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[Mission] Water Caverns - Jan 4th, 2011
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SubDrag
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 PostPosted: Thu Dec 23, 2010 8:13 am    Post subject: [Mission] Water Caverns - Jan 4th, 2011 Reply with quote Back to top

Got Trevelyan running properly, and a lot has improved. Showing off co-op too.





-SubDrag



Played around with the setup / text some more today. Got the text to display in most circumstances, including Jack Wade's radio communication. The screens are pretty much all accurate to GoldenEye, with only two exceptions. Even tested out some Counter-Operative mode, which was really cool. Thought this screenshot (above) was pretty nasty, so wanted to share.

- Wreck


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=




Made some updates to the setup file and tested out the text. Had to make some slight adjustments to the briefing in order for it to better match the style of PD, but it looks good. I also figured out how to remove the slowdown that was having a big impact on the start of the mission. With only a few more things to work out, this is coming along very nicely.

- Wreck


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



New image showcasing the AI's ability to fire through and over railings. This definitely increases the difficulty of the mission, as you can no longer take cover behind railings and freely dispose of enemy soldiers.

- Wreck


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I need the last couple objects from Wreck, but otherwise things are going ok. Clipping is going to be the biggest hurdle as the level is not very vertical.



Last edited by SubDrag on Sat Feb 19, 2011 11:39 am; edited 1 time in total
 
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 PostPosted: Thu Dec 23, 2010 9:27 am    Post subject: Reply with quote Back to top

Wow this is great, how well dose the level work action block wise because it looks like trev is running off?
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Last edited by 00action on Thu Dec 23, 2010 9:55 am; edited 1 time in total
 
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Wreck
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 PostPosted: Thu Dec 23, 2010 9:31 am    Post subject: Reply with quote Back to top

Awesome to see this is really coming along. I'll have to redo the BG file for you and put in all the textures for the level into my working ROM. Once I have everything setup, I'll send you an updated patch to use from that point on. You can continue using your files in the meantime.

For objects, I think there are only four. Two different multi-monitor types, and the special octagonal doors. Like we've discussed, the iris door won't be happening anytime soon. I'll have to split the eyelid door into two models and use them everywhere, instead. That'll do the job for now.
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 PostPosted: Thu Dec 23, 2010 9:49 am    Post subject: Reply with quote Back to top

Yes. This looks very good Very Happy
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 PostPosted: Thu Dec 23, 2010 7:01 pm    Post subject: Reply with quote Back to top

I've added in the necessary textures, updated the visibility data, and tested out Sub's most recent clipping file. Everything seems good, but I think there's a compatibility issue between GE and PD when it comes to a certain water room and its drawing command data. I also noticed some odd behaviour with water while testing out the Dam. It should be a relatively simple fix, or so I should hope.
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 PostPosted: Sat Jan 01, 2011 5:00 pm    Post subject: Reply with quote Back to top

While playtesting the mission, I just couldn't resist grabbing a screenshot and adding it to the first post. Check it out! Smile
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 PostPosted: Sat Jan 01, 2011 5:32 pm    Post subject: Reply with quote Back to top

That sounds very cool, the multi level guards aiming at you. It's already a hard level with the cheat, we might have to change the time! Maybe!
 
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 PostPosted: Sun Jan 02, 2011 11:10 am    Post subject: Reply with quote Back to top

Somebody update the water... Razz Laughing

Trev

P.S. Incase you dont know what I mean, its blue with light and dark 'blobs' streched on it.

I had an idea though.

level nothingness is black, correct?

If so, make the water semi-transparent,
give it an envmap (Glass, PD Water) (unless it moves, Im sure it does)
drop the caverns sides below the water a little.
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 PostPosted: Sun Jan 02, 2011 3:05 pm    Post subject: Reply with quote Back to top

Trevor wrote:
level nothingness is black, correct?

Caverns is actually (really) dark purple. Just enough to have a hint of color in the distance. It would work just as well as black, though.
 
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 PostPosted: Sun Jan 02, 2011 3:42 pm    Post subject: Reply with quote Back to top

Very cool picture, great work Very Happy
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 PostPosted: Sun Jan 02, 2011 3:58 pm    Post subject: Reply with quote Back to top

The only thing different about the water is that the moving "sparkling" effect isn't there. It looks a lot better in the other rooms, since it is really stretched out under those catwalks.

Fiddled around with the text and some other stuff, so added new pics to first post.
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 PostPosted: Mon Jan 03, 2011 6:31 am    Post subject: Reply with quote Back to top

No way to use PD water?
Maybe from Carrington Villa?
The pool in the basement under the switches?
 
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 PostPosted: Mon Jan 03, 2011 12:43 pm    Post subject: Reply with quote Back to top

man subdrag, this is golden my friend!
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 PostPosted: Tue Jan 04, 2011 12:10 am    Post subject: Reply with quote Back to top

Added another shot to the first post.

I don't really know what people have against the water in Caverns? You don't pay that much attention to it under the catwalks while playing the mission, anyway. It does look better in other areas. I think that shot I put up just wasn't that flattering, when it came to the water.
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 PostPosted: Tue Jan 04, 2011 4:35 am    Post subject: Reply with quote Back to top

"I don't really know what people have against the water in Caverns... ...wasn't that flattering, when it came to the water"

Err, ok, ill not say what I was going to say for fear of being a pest Razz but
Now look what youve done - You messed all over the controls. Now pump 4 will have to be taken offline for cleanup. Your sacked Scientist_154. Hmm, sleeping on the job too eh... Ohhh...

Trev
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