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PostPosted: Tue Nov 23, 2004 8:47 am
by Risen
Tormentor667 wrote:tell me, why it is that much more work for you, what you have to do and how we can help you with that at all.


Since NMN has taken M6 which I was scheduled for in week 3, I will be finishing the intermap in week 3. I do believe I can finish the intermap as originally planned by the end of the time allotted for week 3. While I am very happy with the outcome of this so far, I really wanted to work on other maps again. If I have to spend more time on this, I fear that I won't touch any of the actual gameplay again! :(

Things that still need finished in the intermap:
- Multiplayer testing yesterday (Thanks Bio/Destroyer!) revealed a few bugs to be fixed. I do not expect changes to affect the import code again.
- Sound issue, caused by cameras (and perhaps something else?) Hopefully this will be resolved in the related bug thread.
- Revised exteriors. Currently M1-M5, M7 are built. I have to finish M6 and build M8 and M9. I also need to build the terrain, it is very basic right now.
- Revise camera work. Current camera sequences are not at all up to par.
- Develop commendation system. I have good ideas for this.
- Create interface for other maps (specifically CREDIT) to access useful stat information.
- Develop final interface
- Add skyboxes, atmospheric effects, lighting...
- Testing, testing testing...

Things that will need rebuilt is a new map is added:
- Add map exterior
- Add camera sequences (2 required)
- Modify MAPINFO
- Modify elements for extended capacity:
- local/global variables
- dimensional converters
- cumulative stat reporting (including graphic modifications)
- map selectors
- Develop method for specifying a second secret map
- Review report screens to determine spacing
- Reposition graphics
- Modify report screens to accept variable placement based on map completion

Note for all mappers: please finalize your skyboxes! I need these by Friday so I can build the atmospheric effects for the intermap.

PostPosted: Tue Nov 23, 2004 9:15 am
by Tormentor667
@NMN - Actually it is TORMENTOR667 *hehe* <space for general laughing>

@Risen - So, as I can see, the regular work can be done in the following two weeks, am I right? So here I comment on the additional things for yet another map (my secret map)

- Add map exterior
+ about 5-10 minutes)
- Add camera sequences
+ as far as they are moving cameras, about 10 - 20 minutes might be enough
- Modify MAPINFO
+ actually just a few seconds
- Modify elements for extended capacity
+ could you be so kind and explain what is meant by that?
- Local/Global variables
+ no idea how long
- Dimensional converters
+ no idea how long
- cumulativ stat reporting (incl. graphic modifications)
+ no idea about the first, but as far as you are working with photoshop in the second (which I think you do), this won't take much long
- map selectors
+ no idea how long, what is it?
- develop method for specifying a second secret map
+ as far as the entries to the secret maps are constants (means, just reachable through one specific map) this won't be too hard, will it?
- review report screens to determine spacing
+ well, doesn't sound like much work
- reposition graphics
+ why?
- modify report screens to accept variable placement based on map completion
+ means that from 2 different versions (w or w/o secret), we get actually 4 different versions (no secret, secret 1, secret 2, secret 1+2)

So, I think, if you don't work on other maps right now through these 2 weeks, you can accomplish this task and I really would be happy if you do that. And don't fear, not working on any gameplay stuff of other wads, because I have the strong feeling, that we will need another 2 or 3 weeks to polish things up!

PostPosted: Tue Nov 23, 2004 9:27 am
by Nmn
IMPORTANT IMPORTANT

alert alert alert

My map doesn't have a regular skybox, instead it has an afternoon orange-like skybox, however, You can stick to plain white sky and NIGHT sky after my map. Why? I have a transition in my map that changes the afternoon to night ;)

PostPosted: Tue Nov 23, 2004 9:43 am
by SirTimberWolf
^hes so cool..
:P

PostPosted: Tue Nov 23, 2004 9:46 am
by Risen
- Add map exterior + about 5-10 minutes)
No. These exteriors are more complicated. 20 at minimum.

- Add camera sequences + as far as they are moving cameras, about 10 - 20 minutes might be enough
The cameras are easy, it's the transitioning that gets tricky.

- Modify MAPINFO + actually just a few seconds
Yes, probably.

- Modify elements for extended capacity + could you be so kind and explain what is meant by that?
Just a general category, broken out below. It means these things need to be modified in order to hold the extra data needed for another map.
- Local/Global variables + no idea how long
Probably not too long, thanks to search/replace
- Dimensional converters
Again, probably not too long since I made this fairly scalable
- cumulative stat reporting (incl. graphic modifications) + no idea about the first, but as far as you are working with photoshop in the second (which I think you do), this won't take much long
Could take a bit. Need to have this recognize which maps have been played. As for graphics, I hope I saved the PSD....
- map selectors + no idea how long, what is it?
Big chunk. Each script that needs to determine what map you are in has to run a stat checking process to find out where you are so it knows what stats to give you. I might need to convert this to a function somehow.
- develop method for specifying a second secret map + as far as the entries to the secret maps are constants (means, just reachable through one specific map) this won't be too hard, will it?
May require another global, meaning the import code will need revised, not just the library. I'll try to find a way to do it without modding that, though.
- review report screens to determine spacing + well, doesn't sound like much work
It will be. This is a lot of pixel-level placements that can't be done visually.
- reposition graphics + why?
Because with an extra map's data to show, it might not all fit!
- modify report screens to accept variable placement based on map completion + means that from 2 different versions (w or w/o secret), we get actually 4 different versions (no secret, secret 1, secret 2, secret 1+2) Yes, and I need to account for that.

If secretmap 2 is placed between M7 and M8, it may make my job easier. I also have an idea for a map exterior that could work well.

So now our time/weather looks like this:
M1 - Day / Overcast
M2 - Day / Overcast
M3 - Day / Overcast
M9 - Evening / Showers
M4 - Evening / Overcast
M5 - Day / Overcast
M6 - Evening / ?; Night / ?
M7 - irrelevant
M8 - Night / Clear

Wouldn't it make sense to change M5, and then have consistency across all maps?
I also think it would be nice if M1 had some sort of daybreak effect. What do you think?

Thanks for the update, NMN... I will need both your before and after skyboxes.

PostPosted: Tue Nov 23, 2004 9:56 am
by Nmn
Correction.
M3-Night, clear
M4-Early MorningOvercast
M6-Night Clear

also,
What Intermission graphics are You talking about? :shucks:

Image

PostPosted: Tue Nov 23, 2004 10:02 am
by Tormentor667
@Nmn - The graphics he created for the intermission hud (this rusty cool looking thing :))

@Risen - Thx for the explanation, now it's better for me to understand the whole bunch of work. And by the way: I am ok with the secret map being placed between Map7 and Map8 (@Nightmare, please add the exit :)) About the consistency: Actually, I don't think we need that, this would destroy the atmosphere of some wads (especially M4 and M5) so let's leave this as it is now.

PostPosted: Tue Nov 23, 2004 10:03 am
by Nmn
Tormentor667 wrote:@Nmn - The graphics he created for the intermission hud (this rusty cool looking thing :))

Can I see it?

postcount ++ ;)

Image

PostPosted: Tue Nov 23, 2004 10:07 am
by Tormentor667
Ask Risen kindly for some more new screenshots ;)

PostPosted: Tue Nov 23, 2004 10:09 am
by Nmn
I'll be blunt.
Risen, post the PSD File :D

Image

PostPosted: Tue Nov 23, 2004 10:31 am
by Risen
Tormentor667 wrote:I am ok with the secret map being placed between Map7 and Map8 (@Nightmare, please add the exit :))


Hold on, did you want the secret map to be a reward for having good stats? If this is the case then no secret exit is required! I can have it check if all maps played so far have 100% kills, or if the player(s) has(have) lost no more than a certain amount of health, or similar. If this is the case, let me know what the criteria is.

PostPosted: Tue Nov 23, 2004 10:40 am
by Nmn
Hello?

Image

PostPosted: Tue Nov 23, 2004 10:48 am
by chronoteeth
Hi.

PostPosted: Tue Nov 23, 2004 10:53 am
by cccp_leha
Stop spamming the non-spam thread you tart.

PostPosted: Tue Nov 23, 2004 10:54 am
by Tormentor667
@Risen - Well, this is another idea I had in mind, but what would be a good criteria? 100% secret? 100% items? 100% kills? What else is possible throughout the episode?!