kodan50 on 29/9/2007 at 22:14
You know, I released that version with items to have input on how they look, no one has made any comments on how incredible awesome they are, but I should just take no negative comments as all positive, it took me quite a while to vision those items, and even thou the nodes have too many sides to them, they look pretty good, but I wanted other inputs as well...
Al_B on 30/9/2007 at 10:47
The items look good and seeing some of them actually in the level does improve the atmosphere although it still feels 'sparse'. That's not a criticism, it's just the stage the level is at.
Two of the models stood out as being noticabily different from the original. The CPU node you've already mentioned, but the base of the energy recharge station also looks a little narrow.
Looking forward to the next release.
kodan50 on 4/10/2007 at 18:55
I think the "sparse"ness is caused mainly by the lack of debris that should be littering the station, the lack of monsters to devistate your progress, the lack of items that you can interact with, the lack of .. Well, you get the point. I wonder if someone is willing to make me a couple models. Honestly, like debris that resembled the stuff in the game, or like the disks that are scattered. I tried making some myself, but I couldn't get the durn thing to work, no matter how hard I tried.
Also, I am working on a new home for HShock. It won't really be a "dedicated" space, as much as it is a place for me to throw all my websites I've made into one place, but I hope to make it easy to update. I have the site in design mode on my flash drive, so it should be easy to update. I can also backup my releases so ensure the hard drive isn't a problem anymore.
kodan50 on 15/10/2007 at 17:58
For those who don't know, the "Half-Life 2" version of the map can be used on ANY Source-enabled game. I say this for those of you who can't purchase Half-Life 2, or any other Source-enabled game, you can download a freebe version of a mod and run this on that mod. As far as I know it should work on ANY Source-mod out there, I am thinking of piggybacking off Dynastopia and utalizing that mod for some cyberspace integration. Thanks to the wonderous ability to decompile maps, I can get a peeky-see at how cyberspace works and maybe do something like that. Unfortunately, it won't be as good as making my own mod, but c'mon! One step at a time! Since the items I made seem to be acceptable, I hope to have level 1 full of the items, then I can make the Source-version of the game utilize the cybersource of Dynastopia. It should add more depth in the game, I hope anyways ^_^
Tell me what you think! I am (slowly) downloading the Dynastopic mod now, and should hope to confirm some tests within the next week or so. Although this still doesn't solve my lack of enemy models, it IS a step in the, uh, "I want a mod but I have to piggyback off another mod till I can make my own!" direction... Not really the RIGHT direction, not really the WRONG direction, just kind of a sidestep, or detour type path :p
Dystopia? Why did I easily find it with "Dynastopia"? Soo many people have it spelled wrong ...
charlestheoaf on 15/10/2007 at 19:18
It's "Dystopia", and I'm actually on the development team.
Feel free to play the mod, but you can't use any of our assets or code without express permission, which you wouldn't get. I'd also advise against decompiling maps. It's okay if you just want to learn and don't steal anything, but it is still frowned upon.
There is lots of information about mapping in the forums and wiki; you can check there to learn everything you need.
Now, feel free to make a level for Dystopia and be totally creative. You can do whatever you want in a map for it. However, you cannot use any code/resources/et cetera which we have created in a mod of your own.
Also, a HL2 map won't work in Dystopia. You could load it, but there wouldn't be any of the necessary spawns in place so you could never spawn.
kodan50 on 23/10/2007 at 19:26
Hey! Sorry about mis-spelling the name, but I can keep myself corrected now. Also, turns out I didn't need to decompile any of the maps, inside the mapsrc folder is the raw cspace tunnels, I haven't had the time as of yet to mess with them, but maybe later. Thanks for providing those raw samples :p I hope to make time this weekend to try and make it, but from the looks of things, CSpace has to be on the same map (I did a little clipping) and SShock has 3 different 'levels' of CSpace. Thanks to TSSHP for that. That means that building CSpace isn't going to be practical if it has to be on the same level, since one of the cool things of CSpace is the ability to see other parts of CSpace that arent accessable through the partition you are in. Maybe some later release will enable level changing back and fourth, but based on how your CSpace runs, it shouldn't be that hard to impliment.
kodan50 on 27/10/2007 at 04:58
I've been wanting to do that, but I can't model, nor do I know how to do that yet. If someone can make some models that will work with HL2, then I can see about adding them into the game. That really stems thou, to my lack of modeling skills. I also can't get any modeling program to work with Source, so uh, yeah ...
But you know, if one of these mod members would say "Here are some things for your level, add me to credits" instead of just "Yeah, I can model. don't steal any of ours." ...
Well, I better go before another fire erups in the house... stupid lighters >_<
kodan50 on 30/10/2007 at 05:47
It's SS2 style. I can't null the gravity, the game rebukes it. Works in progress, but I won't worry about it now, I will just "work around" it so I can at least get it functional.
Update:
Fix attempt 1:
Inline Image:
http://anyon.150m.com/HShock/screenshot/Cyberspace0001.jpgMuch to expensive on level. Which stinks, cause it was going to be like, the best ever...
Inline Image:
http://anyon.150m.com/HShock/screenshot/Cyberspace0002.jpgI can get it to function, I guess like this for now. This is how Source deals with lights. No isolated spots here, it floods. I can try visportals or something to block light, to isolate it in an area, but that will definately have to come much later in experimentation. I might also use spotlights to isolate, and brighten those areas in, but I don't know.
kodan50 on 17/11/2007 at 03:15
(
http://anyon.150m.com/HShock.html) - New home for HShock, hopefully last time I move a web page, cause it sucks.
(
http://anyon.150m.com/HShock/Release.html) - Uploaded an experimental Source build that is not ready for release, but I did this for reasons I don't want to disclose. This is really a dev release, with experimentation to stuff I added, and am working on. Please do not nitpick anything
yet, because you will be ignored. Install in steam/steamapps/sourcemods folder. Run like you would any Source mod. Wait for a Half-Life 1 release, which won't add anything new... No promises to time frame.
Cyberspace is evil.