kodan50 on 20/7/2008 at 01:18
Quote Posted by RocketMan
It's natural that every person doing a remake is going to want to do their own thing, heedless of what anyone else says in the end. Still they should really all try and unify their work so that whatever progress they make can be shared and not wasted. Doing medical a thousand times is the worst, architecture in general is almost as bad since ppl doing remakes in different engines can't easily convert the geometry (I presume)....why not start with something more...plug'n'play like models and textures. Everything could be kept in the same file format. By eliminating redundancy you get shit done faster.
While I agree with you, it's just not as easy as that.
For example, I am making the level geometry that is inter-compatible with any BSP based engine that QuArK can map for. By doing simple string replacements, you can retexture the entire map, and by making simple adjustments, you can convert the entire geometry from one game to another. The map format is not likely to be completely compatible with all other game editors, and I wouldn't know how to do that...
In regards with texures, the hardest part is the animation. I've recreated some of the animation you find in the textures, but I cannot make it ultimately as good as the in-game way of doing it by a changing pallet, but the closest I will ever get it linked static images that looks as close to the original. I've saved several of them as raw bitmap images and put them up online.
Im regards with sound FX and music, the same limitation also implies for how the engine will play a sound. I will (in due time) save the sound FX files as raw WAV files, and save the music files as chunky MP3. If I can get a legacy system, then I will start to do that.
I guess my project will release raw material that anyone can use, if they decide to do so. That was the aim of Half-Shock in the beginning. If anyone has any models they are willing to let anyone use, I have no problem putting them on my web site. The problem is everyone will start to argue over rights to use the materials. I don't care if anyone wants to use my stuff as long as they give me some kind of credit, or some kind of acknowledgement to imply that what they are using is part of my hard work.
In either case, I don't know the best way to try and categorize anything, so my web site isn't going to turn into some old repository for randomly created SS stuff, but somewhere where people can upload files to share with everyone else that don't have viruses >_<
icemann on 20/7/2008 at 04:00
Whatever happened to your half-life ss mod? Dead in the water? Not been an update in a fair while.
kodan50 on 20/7/2008 at 04:11
Nah, it's not dead. I'm still doing things. I just have other things going on as well, and since this is more or less a one man project (MegaBrutal is fully in charge of the PDA interface for HL1...), I find myself doing everything else myself. Basically though, I'm trying to decide whether or not to migrate the project permenantly to Source or just make two seperate mods. As of now, I am making texture animations, as a way to slack off one one part of the project. (Besides, this will have to be done eventually anyways.)
Peanuckle on 20/7/2008 at 06:29
I think it was a bad idea to even start this thread. You should've gotten your team together in secret and made a single post about it in a barely related thread in order to minimize EA exposure potential.
But that's just me.
icemann on 20/7/2008 at 16:28
Well you never know really.
GillianSeed on 21/7/2008 at 05:30
Replacing Xerxes with an EA Logo should do the trick
icemann on 21/7/2008 at 10:08
Snatcher ftw.
Only Gillian there will likely get that line.
Seski on 22/7/2008 at 17:59
How do they plan to implement the inventory system? That looks hard.
I believe in this project, but there are so many things that look better on the Dark engine, rather than Source. And the fact that this has already been tried on id Tech, and got shut down by EA, just kills every possibility.
Bjossi on 22/7/2008 at 21:26
I wouldn't go with Source for a SS2 remake. X-Ray, JupiterEx or even the engine CoR:EfBB uses would work better imo.
DUKE NUKEM on 27/7/2008 at 19:36
well i support the idea of ss2 source! they simply have 2 ignore xerxes ehm i mean ea! ;)
source engine means stereo 3d support right?! ... hmmm playing ss2 source with vuzix vr920 ;)
humm di humm...