Wille on 14/2/2011 at 21:39
Quote Posted by henke
Nice! :D Does that just change the models and textures for ArmA2 or does it change dialogue to Finnish as well?
I stopped playing ArmA2 a little bit after the first mission, maybe this is the thing that'll get me playing it again. :)
Our mod adds a new faction called FDF and soldiers under FDF will all speak Finnish. However we have only redubbed the most important radio voices so don't expect those (useless) conversation choices to be translated. All lines that are not dubbed will still work but you won't hear anything. We also have our own campaign coming up that should feature more reliable and simple missions like in OFP.
And since there hasn't been any news about future ARMA style games, we'll keep updating our mod by adding new things and squishing bugs.
redrain85 on 14/2/2011 at 22:21
Since folks have been talking about what they have made, as opposed to what they are making, I'll be including that in my post. But a couple of the projects continue to be worked on. So, technically I still am making something.
In the past, I tried creating some maps for games that all reached various states of completion before I gave up on them. (Notably: Doom, Duke Nukem 3D, Jedi Outcast.)
It wasn't until TRON 2.0 that I actually completed and released a couple of maps. The fact that you could get away with simple, abstract environments meant it was much easier to create a map that people would still accept. Though they weren't necessarily the most attractive, I did try to break the mold by creating maps which had unusual gameplay elements and a lot of special effects. They were probably some of the most advanced maps, early on in the game's lifetime.
I created a (
http://tronfaq.blogspot.com/2010/10/tron-20-complete-map-pack-containing.html) self-installing multiplayer map pack for TRON 2.0 with my maps (they were called Capture the Bit and Deathtrap), and all the others ever released.
I also created a tool to help install and manage the maps, called (
http://www.filefront.com/7644579/rezhandler_v1x3_setup.zip/) REZ Handler. I was planning an all new version called REZ Handler 2.0 that would have dramatically increased the scope of its functionality to include: browsing and joining multiplayer servers from outside the game, automatically downloading maps, a global chat lobby for players to meet and plan games, etc. But I don't think I'm ever going to finish it. If anyone has TRON 2.0 installed right now, you can (
http://ldso.net/downloads/rh20_pre-alpha.zip) download a pre-alpha and mess around with it.
Inline Image:
http://www.ldso.net/tronfaq/images/rezhandler1.gif(
http://img62.imageshack.us/i/rh20027hh.jpg/)
Inline Image:
http://img62.imageshack.us/img62/5996/rh20027hh.th.jpg(
http://img133.imageshack.us/i/rh20042bu.jpg/)
Inline Image:
http://img133.imageshack.us/img133/6379/rh20042bu.th.jpgThe major projects I've worked on were also for TRON 2.0. A couple of mods called (
http://www.ldso.net/tronforum/viewtopic.php?f=16&t=972) User Error and the (
http://tronfaq.blogspot.com/2010/04/tron-20-killer-app-mod-v11-released.html) Killer App Mod. I was a member in the teams that worked on both.
I created the installer and a mod manager tool for Killer App, and also did a lot of game fixes, tweaks, implemented widescreen, and so on. For User Error, I'm working on an updated version to make it self-installing, fix bugs, and make it work better with Killer App so it too has proper widescreen support. But until now, I've done very little on User Error.
Inline Image:
http://h-6.abload.de/img/promo_smallb58n.gifInline Image:
http://media.moddb.com/cache/images/mods/1/9/8816/thumb_620x2000/ka_mod_window.jpgInline Image:
http://media.moddb.com/cache/images/mods/1/11/10655/thumb_620x2000/JeremyCloseup.JPGInline Image:
http://media.moddb.com/cache/images/mods/1/11/10655/thumb_620x2000/GridBugs.jpg(
http://www.youtube.com/watch?v=hjBCRE1T6nE)
Inline Image:
http://i1.ytimg.com/vi/hjBCRE1T6nE/default.jpgKA and UE2 promo video
After I finish working on the updated User Error, I've been thinking about creating widescreen mods for NOLF 1, NOLF 2, and Contract JACK.
Then I'll go back to working on Killer App. Still got big plans for a future update.
steo on 14/2/2011 at 22:30
Wow, we make a lot of stuff...
I may be making a (possibly four dimensional) labrat maze type game using C++, OpenGL and SDL over the next three months as part of my games development module. May post screenshots and progress when we get it out of concept...
Renzatic on 14/2/2011 at 23:41
I guess I could show (or reshow) some of the stuff I've been working on recently.
First off, the depot group I did for my NWN tileset. I posted this one a couple of months back
(
http://dl.dropbox.com/u/3018396/Depot.jpg) Here
...and the dirt trails and cliffs I've done for the tileset recently. I've already nixed and redone these cliffs, but I don't want to show them off because the textures aren't finished for them yet
(
http://dl.dropbox.com/u/3018396/cliff_roads.jpg) Here
...and this skull, which I started last night. I can sculpt organic models decently enough, but I want to be able to polygon model them, because of the extra control I have over the overall shape. So far, it's been pretty damn difficult getting the contours right, and having the topology flow smoothly over it all so I can add more detail in later.
(
http://dl.dropbox.com/u/3018396/Skull.jpg) Here
I've also been poking and prodding a ship for Muzman over the last...oh god...6 months or so. I pretty well suck at doing spaceships, so it's been slow, slow going. The good thing is Modo 501 adds in Pixar subdivision surfaces, which'll make doing this far easier than it was. I'm gonna start it again soon, and see what I come up with.
This is it so far. I wish I had more time to model, so I could learn this stuff faster.
Nameless Voice on 15/2/2011 at 00:07
Quote Posted by Renzatic
Just got through playing NV's Puzzler. It was pretty cool. Reminded me that there aren't nearly enough Chip's Challenge type of games around these days. With a little bit of work and...er...scrolling animations, it could turn out as something special.
What do you mean by "scrolling animations"? Actual walking animations for the character, or just having things slide smoothly instead of just popping from square to square? The latter would be quite easy to do.
Bakerman on 15/2/2011 at 00:44
Wooooow. I really like the look you've got there.
For myself, I've been working for several years on an FPS set in the Warhammer 40k universe. Most of that time has been spent learning C++, Blender, and perseverance. Since I'm mostly a programmer, I've been concentrating on systems, adding a ton of stuff to the Torque Game Engine which I'm using.
Here are a few dodgy old videos. I've made some progress since then, but very little of it is exhibitable. Also note that these were shot for my blog on GarageGames.com, so they're aimed at a technical audience... especially the latter two.
A simple test of the particle-swarm class:
(
http://www.youtube.com/watch?v=LRmYr4ZnPL4)
Default TGE player using quaternion rotation and sticking to surfaces:
(
http://www.youtube.com/watch?v=1T8xt5nT_yU)
Inventory (not at all as impressive as I pretend it is):
(
http://www.youtube.com/watch?v=Bv0xlK5E7tk)
Freedom of movement abilities:
(
http://www.youtube.com/watch?v=glcLfM5PatI)
[url=]The game's website. The 'Codex' section is the only area with any content at the moment.
EDIT This project is now changing direction. After GW closing a few fansites, we decided it was too much work to risk them shutting us down; even if they had answered affimitively in the past, we didn't feel like we could trust them. So we're transferring our ideas into our own universe, which actually has a lot more in common with (
http://www.youtube.com/watch?v=Io3qEXfuc2s) Carnivale, and continuing as planned. /EDIT
Since this is a damnably ambitious project and the team at the moment consists of three people, I've started writing up a design for a little side-project which I'll hopefully complete in 6-8 months, and can take code from to use in the main project. It's really just a diversion, a learning experience, and will hopefully make me a little pocket change :p.
Here's the quick pitch: cross Left 4 Dead with the procedural level generation from a roguelike, and set it in
Alien.
You're a squad from a private military company sent in to investigate a randomly-generated underground Facility which has been taken over by a deadly/terrifying Creature. You've got several objectives, each needing to be completed at different levels underground. I'd really like to make it tense and survival-oriented, as opposed to Left 4 Dead's action orientation. But we'll see how that turns out. And yes, it's kind of like Alien Swarm, but first-person, more hardcore, and again, less action-focused. I really want there to be just one Creature which you'll never really kill... just drive off until next time. There'll be auto-turrets and sentry drones to provide a bit of filler action, but I figure noise will attract the Creature, so finding a way around will always be a good idea.
I'll hopefully be able to post up some screenies for that one in the next few weeks :)... once I've actually made more than a design document :p.
(When I started planning The Facility, I started with a really focused scope. Then as I started taking the concept to its logical conclusion, the ideas mushroomed out into a crazy-awesome roguelike FPS of epicness. Then I remembered that I wanted to actually finish this project, so I ended up trimming out all the fat... into two sequels :p. PLUS the long-term project What was that about ambition which o'erleaps itself?)
Renzatic on 15/2/2011 at 01:10
Quote Posted by Nameless Voice
What do you mean by "scrolling animations"? Actual walking animations for the character, or just having things slide smoothly instead of just popping from square to square? The latter would be quite easy to do.
The latter. Watching the screen jump from tile to tile instead of panning smoothly disorients me for some weird reason. It's one of the reasons why I can't play really oldschool DOS RPGs anymore.
Volitions Advocate on 15/2/2011 at 20:45
While I have little to show at the moment I've been working on building up a soundtrack for a videogame I've had in my head for a few years. An odd starting point probably, but its somewhere. Assets are what is going to take me the longest.
In the mean time, between studying and working I'm slowly building up my skills in Unity, and with a rudimentary understanding of C++, Adobe CS5, Blender, Csound, and SuperCollider, I'm hoping I can patch together enough experience to build, script, and build assets for my games.
My first project, long before I start working on my video game, is make a series of short game-like interactive ... thingies. Demo's maybe? of obscure Science Fiction "moments". something that can be played start to finish in anywhere from 3 to 10 minutes, and with varying degrees of involvement from the player. Could be an interactive movie, or a short FPS level.
My ideas so far:
-A remake of Beta Grove
[INDENT]just the grove and its "lobby", with some scripting and some action that wasn't possible with the original. Just wanted to do my own interpretation and tie in a little twist for the evenutual discovery by the Von Braun, Also its not "imma do a remake of ss1!" and only release the medical deck.)[/INDENT]
-the scene from Good Apollo volume one comic in the Amory wars saga.
[INDENT]The one where "god" stops writing his comic because he's pissed about his g/f cheating on him, and ends up hallucinating that his bicycle is a demon that tells him to kill one of his major characters[/INDENT]
-A scene from one of the Dune books that I always wished had been made into a worthy movie.
Those are all the ideas i've got. I think in scope they're nice and small and dooable with considerable effort by one person. would be good portfolio pieces.
Also I'm up to suggestions for other good sci-fi moments.
I haven't thought of a name yet for the series. Once I get into the swing of it hopefully I can release a mini-game once every few months.
demagogue on 15/2/2011 at 21:55
I like the idea of bite-sized vignettes too. It's a lighter workload and you can put more polish into it and have time to make it into a complete package, and make more of them. But I think it's good for players too. Really good small vignettes are sometimes more memorable because they pack a big punch and don't get watered down by fluff only there to make the game drag on.
I have ideas to make a series too. I was leaning cyberpunk myself. HL2 could work. But if we could get a Dark Mod branch with scifi assets (Doom3 and NeoTokyo), then we get the stealth & AI-searching mechanics, object manipulation, the movement, and a few guns, I'd love it.
Renzatic on 27/2/2011 at 00:02
Gonna resurrect this woefully underutilized thread to brag.
(
http://dl.dropbox.com/u/3018396/Spine_Sculpt.jpg) I've started a human spine to go along with the skull I'm working on. Next up will be the top half (since the vertebrae are shaped differently up top, then the coccx...coccy...cokki...butt bone.
For my first ever attempt at as anatomically correct as I can manage organic modeling and sculpting, I'm surprised at how well it's turning out for me.