kodan50 on 15/10/2008 at 18:59
I've been wanting to play with the multiplayer aspect of the game. I am torn with having to create either two seperate mods (At least for Source, one mod option is for single player and one mod option is for multiplayer) or find out how to make one large mod with a multiplayer feature built in. I'll tinker with this a little tomorrow, since it is my day off.
I've also got a new legacy style computer to play SShock in. Yes, I have my laptop, but it's not very good with music synthesizing and midi mapping stuff, so the music is only a few instruments from what it should be. The new computer is using an AWE32 card through generic DOS with 28 megs of RAM for the audio, although it seems to work just fine with 512k. (The computer itself has 256 megs of RAM.) What this means, is I want to try and record the music from the game from the actual instruments used, and try and create a set of music files for each level that imposes the same music structure as the original, which seems to change based on where in the level you are in. This is going to be hard to do, and still have it sound good. But, it seems plausable with just a few strings of code in a sound control file, and the right sequence of triggers in the map.
Also, I've been trying to work on cyberspace some more, and to get some ideas on how I will do it. I'm not certain yet if having three seperate maps for cyberspace will be better than having cyberspace map chunks in each level (Like with Dystopia), but without a coder to help me make some alteration in the code, and in turn help with how cyberspace is able to interact with the levels, then it seems like seperate maps will be better. At least this way I have a few ideas on how to make the static appear just before you get in and just before you get out. ;)
Finally, the maps aren't configured for high-res for several reasons, but I want to impliment higher res textures, but I will wait until these are available, or until I have finished my mapping, whichever comes first. If I finish mapping and no complete pack of high-res textures are created that I can use, then I will default the texture size of high-res to be 512x, depending on if Source will handle it. I'm sure it will though, if you have a beefy system. HL1 (which is what I am mapping for, and porting the maps over from) will not work with textures over 128x, otherwise the radiocity doesn't work and the lights don't work. (I might be content with using textures of different artists with their permission, but I want at least all the wall textures to be high res, not just most of them.)
kodan50 on 16/10/2008 at 16:09
Real DOS with a DOS navigator? What kind of crap is that? lol Just kidding!
I'll check the outputs. Thanks for the suggestion!