[EXP] Test Subject #13

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youme
937 Posts
Posted Jan 26, 2008
Replied 1 hour later
instead, they reused her face for left 4dead, the female character in that is based on the same model as Chell is.

A propper mod just seems more professional than a collection of bonus maps.
I'm pretty much through the basic steps of getting the mod set up I just need to work out how to tell hammer than TS13 uses the portal fgd ( set it in the options like we did in the work around days but it doesn't work) as well as telling the mod itself to use the portal gcf.
I've figured out adding chapters andbackground menus and maps and custom fonts for the menu and things...

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youme
937 Posts
Posted Jan 27, 2008
Replied 13 hours later
Oops, It seems I have a little problem with my icon file...


hehe just a small problem.

I now have the mod working just fine, just like portal.

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Beer-Me
137 Posts
Posted Jan 27, 2008
Replied 4 hours later
Nice

Just a quick question, can you code C++?

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youme
937 Posts
Posted Jan 28, 2008
Replied 18 hours later
nope
I can do the odd little change to existing code but I cant really make new code myself.
Dad is rather good at the various C variant languages so If I need to code something and the internet lets me down I shall get some assistance from him.
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username
67 Posts
Posted Jan 29, 2008
Replied 20 hours later
If you ever need help with the C++, just PM me. I'm hoping to get a job in game design, and have used C++ for a few years now.
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rellikpd
1,053 Posts
Posted Jan 30, 2008
Replied 1 day later
i've been programming since '92, have coded in basic, c, c++, visual basic, HTML, JavaScript, Pearl, CGI blahblahblah, and used to make quake mods. just fyi. i haven't even LOOKED at the half life files. so i doubt i'd be of any use. BUT. i will check back here often, and if you can think of anything specific that you need. i'll try to help.
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Hyakkidouran
84 Posts
Posted Jan 31, 2008
Replied 19 hours later
Sure seems like an ambitious project that is on good tracks...

I don't have time to do precise beta test for you, but I am really expecting the first things you will make public and playable.

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youme
937 Posts
Posted Jan 31, 2008
Replied 49 minutes later
Spoke to a friend the other day and once the code for portal comes out (reported that it will eventually) we will collaborate and make some new gameplay elements to weave into TS13 (I have some ideas tucked up my sleeves)
Also, announced just now that there is a branch, you can take one of two paths halfway through.
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Browen
73 Posts
Posted Feb 01, 2008
Replied 1 day later
youme, where would i go to beta test your map? i don't see it in the wip.
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youme
937 Posts
Posted Feb 02, 2008
Replied 9 hours later
Thats because according to the official rules it shouldn't be in the wip section, but someone decided it should. The only playable conctent has been sent, privatly, to a few testers. I don't want to release anything publicly yet because, well, just because.
Also, you cant beta test it because its still alpha
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youme
937 Posts
Posted Feb 02, 2008
Replied 11 hours later


Well thats that minor problem fixed Looks quite classy, don't ya think?

I've found someone to do me a model aswell here is his concept:

http://jeroendessaux.be/PortalDude.jpg
I'll keep ya posted as he makes it.

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NykO18
183 Posts
Posted Feb 02, 2008
Replied 33 minutes later
How the hell did you manage to create a mod ? My Source SDK keeps saying that this feature is not yet compatible with the Orange Box Engine. Is it the new beta SDK ?
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youme
937 Posts
Posted Feb 03, 2008
Replied 13 hours later
Yeah its the new SDK beta, I can't modify any code yet, but I can at least tailor the bare bones to fit TS13 (like the menu screen and it loading my maps for each chapter...)
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NykO18
183 Posts
Posted Feb 03, 2008
Replied 2 hours later
That's cool, how are you choosing where to start each chapter ?
It's something that I don't really understand in my own adventure...
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youme
937 Posts
Posted Feb 03, 2008
Replied 13 minutes later
You mean how do I make chapters apear in the menu with my own map?

or where do I think is an appropriate place to start a new chapter?

To answer the first:
-Make a folder in the root of your mod eg: SteamApps\SourceMods\mymod\cgf
-Make a text file in that new folder and call it chapter1
-Open it up and add one line, the name of your map so mine is "map testc_00_b"
-Save it as a .cfg file

To answer the second:
Dunno, not really thought about it yet

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NykO18
183 Posts
Posted Feb 04, 2008
Replied 1 day later
Yep, that was the second one, but the first is still usefull after all.
I'd like to ask you a question if you don't mind (I could use private messages, but I'm kinda still answering to your previous post) : Is the beta SDK stable ?
I'm afraid to switch, because I had a lot of bad surprises in the past, when using beta SDKs. Since 2004, EVERY update and beta version of the SDK went wrong at first..
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youme
937 Posts
Posted Feb 04, 2008
Replied 1 hour later
Well it certainly seems fine for me, I've not really stressed it too much and the ray traced lighting just crashes hammer, but other than that it seems to work well.
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youme
937 Posts
Posted Feb 29, 2008
Replied 25 days later
Right, now is the time for you guys to give me some more encouragement, I've hit a low point on this project and it's at the lowest point I want it to stray to. I really want to get this done for you guys and I promise I will return to it as my main project once I've finished cp_bloodstained for TF2. However, keeping that promise will be dramatically easier when you guys show some anticipation for TS13
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NykO18
183 Posts
Posted Feb 29, 2008
Replied 1 hour later
I'm in the exact same situation.
I'm working on my own mod since 2 months, and I'm currently hitting a very low point. I'm basically at 75-80%, but I can help it, I'm totally pissed off and can't progress anymore.
But if you want an advice, I'd say that you're doing right. Making a break before you're totally pissed off is always a good idea. You're reducing the risks of throwing everything away forever. In the past, I worked on a HUGE map for HL2: DM. I mean, a REALLY huge map (the BSP was like 150 MB). There was a village, a church, a cemetary, catacombs, sewers, combine buildings eating everything, and advisors lurking around. It was not meant to be played seriously, but it was supposed to be my best creation ever. Eventually, after 8 or 9 months on the same damn map, I blew everything up because I was too bored to do things correctly anymore.
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Kiavik
81 Posts
Posted Feb 29, 2008
Replied 4 hours later
rest assured, I really can't wait for it. A whole expansion pack with a new storyline that expands on the original one? Sign me in. You can do it youme!!