Staredit Network

Staredit Network -> UMS Production -> Doom 3: Hell on Mars
Report, edit, etc...Posted by Urmom(U) on 2006-09-01 at 23:22:04
What's wrong with your SCM Draft?
Report, edit, etc...Posted by Zeratul_101 on 2006-09-02 at 13:30:19
SCMD2 is fine, but TrigEdit doesn't work. it won't let me type anything, it doesn't show any trigs either. i see a white rectangle that is tall enough to hold a single line.

i've narrowed it down to an error with the Riched20.dll. MoonlighTurtle has tried to help me with this, but its just not working. i've replaced the file(due to the possiblity it might be corrupt) but it didn't do anything

ADDITION:
i think this problem might be related to why my Classic TrigEdit is kinda goofy too(it won't let me edit/click very small numbers).

ADDITION:
do people actually care about having an observer slot? the levels will be rather long(1-2 hours) so the observer may get bored to death. on the other hand, if i remove the observer, i'll be able to include an extra enemy during battles(the system currently supports 5).

ADDITION:
okay, i've decided, i'm going to release a mini gaming map. it'll be a skeleton map and only have the Third party targeting and virtual damage calculator in it, but it'll should show how the current combat system is, which will be adjusted according to feedback. also, i'll finally get to use some of my extended installation terrain.
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-09-02 at 14:19:00
I wouldn't want to observe... Sooo... you could take it out... when you going to release the skeleton?
Report, edit, etc...Posted by Zeratul_101 on 2006-09-02 at 14:21:03
when i'm done with it tongue.gif its not going to be related to D3 or anything for that matter. just a very plain shooter upper. probly in a month. at this very moment i'm working on the x0cubed message display - something nice and simple.
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-09-02 at 14:23:35
Doesn't sound simple to me...
Report, edit, etc...Posted by Zeratul_101 on 2006-09-02 at 19:10:01
lol, it really is, what it does is allow a message to be displayed in three different formats(audio, visual, and text). you have 2 buttons to select a message and then you select one of 3 buttons to choose the format you want the message to be dispalyed in.

ADDITION:
oh btw, anyone is free to join me on USWest to see some of my tests being run.

just whisper me. name is Zeratul_101.

ADDITION:
Yay for progress! X-cubed message display is done, triggering is rather messy, but it is done. arrange a meeting with me on Bnet if you want to see it. until attachments come up, that is.
Report, edit, etc...Posted by JaFF on 2006-09-04 at 08:33:41
Audio - a sound

Text - a text message

Visual - ?
Report, edit, etc...Posted by Zeratul_101 on 2006-09-05 at 01:32:59
visual will be a short cinematic of sorts. if you join me on USwest sometime, i'll show you.
Report, edit, etc...Posted by Scheisse on 2006-09-05 at 17:25:35
How far is in this in production? It's taking so long I badly wanna play the FULL version... cry.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-09-05 at 19:18:50
err, total progress towards the final release is about 0.2% sad.gif its nowhere even close to being done. i'm trying to tweak my ideas as much as possible before actually putting them into triggers.
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-09-05 at 22:07:44
blink.gif 0.2%? Have you even started any of the terrain for ANY of the maps? And when you say .2% do you mean your whole "saga" or just one map?
Report, edit, etc...Posted by Zeratul_101 on 2006-09-06 at 20:09:07
i've done some terrain, nothing i'm gonna keep though. the "0.2" percent refers to the whole series, referencing to the total amount of triggers(amount, not time necessary for creation). after i finish one map though, the progress could easily jump 4-8% with the single click of a button.

a better approximation would be 10%(including the 'ideas' portion, alpha, beta and final release for the whole series in terms of time expediture).
Report, edit, etc...Posted by Grand_Dracolich on 2006-09-07 at 17:46:34
Put me down as a beta (and/or alpha) tester. I'm currently one of the '1.14 crash victims' so I can't play, but I'm going to reinstall Starcraft and put in 1.13f so I can still map and play single player.

I'm Ghastly_dragon on battle.net (which I can still get on through my bot), usually in USEast.
Report, edit, etc...Posted by Zeratul_101 on 2006-09-09 at 13:49:37
whoa, haven't seen you for awhile, i thought you ditched SEN. i'll definitely add you to testers.

ADDITION:
okay, i have the general idea for the demo's terrain(which Jammed already knows about). making it will take me about a week or 2. trigs will probly take me another week. thats a VERY rough estimate, so don't be surprised if it takes longer.
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-09-09 at 22:17:59
Any progress? Anything at all?
Report, edit, etc...Posted by Zeratul_101 on 2006-09-09 at 22:50:23
some ideas stuff mainly, like demo terrain and some interface tweaks. i've taken a little break off this to work on my other test maps.

i've been trying to find an effective technique for crouching.

this is the result so far:

there are two crouching modes, momentary(pressing the button once and immediately rising) and sustained(holding the button and staying down).

my current idea is to two zerglings. the selection system is an off-center system(exactly like in DEAD's GTA). Zergling A will the 'crouch' unit. Zergling B will be a 'switch' of sorts - unlike in GTA, this zergling will not be moved back onto its square after moving off. moving A will make you crouch. now, whether or not it is a sustained crouch depends on if B is 'on(not on its square)' or not. only if its 'on,' will the crouch will be sustained. to get back up, move A once more. B will have a specialized dual-layer feature. he will have his square(home), the squares directly touching this square and then all the squares touching the first 'layer'. after entering the first layer, he will be stopped and be 'on.' he can continue into the second layer to return 'home' and to an 'off' state.

FYI, there will be a death counter to track your crouched state. also FYI, this death counter will be related to the height system.

a little explanation of how certain affects the system(after A is activated):

standing - B is off = momentary crouch

standing - B is on = sustained crouch

crouching - B is off = (can't happen)

crouching - B is on = was in a sustained crouch, now stands back up


does this sound like it'd be bearable? all you'd need to do is hotkey two units, and move them anywhere.
Report, edit, etc...Posted by Grand_Dracolich on 2006-09-10 at 09:03:10
Wow, I had no idea you COULD crouch in a 2d (or 2.5d) strategy game.

Anyway, I have SC reinstalled and I put in 1.13f, when you have a beta (or alpha for that matter) just e-mail or pm me or something.
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-09-10 at 11:03:42
So... when your crouched... can you tell the difference or move slower? Or do you just "crouch"?
Report, edit, etc...Posted by Zeratul_101 on 2006-09-10 at 23:59:05
QUOTE(Grand_Dracolich @ Sep 10 2006, 07:02 AM)
Wow, I had no idea you COULD crouch in a 2d (or 2.5d) strategy game.

Anyway, I have SC reinstalled and I put in 1.13f, when you have a beta (or alpha for that matter) just e-mail or pm me or something.
[right][snapback]558429[/snapback][/right]


not actual crouching, thats impossible, its gonna be virtual crouching.

QUOTE(Pyro_Maniak14 @ Sep 10 2006, 09:03 AM)
So... when your crouched... can you tell the difference or move slower? Or do you just "crouch"?

[right][snapback]558497[/snapback][/right]


you'll move slower. but i'm actually not sure how to show it while you're stationary. thats been a reoccuring problem that i'm gonna have to think about.

ADDITION:
i've decided to screw the little VCS demo, it'd be better off as an entirely different mapping project. anyhow, i'm still making a test map for VCS and its almost done. its a micro version with only 3 weapons and 3 different types of enemies, but it does its job.
Report, edit, etc...Posted by JaFF on 2006-09-11 at 08:41:32
What systems will be in the demo ?
Report, edit, etc...Posted by Grand_Dracolich on 2006-09-11 at 09:29:58
I'd rename the level pack (or chapter, whatever it's called) 'Choo choo' to 'In transit' or something like that. It's just an opinion.
Report, edit, etc...Posted by Zeratul_101 on 2006-09-11 at 09:42:50
QUOTE(Jammed @ Sep 11 2006, 06:41 AM)
What systems will be in the demo ?
[right][snapback]558991[/snapback][/right]


the Third-Party Reticle and VDC. those two are the majority of the virtual combat system. all i'm missing is the HUD, multi-point movement(neither is a trigger system),and the GBLC, for physics implementation and grenades.

QUOTE(Grand_Dracolich @ Sep 11 2006, 07:29 AM)
I'd rename the level pack (or chapter, whatever it's called) 'Choo choo' to 'In transit' or something like that. It's just an opinion.
[right][snapback]559005[/snapback][/right]


lol, thanks for the help, good name. i was really mind boggled on what to call it. feel free to address any more of the names.
Report, edit, etc...Posted by JaFF on 2006-09-11 at 09:52:23
QUOTE(Zeratul_101 @ Sep 11 2006, 04:42 PM)
the Third-Party Reticle and VDC.  those two are the majority of the virtual combat system.  all i'm missing is the HUD, multi-point movement(neither is a trigger system),and the GBLC, for physics implementation and grenades.

wacko.gif Remind me what all those systems stand for, because I got confused...

And please reply to my PM !
Report, edit, etc...Posted by Zeratul_101 on 2006-09-11 at 10:05:48
lol, my bad

third-party reticle = the basic targetting system.

VDC = Virtual damage calculator = its the system that handles hp, armor, attacks. its actually capable of having damage types, but thats not applicable for Doom 3.

HUD = heads up display = err... a heads up display, shows ammo, health, armor, stamina etc. not a trigger system

multi-point movement = the system responsible for movement. such as crouching, running, jumping.

GBLC = Grid-based location calculator = the most intricate system in the game. it uses a simple X/Y axis grid to track the players location and a bunch of fun math stuff.

Report, edit, etc...Posted by Grand_Dracolich on 2006-09-11 at 20:04:28
QUOTE(Zeratul_101 @ Sep 11 2006, 12:42 PM)
lol, thanks for the help, good name.  i was really mind boggled on what to call it.  feel free to address any more of the names.
[right][snapback]559007[/snapback][/right]


The other names are good, I just thought that needed a different name.
Next Page (5)