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_________________ Sheeki-deeki quack quack.
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| Sat Aug 12, 2006 9:14 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13851 Location: Hafnia
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I'm having a lot of trouble with the Goat City. I just ripped out a bunch of NKM's borky intersected geometry and replaced it with similar but much more correct brushwork, but now the editor freezes when I try to redefine the paths. I would appreciate it if somebody could download the map and try to redefine paths:
http://tnm.offtopicproductions.com/team ... 9_9_06.rar
Thanks.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Sat Sep 09, 2006 12:56 am |
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ZeroPresence
The Nameless Mod
Joined: Mon Oct 17, 2005 7:29 pm Posts: 591 Location: Florida, USA
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I fixed this problem, no one needs to worry about it. 
_________________ Sheeki-deeki quack quack.
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| Sun Sep 10, 2006 4:31 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13851 Location: Hafnia
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I can't believe this. The forums ate my fucking post. I wrote this whole damn thing last night, right here, and now the post is gone! Bah, well here we go again.
Ahem.
I've uploaded a new version of the Goat Templae.
http://tnm.offtopicproductions.com/team ... 0_9_06.rar
I've used a couple of new things most of you won't have. First of all, you'll need the gold toilets to even open the map. Since Shane hasn't imported it into TNMDeco yet (or rather, he did so very recently and has not yet uploaded a new version of the package), you can download it seperately here and compile it into the package yourself, assuming you know how:
http://tnm.offtopicproductions.com/team ... oilets.rar
There's also a new conversation and a couple of new text files in that you won't be able to see unless you have the latest version of TNMText, uploaded last night. You can get that here, but the map will open without it:
http://tnm.offtopicproductions.com/team ... _v0.43.rar
And lastly, I made a new door texture for Athena's apartment, with her name on it, but I haven't updated TNM_Core_Tex yet, so until I do (I'll wait until it has a few more changes), the door to that apartment will be missing a texture. It won't prevent you from opening the map though, just don't save it and send it back to me, heh
Anyway, it's embarrassingly close to being finished, but I need to fix a few things before it's completely done:
- I need to find a way to lock the valve that opens the fence gate to the maintenance room. The current solution is hacky and glitchy. Thanks Shane.
- I need to make the two sets of lasers reactivate 10 seconds after you disable them. Thanks DDL's HDTP demo map.
- I need to script DT's hologram.
- I need to script the fight with Athena for mission 22 (post-duplication).
- I need to make the guard of the restricted area hostile if you multitool the keypad (I thought bHateHacking did this, but apparently not).
- I gotta place some cameras throughout the restricted area controlled by a security computer in the security checkpoint outside the pyramid room. Thanks me.
I think I'll need Shane's help with pretty much all of that, except #3, which I can do myself if necessary, and #6, which is a peace of cake. I'm afraid #1 may require a new valve class, but so be it. I have no clue how to fix #2, but hopefully Shane will have an idea.
Check it out, play around, and if you have any suggestions for how to improve the gameplay flow of the map, don't hesitate to post them here. Also, if you think the entire restricted section should be inaccessible until you get the mission to assassinate Athena in M22, tell me. Personally, I want to let the player break in as soon as he wants, but Shane thought tthe map seemed too empty when you didn't have a mission there. I'm open to suggestions.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Sun Oct 01, 2006 12:09 pm |
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