kodan50 on 5/8/2007 at 14:47
yeah, that is a good idea. Last night I was contiplating the idea of also having different time frames, and being different people still part of a resistance. If I could get some voice actors, then I should be able to do that, that way I could play out a lot of what happens, and try to lead into some of the resistance's logs and such, but meh, I wouldn't be happy unless I hired the original voice actors, and if I am going to go that far, I will make my own engine to accomodate it, and just use my maps on that engine...
Regardless thou, soo many posibilities!
Also, I have been wanting to make a few releases as of yet, but have been busy doing things to the map, so I will release something tonight, cause I have been wanting to release it, the map just wasn't feeling right, heck it's still not. Check back tonight, I should have a release ready to go.
MegaBrutal on 5/8/2007 at 19:20
An updated game DLL is available.
(
ftp://pub_ttlgforum@megabrutal.no-ip.org:6879/20070805)
Changes:
* Fixed the stupid "server to client message limit of 192 bytes" bug.
* E-mail sounds aren't played automatically anymore.
* An avatar can be attached to e-mails & logs.
* Some parts of the PDA interface is colored to System Shock-ish green, but not all - first I'd like to know that my DLL will be used or not, then I'll spend time with these minor stuffs.
The limit of 20-20 messages remained, but at least it can go up to 20 messages now. It doesn't mean that you can't add more, it's just the maximum number the player can store. If the player has 20 e-mails and he receives another one, the oldest e-mail will be deleted. This limit can be incremented in the future, but thx for Half-Life system, I can't make it limitless. So the player should read his latest e-mails, before the they are erased.
Avatars should be placed in /gfx/vgui subdirectory in TGA format. Their name must start with the first number of the screen resolution the avatar is available. For example, if you want your avatar to be shown on 640x480 resolution and higher, the filename must be 640_something.tga - in the level editor, you only type "something" if you want this file to be shown.
kodan50 on 5/8/2007 at 23:00
Awesome timing! I was just about to release the latest build!
And yes, I have incorporated your PDA interface into Half-Shock! I got all 15 logs plotted, but this release will not have sounds, but that is something to look forward in the future! Same for E-Mails, actually Emails were removed to be replaced, but again, future update!
Also, this release is for HL 1.1.1.0, if you are a steam HL user, then you will need to also download his steam version, and overwrite the ones in this release.
(
http://anyon.no-ip.org/Half-Shock/HL1/Half-Shock%20-%2008-05-2007.zip)
Release notes:
The elevator switches are split in half, one gives you a broken shaft error, the other takes you to another level. I am sure you can manage from there. That was part of a dev test, and I liked it, so I kept it. Suggestions?
Level music transition is solid, but I fear an update will be needed for switching elevator music.
I think level 1 is complete, please tell me if I missed anything, cause I played it, and while texture allignment doesn't look all that great, I think that the rest of the level is more or less complete, and looking decent...
Also MegaBrutal, another suggestion for an update, when I get to putting logs in level 2, we should have the PDA interface seperate the logs per level, maybe you can incorporate a sorting function, so the logs can be sorted based on where the log is picked up?
MegaBrutal on 5/8/2007 at 23:23
Damn, I can't sleep. I don't know what's the time there, but it's 1:18 AM here. I've read a thread titled "Yet another System Shock 1 conversion", or something like that, and there were people complaining about 3D models, they say they like the original SS1 2D sprites better. I don't know, imho 3D models look better, but as a heads-up, I'd suggest you to also consider the use of the original 2D sprites. I think it's the easier way though. (Of course if you could find a way to convert them to Half-Life SPR files.)
Anyway, does SS1 have a notes system like SS2, that tells you what to do? Once I started to play SS1, but didn't spend much time with it.
EDIT: Hey, you forgot to include the new BSPs!
EDIT2: Nah, I see they're in the PAK.
EDIT3: It's awesome! \o/ You said you would like to hear a sound when you get a log or e-mail. There is already a sound played, but you didn't include that WAV, so nothing is played actually. Copy & rename the sound you want to hear to /sound/misc/talk.wav.
kodan50 on 6/8/2007 at 02:02
Will check that out for another release, thanks. As of how the level is worked, do you have any suggestions so far? I am fairly happy with it's end result. BTW, how do you add images to logs? I can't figure it out. Can you include, maybe a text file on the different triggers you made (if any other than trigger_pda_addfile) and all it's sub specifics? I got like message for sound, PDAFileID for the text file, PDAFiletype I guess to distinquish from email, data or logs. I just need a text file with a rundown of all the specific/arguements so I know what I can use. Also, the log images, you said they are TGA, right? Just making sure, so I can get them ready to convert.
You were also asking "does SS1 have a notes system like SS2, that tells you what to do?" It has a note system, which seems to be like, "Security code is XXX" and small stuff like that, but nothing incredibly complex.
Do you think I should keep the elevator switch split like it is? I like it, but I also am working without a real keypad, which sucks.
Oh and another thing, whenever I change my name, when I switch levels, it reverts it back to "MegaBrutal". In SS1, you can choose your name, I was looking at this as a possible avinue, look at the second log you get from Rebecca, in SS1 it says your name, with the $N tag. I would suggest making then name default to #2-4601, but then be able to be changed in the game, and also, can you incorporate this into the log system by chance? That should make it seem more enguaging, if SHODAN can insult you by name :p
MegaBrutal on 6/8/2007 at 07:22
I know you don't use Valve Hammer Editor, but I wonder anyway how does your level editor know the Half-Life entities. Or you always have to type in even the entity's classname? In VHE I can choose them from a list, and edit it's properties. It loads the FGD file, and then it knows all entities with all properties. This is why I always include an updated FGD file. If there is a similar file for your editor, maybe it would be useful to add these new entities.
Set "pdaimage" property to add an image. And yes, if "pdafiletype" is 0, it adds it as an e-mail, if it's 1, it adds it as a log.
EDIT: There's something I don't understand about the elevator. Sometimes I can go from medical to science, but I can't go back. Sometimes I can't go to science. Sometimes I can go to science, and go back to medical. :S By the way, if you choose to keep the floppy model I gave you, it has 3 different colors, you can change them by setting the body property between 0 and 2.
kodan50 on 6/8/2007 at 16:12
With my editor, I can create add-on packs, I can put anything I want in the add-on packs, and I can make it as easy as specifying drop down a list and choose colors, types, and such like that, If I had time and all the class stuff, then I can do it, I will try while I am at work. I only have Steam Hammer editor, so I doubt that will work, I will download VHE and see if I can get it to work that way, but your most updated DLL's didn't have the hshock.fgd, so I am just going off the old one.
Oh yeah, and I also was trying to modify your floppy model to the one in System Shock, I got the base down, but I couldn't figure out what to do from there, when I decompiled the floppy, I saw your 3 colors, and saw how they were used in Delta Section, so if you can make a sample map with all the different types of uses, then I can recreate them that way.
*Or, I will just create my own, instead of having you do it. I installed HVE, and I got the addon working, again, not the most updated version, but it is working, I will try for a sample map with all the different types today*
Anyways I am off now to start that add-on, and see if VHE if I can figure it out, and use the latest .fgd
Quote:
There's something I don't understand about the elevator. Sometimes I can go from medical to science, but I can't go back. Sometimes I can't go to science. Sometimes I can go to science, and go back to medical.
It might be cause of a 1.5 second delay from when you flip the switch, before the action takes place. On medical, the bottom switch triggers a shaft damage error, the top switch transports you, same with science, the top switch triggers shaft damage error, and the bottom takes you back to medical. Also, I have a Trigger_Transition to prevent people from transporting outside of the elevator...... hope this clears up a few things...
Quote:
Set "pdaimage" property to add an image.
a couple other questions about this:
1: Are the images TGA?
2: Where do I store the images?
3: Can we load 2 images in one log/email, or in this release just 1?
Icemann, here are a few shots I took, check em out:
(
http://anyon.no-ip.org/Half-Shock/HL1/screenshot)
MegaBrutal on 6/8/2007 at 19:23
Quote Posted by kodan50
a couple other questions about this:
1: Are the images TGA?
2: Where do I store the images?
3: Can we load 2 images in one log/email, or in this release just 1?
Answers for 1 and 2:
Quote Posted by MegaBrutal
Avatars should be placed in /gfx/vgui subdirectory in TGA format. Their name must start with the first number of the screen resolution the avatar is available. For example, if you want your avatar to be shown on 640x480 resolution and higher, the filename must be 640_something.tga - in the level editor, you only type "something" if you want this file to be shown.
Answer for 3:
Ouch! How stupid am I! I forgot about the 2nd image. It's embarrassing. I'll put out another release. And type #NAME where you want to put the player's name. It will work in the next version. How are you planning to ask the player's name? Should I implement a small VGUI panel where the player can type it?
kodan50 on 7/8/2007 at 06:33
heh, you already answered my question before, I need to pay more attention. I got the avatars in the logs working. Thanks! I am updating everything now.
kodan50 on 7/8/2007 at 19:32
Gald you like it, Icemann!
MegaBrutal, Now that the logs are placed, and near complete (just waiting for the second image able to be used in those logs and emails that use it), now would be a good time to have the log system break the logs up by level. I want to place the logs in level 2 while I am mapping, can you add a way to seperate a group of logs by whatever group, like in the trigger_pda_addfile, have a specific "pdagroup" sort that log into whatever group is specified?