[project1dev] Re: Project1 - SVN Update 609

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 1 Feb 2010 07:41:42 -0800

Yeah, I used the model nicknaming to make the wagon usable to start the
hacking minigame.

On Mon, Feb 1, 2010 at 5:05 AM, eric drewes <figarus@xxxxxxxxx> wrote:

> that sounds great for me, i have a couple more things to do layout wise
> today but once that is done, i'll build the maps and set everything up.  I
> want to do that anyways before i start on fine tuning the textures, adding
> props, etc. so i can get an idea of how it looks in game visually.  The
> entire layout art for the temple will be done this evening, and i can make
> my job this week laying out the map so you can start scripting :) thanks
> kent!
>
>
> On Mon, Feb 1, 2010 at 1:16 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> That sounds like a good plan to me, yeah!
>>
>> Do you know about the nickname thing for models?
>> On Sun, Jan 31, 2010 at 9:48 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>>> Hey Alan what are your thoughts for implementing the scripting? My idea
>>> would be to have Eric build the model and map via the editor and then I add
>>> scripting to the models to make them move?
>>>
>>>
>>> On Sun, Jan 31, 2010 at 12:41 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>
>>>>  Hey Eric, is the camera zoom level going to be locked to the same
>>>>> amount as the void map in this place?
>>>>
>>>>
>>>> we can set each room's camera level independently, right?  i'd love to
>>>> have it zoomed in more inside the temple (and indoors in general will have
>>>> the zoom in tighter) whereas outdoor areas it'd be zoomed out to give a 
>>>> more
>>>> open feel.
>>>>
>>>>  When you ride the elevator down, will it change maps at the bottom and
>>>>> go to the "2" area from your diagram?
>>>>
>>>>
>>>> yep, when you ride the elevator down, it'll change maps (with a fade to
>>>> black, then fade from black into the elevator room in area 2 on the
>>>> diagram.
>>>>
>>>> And if you use the elevator lever, should it switch to the "1" area and
>>>>> make the elevator go up?
>>>>
>>>>
>>>> yes, we can have a lever position for floor 1 and a different one for
>>>> floor 2 and you could go back and forth, i didnt think about it but thats a
>>>> neat idea :)
>>>>
>>>> Also hey we might need a "front wall" on the elevator shaft below the
>>>>> floor level so that the player cant walk off into obvlivion.  Unless maybe
>>>>> you want to disable player controls while the elevator is sinkin.
>>>>
>>>>
>>>> definitely, i meant to build like a wooden gate that closed when you
>>>> pulled the lever but forgot.  i don't want to disable the player control,
>>>> but besides the gate we could also have an invisible wall to block them 
>>>> from
>>>> having any chance of getting out
>>>>
>>>> It seems like the "1" area is ready to put together, it goes the circle
>>>>> peice to the hallway to the elevator shaft right? (:
>>>>
>>>>
>>>> yep, its all set, i need to make the art for the door ways and im going
>>>> to put little shelves on hallway for larva's masks but those are 
>>>> superficial
>>>> details.  i'll upload appropriately sized quads for the temp doorways and
>>>> will get to the real art sometime this week. :)
>>>>
>>>> Can we have some modern day cheesy elevator music? :P
>>>>
>>>>
>>>> hey nick, that is a funny idea :) but hey, this elevator only goes down
>>>> one floor, so i dunno if the time will last long enough to really get the
>>>> effect.  THAT SAID, in a future milestone there's going to be a massive
>>>> ivory tower, we will definitely have an elevator there too and the cheesy
>>>> elevator music idea fits perfect :)  also, your comment made me think of a
>>>> thought like we can have a weapon store or whatnot that has shopping carts,
>>>> muzak, check out aisles and stuff haha lazy girl in a vest chewing gum and
>>>> blowing bubbles, etc.
>>>>
>>>> and having a normal sounding elevator ding when you get to your floor
>>>>> and stuff (while theres some rumbling as the elevator descends)
>>>>
>>>>
>>>> ding sound is a great idea too, we can have it here
>>>>
>>>> On Sun, Jan 31, 2010 at 3:07 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> thats really funny nick I think that would be really cool too
>>>>>
>>>>> and having a normal sounding elevator ding when you get to your floor
>>>>> and stuff (while theres some rumbling as the elevator descends)
>>>>>
>>>>>
>>>>> On Sun, Jan 31, 2010 at 11:27 AM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>>>>
>>>>>> Can we have some modern day cheesy elevator music? :P
>>>>>>
>>>>>> I love games that throw in easter eggs.
>>>>>>
>>>>>> On Sun, Jan 31, 2010 at 2:21 PM, eric drewes <figarus@xxxxxxxxx>
>>>>>> wrote:
>>>>>> > here is how it works:
>>>>>> > the player will "use" the lever, which will pull it down.  once that
>>>>>> > happens, the gears will start turning - please note, the gears
>>>>>> aren't
>>>>>> > perfect mathematically but i believe it'll create the illusion just
>>>>>> fine,
>>>>>> > especially because of the overhead view point and the zoom level.
>>>>>>  we can
>>>>>> > have sound effects for gears, and maybe a little rumbling/creaking
>>>>>> as the
>>>>>> > elevator lowers itself down the shaft (which will prompt the loading
>>>>>> the the
>>>>>> > next floor elevator room view)
>>>>>> > i've attached screenshots so the scripter/mapmaker can see where
>>>>>> things go,
>>>>>> > layout wise. i'm not sure if i'll be building so i figured the info
>>>>>> would
>>>>>> > help!
>>>>>> > if you have any questions/comments/criticism, please let me know
>>>>>> >
>>>>>> > On Sun, Jan 31, 2010 at 2:12 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>>>> wrote:
>>>>>> >>
>>>>>> >> Hey Rad!
>>>>>> >>
>>>>>> >> These peices look nice (:
>>>>>> >>
>>>>>> >> On Sun, Jan 31, 2010 at 11:04 AM, Apache User
>>>>>> >> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>> >>>
>>>>>> >>> User:eric
>>>>>> >>>
>>>>>> >>> Message: all the models for the elevator, including separate
>>>>>> pieces for
>>>>>> >>> all the moving parts (like gears) - also included in this update
>>>>>> is the
>>>>>> >>> elevator shaft for the first level
>>>>>> >>>
>>>>>> >>> <Files Changed>
>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/big_gear.ms3d
>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/controlbox.jpg
>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/crank_gear.ms3d
>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/elevator.ms3d
>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/elevator_floor.jpg
>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/floor1elevatorshaft.ms3d
>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/lever.ms3d
>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/small_gear.ms3d
>>>>>> >>> A   Art/Models/Maps/TheVoid/FirstTemple/track_metal.jpg
>>>>>> >>>
>>>>>> >>>
>>>>>> >>> ==============================
>>>>>> >>> Project 1 Dev mailing list
>>>>>> >>> to unsubscribe, please send an email request to
>>>>>> demofox@xxxxxxxxxxx
>>>>>> >>> Project 1 website: http://project1.demofox.org
>>>>>> >>> Project 1 SVN repository: http://pyotek.com/project1
>>>>>> >>
>>>>>> >
>>>>>> >
>>>>>>
>>>>>> Project 1 Dev mailing list
>>>>>> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx
>>>>>> Project 1 website: http://project1.demofox.org
>>>>>> Project 1 SVN repository: http://pyotek.com/project1
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

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