JediKorenchkin on 7/4/2005 at 02:33
Quote Posted by Zygoptera
You can use TrapMessage as well, this puts out a 'green line' feedback message - like the ones you get near the top middle when picking something up. It's not unfeasible to do it if there are fewer than 20 or so cameras.
I seem to remember a lot more than 20 cameras, but thanks for the tip, I hadn't known that.
Quote Posted by Enchantermon
Like I said, it wouldn't be a real percentage, the actual level security would remain the same, but the message would just say that it's been lowered.
You mean a message like "Heeyyyy, Security has been lowered, nice job"? Only, you know, not quite so casual. Yeah, I like that.
Quote Posted by WhiteRabbit
JediKorenchkin - I've sent you all of the resized textures as well as the ones that I touched up.
<strike>How did you send them? Checkin' the email and PMs and it doesn't seem to have come in either.</strike>
Nevermind, I'm stupid.
Those are a nice start WhiteRabbit. I'll send them along to G`Len and we can see what he thinks. As far as I'm concerned we should totally use them (Although there are some that are missing). Thanks, I appreciate it. :thumb:
If I can find the textures Crion did on the old harddrive, I'll see if I can put together a chart of how they all line up.
JediKorenchkin on 7/4/2005 at 03:34
Quote Posted by JediKorenchkin
If I can find the textures Crion did on the old harddrive, I'll see if I can put together a chart of how they all line up.
Couldn't, but luckily for me, Crion never updates his website, so I found them there. ;)
I left out WhiteRabbit's Version, because one wasn't included, but here's what we're working with so far.
(
http://mike.musicexplosion.net/temp/1000.jpg)
(
http://mike.musicexplosion.net/temp/1001.jpg)
Also, G`Len, I uploaded White Rabbits textures to the server. You should notice them in the folder, they're pretty clear in their naming. And I found a variety of level files on my old harddrive, so I'll see where I stand with those, possibly upload them to the server too.
G'len on 7/4/2005 at 06:11
I've just looked through White rabbit's textures and they're on several levels, that is, some are simply great :thumb:, some are just passable, but nothing is bad. Keep up the good work! Welcome aboard!
Oh, and they still have to be converted to the SS2 format (PCX or GIF, shared palette). Animated textures (such as the viral residue) have to be named in the SS2 standard (look at any animated texture in fam.crf).
I've made a few upgraded textures a few months ago, mostly object textures (crates, computer nodes and furniture) and a few screens; I'll upload them seperately from the rest for WhiteRabbit to take a look at.
By the way, WhiteRabbit, could you rebuild computer screen textures?
JediKorenchkin on 7/4/2005 at 07:09
Hey G`Len, what do you think about me kicking up Medical a notch over the next few days? That is, I'll take the most recent version, play with WhiteRabbit's new textures, the lighting, your new models/skins, and we can see where we are then? We'll still need to do cameras/shodan security, logs, cyberspace, and probably a few more things that I'm forgetting, but it would be a nice start. What do you think?
G'len on 7/4/2005 at 07:11
A few resources for our use:(
http://www.ttlg.com/ss1/citadel/html/menu.html) The Guide to Citadel Station, a TLLG site which gives you a quick tour os the station, just to bring you up to speed.
(
http://www.ttlg.com/ss1/voiceres/index.htm) Voice of the Resistance, another TTLG site hosting all the logs and e-mails from SS1; the audio is in RealAudio, however, and the convertor to wave is no longer available for download; I suggest we use this site for the texts/images and Glen's extractor for the sounds.
(
http://www.ttlg.com/other/jukebox/ss1.htm) SS1 Music, by Chicajo (IIRC); fully usable, just convert back to WAV; someone will still have to fit this into the SS2 song system, however.
(
http://www.ttlg.com/ss1/archive/cinematics/ssintro.zip) The SS1 intro movie, in MPEG format (it will have to be converted to AVI), compiled by Mike Zuber; I'd like to know how the movies are stored on disk and how we could convert the two remaining ones (game over and endgame) to SS2-compatible AVIs.
(
http://tsshp.sourceforge.net/glen/ss1.html) Last but not least - Glen's site (Glen, not G'len, it's not me), has SS1 levels converted to SS2, sound and graphics extractors and some textures.
JediKorenchkin on 7/4/2005 at 07:13
Quote Posted by G'len
(
http://www.ttlg.com/ss1/voiceres/index.htm) Voice of the Resistance, another TTLG site hosting all the logs and e-mails from SS1; the audio is in RealAudio, however, and the convertor to wave is no longer available for download; I suggest we use this site for the texts/images and Glen's extractor for the sounds.
A problem that I noticed with that site, Mikeu and I were talking the other night, is that it doesn't group the Email's by deck, they're just thrown into a few pages. We'd need to get those sorted for the people writing the string files.
Quote Posted by G'len
(
http://www.ttlg.com/ss1/archive/cinematics/ssintro.zip) The SS1 intro movie, in MPEG format (it will have to be converted to AVI), compiled by Mike Zuber; I'd like to know how the movies are stored on disk and how we could convert the two remaining ones (game over and endgame) to SS2-compatible AVIs.
An MPEG -> AVI converter shouldn't be too hard to find.
And, since you missed my other post. ;)
Quote Posted by JediKorenchkin
Hey G`Len, what do you think about me kicking up Medical a notch over the next few days? That is, I'll take the most recent version, play with WhiteRabbit's new textures, the lighting, your new models/skins, and we can see where we are then? We'll still need to do cameras/shodan security, logs, cyberspace, and probably a few more things that I'm forgetting, but it would be a nice start. What do you think?
TheNightTerror on 7/4/2005 at 07:58
Quote Posted by JediKorenchkin
A problem that I noticed with that site, Mikeu and I were talking the other night, is that it doesn't group the Email's by deck, they're just thrown into a few pages. We'd need to get those sorted for the people writing the string files.
Maybe assigning specific logs or e-mails to each person might help, but then again, me being me, you have to hurl me in a certain direction before I clue into what I'm supposed to be doing. :angel:
There's something I stumbled across during my game today. Y'know the e-mails from
Anna Parovski? They play at different points during the game depending on how far in you are. If the laser is destroyed, I believe once you get in the Deck R-2-3 elevator, you get the first e-mail, upon arriving on deck 5, you get the second. If the laser is intact, upon arriving on deck 5, you get e-mail #1, when you reach the area with Gray on the walls, you get the second e-mail. How should we handle this?Also, been poking around the .str files, and was just wondering, what's going to be done with the e-mail and log portraits? I don't remember every single one of the log creators having a portrait, are they just going to be left blank? And the section for LogIcon and EmailIcon . . . what should we do with them?
Okay, okay, I'll shut up now. :angel:
Bluegrime on 7/4/2005 at 08:21
Err... Could it be a message like "Security level is now 90%" or something, then go away? Its possibly suggested and might be hard to remember if you just loaded a game, but it seems like the easiest route.
Edit #1:
As for TnT's question, couldnt we either A. Recycle portaits from SS1 and SS2? Or maybe just use the blank grid icon from the original?
For the Email question, and I am by no merit a reliable source on this, it sounds like you might need to make it so you cant go to to point c without going to point a and doing task b.
Edit #2:
At the very least would it be alright if I tried to put a hack screen where a puzzle was really part of the game? Im kind of unsure of how I could make it more... Puzzely, but if I get the logs done its worth a shot, right? Provided Premir Korenchkin allows it of course.
G'len on 7/4/2005 at 08:56
Quote Posted by JediKorenchkin
Hey G`Len, what do you think about me kicking up Medical a notch over the next few days? That is, I'll take the most recent version, play with WhiteRabbit's new textures, the lighting, your new models/skins, and we can see where we are then? We'll still need to do cameras/shodan security, logs, cyberspace, and probably a few more things that I'm forgetting, but it would be a nice start. What do you think?
Yes, by all means - do it! I'll work on the models (a few are yet needed), you'll have to ask Zygoptera about the technical effects (cameras, c-space and so on) since I want to use the two-and-a half days of the weekened for modelling; logs should be almost ready text-wise, but you'll have to extract the sounds.
[(
http://www.musicexplosion.net/glen/SS1Decks.zip]The) latest version of the SS1 levels, as far as I know, is here. I'll upload the rest of the files once I get home.
G'len on 7/4/2005 at 09:08
Updated Team:
G'len (me) - Project Leader, Modeller and gamesys constructor
Mikeu - Log Convertor
Bluegrime - Log Convertor
TheNightTerror - Log Convertor
Aekeron - Level Editor
JediKorenchkin - Level Editor, Project co-Leader, website publisher (if you could please create us a simple page).
Zygoptera - Special Effects/Technical specialist/Model Anim8or
WhiteRabbit - World Texturer
JossiRossi - Soundman
Is there anyone I've forgot?
Open Positions:
Organic Texturer (AIs, corpses and a few objects)
Organic Mesh Modeller
Movie conversion/enhancement guy
EDIT: Is any of the SHTUP team willing to join us?