[WIP] S.U.P.E.R Natural: Demo Updated

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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby grouchbag » Thu Aug 14, 2014 10:39 pm

This is a beautiful map.Got lost a lot, enjoyed the creepiness.This is very well done.Keep up the good work! :D
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Jblade » Fri Aug 15, 2014 2:54 am

Espilonarge wrote:Played the demo and if there's one thing that desperately needs fixing... it's that head-bobbing camera that's going up and down too much (it also looks unnatural for "human" movement). It's causing motion sickness for me.

You can type 'movebob' into the console and adjust it to your liking there.

me and agaures stumbled across something in the sewer map, I'm not sure if it's a bug but:
Spoiler:
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Pyroscourge » Fri Aug 15, 2014 3:40 am

Espilonarge wrote:Played the demo and if there's one thing that desperately needs fixing... it's that head-bobbing camera that's going up and down too much (it also looks unnatural for "human" movement). It's causing motion sickness for me.


Like Jblade said, you can change that yourself.

Jblade wrote:me and agaures stumbled across something in the sewer map, I'm not sure if it's a bug but:
Spoiler:


Kind of intentional. I had programmed the sewer map to be entered from the Military Base, but changed it to only open once you get the sewer pass. In the demo, it's only meant as a secret map so it doesn't really concern me. Some other exits to the sewer will be open normally, but they haven't been made to work yet.

Spoiler:
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby agaures » Fri Aug 15, 2014 4:26 am

Pyroscourge wrote:
Spoiler:

Spoiler:
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Pyroscourge » Fri Aug 15, 2014 5:54 pm

I've made a working version of the map now, which turned out better than I expected.

(I took this with IDDT activated.)
Image

There's a few issues though, as GZDoom allows a ton of customization to the automap. I don't want to stylize it too much as a lot of people customize their map colours to different things, and I'm not really sure how to implement a compass if you can rotate the automap. Additionally, none of the extra things will come up if you use the overlay map, but none of these things are really big problems.

Regardless, I imagine this is the kind of improvement most people were looking for?
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Ed the Bat » Fri Aug 15, 2014 5:57 pm

I scribbled up an ACS-based compass a long time ago, harvesting from radar displays that other modders before me made (standing on the shoulders of giants, eh?). Maybe that would help you out?
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Pyroscourge » Fri Aug 15, 2014 5:59 pm

That would be great if I could see it, Ed. I wouldn't even really know where to begin if I did it myself.
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Ed the Bat » Fri Aug 15, 2014 6:06 pm

Here you go. It uses a CVAR to toggle it, which you could make a menu option.
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Pyroscourge » Fri Aug 15, 2014 6:09 pm

Thanks! I guess I'm the one standing on the shoulders of a giant now. : P
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Ed the Bat » Fri Aug 15, 2014 6:10 pm

Surely you don't mean li'l ol' me! :3:

But really, our community would never have become what it is without us working together/upon each other's projects. :)
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Mav3rick » Fri Aug 15, 2014 6:11 pm

that map look great :D maybe give it few touchs to make it look like is been display on some kind of pda?
about the hud i have some ideas that you may like or not, is very simple no idea if it fit but is nice to try it :)
Image

1... invontory is well clear: flares, flaslight, armor (maybe to help the player to get more that just 2 hits)
2... info location: where the name of places you visit will be show, as in the lake you visit many places those locations can have a name for future reference
3... compas.. well the compas :P maybe a simple one like <---N------NW----> if this can be done of course
4... special objects: where key card, or plot items are keep
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Pyroscourge » Sat Aug 16, 2014 4:58 pm

Alright, I've increased the size of the text by a small margin. I'm trying not to overdo it, as I like getting as much stuff in that one section of the screen as possible. So a question to those who thought it was too small, is this better?

Image

Previous version for comparison:
Spoiler:



Mav3rick wrote:that map look great :D maybe give it few touchs to make it look like is been display on some kind of pda?
about the hud i have some ideas that you may like or not, is very simple no idea if it fit but is nice to try it :)


The inventory and special items are already covered in the journal, and it's not like you would ever need to check what you have super-quickly. However, I have added the compass in now, so when I say 'Head North', you actually know where you are going.
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Ed the Bat » Sat Aug 16, 2014 5:00 pm

I'd have to see the text in-game to really gauge if it'll work for me, but I have to imagine that any increase in size is an improvement.
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Major Cooke » Sat Aug 16, 2014 10:24 pm

...The ducks. I fed them. And I paid the price with giant tentacles.
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Re: [WIP] S.U.P.E.R Natural: Demo Released

Postby Major Cooke » Sun Aug 17, 2014 8:59 pm

Also, couple minor nitpicks.

Titlemap: When that "thing" turns into two large pairs of eyes, it's not obscured enough to cover up the very sudden change. Either might want to move the spawner more to the right, or decrease the smoke eyes' size.

EDIT: Okay. You really don't need to be using Delay(1) in your scripts. ESPECIALLY for multiple ones running at the same time. The more important ones, you could get away with like 5 or so, but 1? That's the reason why it's a big bottleneck, especially when coming back on map 1 after grabbing the gas container.
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