At long last
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Re: At long last
Posted by Jinx on Wed Sep 3rd at 4:09am 2003


no clue. I stole it from Plexor. he used it when Mawibse actually finished the AHL version of Mountain Hamlet. Of course, Mawibse then changed it again. And of course, after all the reworking he did, the final wasn't as good as the beta from 2 years before.

some things disintigrate if you polish them too hard...





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Re: At long last
Posted by blu_chze on Wed Sep 3rd at 6:10am 2003


? posted by Leperous
You could replace the boulder with a giant cheese. Cheese doesn't make much of a rolling sound.

giant pieces of cheese dont roll really well... i should know.. they dont bounce too high either...

 

yeah Gollum- would a player be able to 'ride' on top (get there via ledge, noclip etc) or just get killed/squished?

[addsig]




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Re: At long last
Posted by 2dmin on Wed Sep 3rd at 7:17am 2003


either killed/squished or left behind (in the hl engine i think if something moves underneath you and there isn't something to stop you from falling off, youll fall off, with the exception of horizontal stuff. .. i may be wrong tho



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Re: At long last
Posted by Gollum on Wed Sep 3rd at 7:27am 2003


? posted by Jinx

(of course, I'm probably being overly optimistic)

 

I hadn't thought of letting players "ride" the boulder - at the moment touching it is instant death - but there's no reason I couldn't add it in.  Neat idea; I'll have a think about that 





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Re: At long last
Posted by Gollum on Wed Sep 3rd at 8:00am 2003


? posted by Dr Brasso

Mike, GJ on the rollin rock thingy....i know it took quite a bit of effort....maybe you could share some of the code or something with us eh?....might be educational..... 

Well, if people are interested then I'll provide as much information as they like.

The actual code is mostly Spirit of Half-Life, which is open-source.  I've added in some Weapons Patch code (the doors), and I've viciously hacked the cycler entity.  That's it really.

Maybe I should post another scary entity pic. sometime soon





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Re: At long last
Posted by KoRnFlakes on Wed Sep 3rd at 8:13am 2003


? posted by Gollum
? posted by Jinx

 

I hadn't thought of letting players "ride" the boulder - at the moment touching it is instant death - but there's no reason I couldn't add it in.  Neat idea; I'll have a think about that 

Youd have to make it much like func_train I spus, Though id prefer just instant death tbh.

[addsig]




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Re: At long last
Posted by Gollum on Wed Sep 3rd at 8:40am 2003


Well it is a func_train really.  Just one that you can't touch, with some spinkee extras.  All I'd have to do is change the shape of the invisible func_train inside (and make it solid).

Nothing actually rotates with my boulder - it's just an illusion.





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Re: At long last
Posted by diablo on Wed Sep 3rd at 1:16pm 2003


well done mate I'll look forward to seeing it in action



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Re: At long last
Posted by Sim on Thu Sep 4th at 7:32am 2003


You realise that the map could turn out crap even with a spinkee boulder that took most of your mapping life to work

[addsig]




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Re: At long last
Posted by Gollum on Thu Sep 4th at 8:15am 2003


Well that's always a possibility, depending on who is evaluating the map.  Regardless, I'm quite sure of two things:

  • It won't be to everyone's taste
  • It will only be played at LANs (not online)

Sounds bad, doesn't it?  But really it all depends on your measure of success.  My measure of success is whether I am satisfied with the project.

There are aspects of the map that I would like to be able to change, but overall I'm very happy with the design.  I've tried to make a map that works well without the boulder gimmick, although I have needed to make concessions.

If you'd like to see for yourself, you can download an alpha release here.  Quite a lot has changed since then, of course, but I'm still interested in any comments





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Re: At long last
Posted by Myrk- on Thu Sep 4th at 3:16pm 2003


If I'm not mistaken (being deadly serious here) there is a town in Canada called Hell... I think, I know there is a town called Hell somewhere, and I'm pretty sure it's in Canada somewhere. [addsig]



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Re: At long last
Posted by Gollum on Thu Sep 4th at 9:58pm 2003


Update: ground shaking and score penalty added

...now to see what I can do with Spirit's locus system.





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Re: At long last
Posted by Myrk- on Thu Sep 4th at 11:16pm 2003


Gagh you used spirit to create your boulder?! Thats not so impressive then, I thought you did it in normal HL using complex tains and triggers.

 

Lep says as long as the cheese boulder isn't made of sticky cheese it'll roll the same as a rock boulder.

[addsig]




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Re: At long last
Posted by Cash Car Star on Thu Sep 4th at 11:47pm 2003


? posted by Myrk-

Gagh you used spirit to create your boulder?! Thats not so impressive then, I thought you did it in normal HL using complex tains and triggers.

Lol, not so impressive? You make it sound like just anybody could do it.





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Re: At long last
Posted by Campaignjunkie on Thu Sep 4th at 11:50pm 2003


I don't think I could make a boulder setup even with SoHL...

Oh, and Gollum; locus is "teh bomb". It took me a while to understand it, but once I did I was coming up with all sorts of crazy setups.

But I remember hearing something about SoHL being laggy when played multiplayer. Or maybe it was just online, not LAN... Don't remember exactly. Then again you're only going to play this on LANs anyway.

[addsig]




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Re: At long last
Posted by fraggard on Fri Sep 5th at 4:06am 2003


It isn't just laggy, it doesn't work at all



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Re: At long last
Posted by Gollum on Fri Sep 5th at 8:44am 2003


? posted by Myrk-

Gagh you used spirit to create your boulder?! Thats not so impressive then, I thought you did it in normal HL using complex tains and triggers.

Actually I have (recently) come up with a way to make my boulder in normal HL.  It wouldn't look as good, however, since it would rely on genuine rotating brushes rather than models (models can be smooth-shaded and are dynamically lit).

I need to run it under a mod. anyway, since the doors won't work in HL.  I figure that I might as well make the best boulder I can, so I've merged the doors code with Spirit to make a new mod.

I will be writing an article/tutorial (for this site?) at some point, to explain how the effects in my map work.  Judge for yourself whether it's impressive

Spirit of Half-Life is primarily a single-player mod., which hasn't been tested much in multiplayer.  It certainly works in multiplayer; there might be some bugs, and in particular MoveWith is supposed to become "de-synched" under high lag, but I'm not yet aware of anything that would affect my map (at least on LANs).





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Re: At long last
Posted by Gollum on Fri Sep 5th at 11:48am 2003


Update: and now there's a dust cloud trailing the boulder.

/me pets locus





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Re: At long last
Posted by ReNo on Fri Sep 5th at 1:29pm 2003


This all sounds very impressive mate, I'm salivating at the thought



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Re: At long last
Posted by Dietz on Fri Sep 5th at 2:48pm 2003


Am I the only one who can't find the boulder?




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