Report.
Gametype - Done,
New almost-no-HUD - Almost done. Need's a lil tweeking.
Dialog scripts - Almost done.
First map in development, ISV-Dragonfly. Concept and geometr almost done and planning.
End map - Complete.
New music - 1/3 done.
There're gonna be 3 small maps, 2 very similar, and fourth map is the ending map.
Screenshots of staircase leading to the bridge and of the outside ship.
[ut] ISV-Dragonfly
- Shivaxi
- Gilded Claw
- Posts: 1916
- Joined: 24 Jun 2008, 19:51
- Location: Behind You! =P
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Subject:
Post Posted: 24 Jun 2009, 17:07
holy crap...you've come a long way in the short amount of time dude..those shots look excellent!
http://img836.imageshack.us/img836/9950/shivavatar2.jpg
Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.
Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.
- Raven
- Skaarj Warlord
- Posts: 807
- Joined: 12 Nov 2007, 09:39
- Location: Nørresundby
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Post Posted: 24 Jun 2009, 18:46
Nice stuff .
Madness, as you know, is like gravity…all it takes is a little push!
http://turniej.unreal.pl/portfolio
http://turniej.unreal.pl/portfolio
- Hellscrag
- Founder
- Posts: 4007
- Joined: 11 Nov 2007, 19:14
- Location: In a random access memory of dreams
Subject:
Post Posted: 24 Jun 2009, 19:24
Very quick.
Regarding the music, yes, you may have to use an Oldskool gametype to avoid the menu music coming on... so, when coding your own gametype, extent singleplayer2 rather than singleplayer.
Actually, Deja Vu doesn't use it. Deja Vu uses olroot.null. I try to be consistent.
Regarding the music, yes, you may have to use an Oldskool gametype to avoid the menu music coming on... so, when coding your own gametype, extent singleplayer2 rather than singleplayer.
UBerserker wrote:Disregard what I said then. Still, DV and other packs have it!
Actually, Deja Vu doesn't use it. Deja Vu uses olroot.null. I try to be consistent.
Life is what you make of it.
- Z-enzyme
- White Tusk
- Posts: 2136
- Joined: 13 Nov 2007, 20:01
Subject:
Post Posted: 24 Jun 2009, 21:36
Hah... Wait till you see the first maps' gameplay. Not a single shot fired and a lot stuff to be done.
IF I'll manage... Triggers, triggers everywhere...
Edit:
Couldn't resist.
Small music theme.
http://www.sendspace.pl/file/1KFQDyA3/
Make it loud.
IF I'll manage... Triggers, triggers everywhere...
Edit:
Couldn't resist.
Small music theme.
http://www.sendspace.pl/file/1KFQDyA3/
Make it loud.
- Z-enzyme
- White Tusk
- Posts: 2136
- Joined: 13 Nov 2007, 20:01
Subject:
Post Posted: 26 Jun 2009, 00:07
K, I'm close to finishing first maps' geometry. What is more, I've done making scripts for the gameplay. Hope it's not buggy. Works on my UT. I'm a crapy scripter.
In any case, here.
And one more thing, hope you like heavy music. 'Cos that's what you gonna hear.
Goodnight. Wish me luck on tommorows' exam :p 12 o'clock GMT + 1.
In any case, here.
And one more thing, hope you like heavy music. 'Cos that's what you gonna hear.
Goodnight. Wish me luck on tommorows' exam :p 12 o'clock GMT + 1.
- Hellscrag
- Founder
- Posts: 4007
- Joined: 11 Nov 2007, 19:14
- Location: In a random access memory of dreams
Subject:
Post Posted: 26 Jun 2009, 00:14
Good luck tomorrow. I hope you haven't compromised your revision too much for this contest.
As to the build, you seem to have been very industrious...! As to the music, please try to use an existing Unreal/RtNP/UT UMX if at all possible, unless you've created the music yourself.
As to the build, you seem to have been very industrious...! As to the music, please try to use an existing Unreal/RtNP/UT UMX if at all possible, unless you've created the music yourself.
Life is what you make of it.
- Buff Skeleton
- >:E
- Posts: 4173
- Joined: 15 Dec 2007, 00:46
Subject:
Post Posted: 26 Jun 2009, 16:09
Looking quite nice, though I noticed that there's a TON of hazard paint everywhere! I think you could tone the amount of that down quite a lot, especially on things like the railings where it wouldn't be useful (and the big pieces on the walls). You're mostly going to see that stuff in places where there's actually something dangerous; try to keep that in mind.
- Legendslayer222
- Skaarj Elder
- Posts: 1468
- Joined: 15 Mar 2009, 10:18
- Location: England
Subject:
Post Posted: 26 Jun 2009, 19:32
Hellscrag wrote:As to the music, please try to use an existing Unreal/RtNP/UT UMX if at all possible, unless you've created the music yourself.
Read this:
qtit wrote:New music - 1/3 done.
I asume this means he made it himself. Good music anyway, I just hope you have a map to fit in with it.
Waffnuffly wrote:You're mostly going to see that stuff in places where there's actually something dangerous; try to keep that in mind.
I can see why it's on the doorframe... It hurts smacking your head on one of them.
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