<!--QuoteBegin-Hybridclaw+Oct 23 2004, 07:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hybridclaw @ Oct 23 2004, 07:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the guy doen't seem very supprised when he sees the hive........ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Top of page 3+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Top of page 3)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The hive discovery audio is the only voice file I'm honestly not happy with, actually. Meatpopsicle just HAD to showcase that one. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> It'll probably get changed eventually.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> (theclam @ Oct 23 2004, 07:54 PM) The guy making the voices sounded kinda whiny, but perfectly understandable. It's cool, because EVERY OTHER GAME has guys who sound like they are actors or singers, not regular people. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Aren't actors supposed to pretend they are real people?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
lmao, and u guys havnt even heard the sounds for the weapon descriptions yet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-Meat_Popsicle+Oct 23 2004, 09:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Oct 23 2004, 09:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> no theres no specific alien training but i hav left space for the addition of one in the future and spinning holograms arent possible unless i get custom model animations made which isnt really worth the filesize as all aliens and chambers wuld need doing <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> for future refernce, I would recommend you do the Alien training the way it was done in starcraft, where you are subtly guided by the hive mind.
The sounds need to be less <i>"This is a skulk, it's is agile and deadly"</i>, and more <i>"THIS SUCKER IS CALLED THE SKULK. IT MOVES FAST AND EATS YOU EVEN FASTER. KILL IT ON SIGHT."</i>
They're marines, not scientists. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin--Lurker-+Oct 24 2004, 10:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Lurker- @ Oct 24 2004, 10:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The sounds need to be less <i>"This is a skulk, it's is agile and deadly"</i>, and more <i>"THIS SUCKER IS CALLED THE SKULK. IT MOVES FAST AND EATS YOU EVEN FASTER. KILL IT ON SIGHT."</i>
They're marines, not scientists. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I had a script like that with the gruff marine voice, but the forum decided a regular speaking voice was better. The script had to be changed a little to accomodate that.
Besides, You're only hearing a small snippet of the entire thing. Not all of it's that dull. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
HOLY DAMN This is good. Normally I like to critize stuff but this is way above and beyond anything I could have hoped for. Looks great, the commander sounds real, it just looks perfect. I can't wait to play this.
The siege placement with the sprites on where to place them is nice..
Very nice work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-Anpheus+Oct 25 2004, 07:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anpheus @ Oct 25 2004, 07:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Tell me how you did the skulk in the first place.
I fail to see why you can't just rotate the skulk model with a func_rotating.
Could you please elaborate? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> well the skulk is a cycler entity, and func_rotating's can only be tied to world brushes, unless theres another way to do it that i dont know about
<!--QuoteBegin-Meat_Popsicle+Oct 25 2004, 02:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Oct 25 2004, 02:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Anpheus+Oct 25 2004, 07:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anpheus @ Oct 25 2004, 07:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Tell me how you did the skulk in the first place.
I fail to see why you can't just rotate the skulk model with a func_rotating.
Could you please elaborate? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> well the skulk is a cycler entity, and func_rotating's can only be tied to world brushes, unless theres another way to do it that i dont know about <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's not possible. The only way to get it spinning is to make a spinning animation for the model itself.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's not possible. The only way to get it spinning is to make a spinning animation for the model itself.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Wouldn't that be the easiest possible animation to make? I couldn't see anyone spending more than half an hour doing that (not that I know much about modelling/animating).
<!--QuoteBegin-brute_force+Oct 25 2004, 09:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Oct 25 2004, 09:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Meat_Popsicle+Oct 25 2004, 02:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Oct 25 2004, 02:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Anpheus+Oct 25 2004, 07:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anpheus @ Oct 25 2004, 07:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Tell me how you did the skulk in the first place.
I fail to see why you can't just rotate the skulk model with a func_rotating.
Could you please elaborate? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> well the skulk is a cycler entity, and func_rotating's can only be tied to world brushes, unless theres another way to do it that i dont know about <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It's not possible. The only way to get it spinning is to make a spinning animation for the model itself. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> lol, which was exactly what i originally said
and while yes it wuld be easy to make the rotating models it wuld add to the file size a fair bit (4 aliens and 4 chambers remember) and its not like u can't walk around the projector anyway ya lazy gits <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
tommydCreator of ns_tanith, co_pulse and co_faceoffJoin Date: 2002-01-24Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
wow this is really cool. i love the style you are going with. you fit the NS story and theme into the map quite well. how did you do the 'build here' sprites? i assume its custom ents.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> the 'build siege here' things are actually just funk illusionarys or something set to be visible from just the comm chair, with trigger prescences detecting when theyre actually dropped and a multisource to check when all three have been dropped
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
<!--QuoteBegin-Meat_Popsicle+Oct 25 2004, 01:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Oct 25 2004, 01:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> the 'build siege here' things are actually just funk illusionarys or something set to be visible from just the comm chair, with trigger prescences detecting when theyre actually dropped and a multisource to check when all three have been dropped <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> in the word of a popular beer commercial: Brilliant!
"briliant" is the theme of this video actualy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Well as long as you need them new entities, why not get the devs to add in a rotation animation to all the models you need. That way it wont add any noticable file size if its included in the default models <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
That video and map, is just awesome. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->why not get the devs to add in a rotation animation to all the models you need. That way it wont add any noticable file size if its included in the default models<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> the devs havnt actually said theyll do anything specific to help yet, just that theyll "pass the information on to the others" but i dont expect them to add rotating models tbh
Alright meat... really gotta work to finish it now, Flayra has his eye on you! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Now the devteam knows about it too, I cant wait to try it out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-Flayra+Oct 26 2004, 07:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Oct 26 2004, 07:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice work Meat_Popsicle. NS has needed this for so long. I look forward to seeing the finished version. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> A winner is you, meat.
Comments
<!--QuoteBegin-Top of page 3+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Top of page 3)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The hive discovery audio is the only voice file I'm honestly not happy with, actually. Meatpopsicle just HAD to showcase that one. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> It'll probably get changed eventually.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
The guy making the voices sounded kinda whiny, but perfectly understandable. It's cool, because EVERY OTHER GAME has guys who sound like they are actors or singers, not regular people. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Aren't actors supposed to pretend they are real people?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
lmao, and u guys havnt even heard the sounds for the weapon descriptions yet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
for future refernce, I would recommend you do the Alien training the way it was done in starcraft, where you are subtly guided by the hive mind.
They're marines, not scientists. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
They're marines, not scientists. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I had a script like that with the gruff marine voice, but the forum decided a regular speaking voice was better. The script had to be changed a little to accomodate that.
Besides, You're only hearing a small snippet of the entire thing. Not all of it's that dull. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
The only thing this map needs is pimpage!
Aswome work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Now we just need to wait for The NS team to implant the map into NS "turtorial" : )))
*Remove those noooobs*
I fail to see why you can't just rotate the skulk model with a func_rotating.
Could you please elaborate?
The siege placement with the sprites on where to place them is nice..
Very nice work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I fail to see why you can't just rotate the skulk model with a func_rotating.
Could you please elaborate? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
well the skulk is a cycler entity, and func_rotating's can only be tied to world brushes, unless theres another way to do it that i dont know about
I fail to see why you can't just rotate the skulk model with a func_rotating.
Could you please elaborate? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
well the skulk is a cycler entity, and func_rotating's can only be tied to world brushes, unless theres another way to do it that i dont know about <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's not possible. The only way to get it spinning is to make a spinning animation for the model itself.
It's not possible. The only way to get it spinning is to make a spinning animation for the model itself.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Wouldn't that be the easiest possible animation to make? I couldn't see anyone spending more than half an hour doing that (not that I know much about modelling/animating).
I fail to see why you can't just rotate the skulk model with a func_rotating.
Could you please elaborate? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
well the skulk is a cycler entity, and func_rotating's can only be tied to world brushes, unless theres another way to do it that i dont know about <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's not possible. The only way to get it spinning is to make a spinning animation for the model itself. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
lol, which was exactly what i originally said
and while yes it wuld be easy to make the rotating models it wuld add to the file size a fair bit (4 aliens and 4 chambers remember) and its not like u can't walk around the projector anyway ya lazy gits <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
will there be an alien tut as well?
in the word of a popular beer commercial: Brilliant!
the devs havnt actually said theyll do anything specific to help yet, just that theyll "pass the information on to the others" but i dont expect them to add rotating models tbh
A winner is you, meat.
edit: I know it's not correct english <_<