RELEASE: DXSG_Abydos

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Mastakilla
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Re: RELEASE: DXSG_Abydos

Post by Mastakilla »

LOL I really like that storyline to be honest.

[offtopic]FGS should create a single player mod like hotel carone.[/offtopic]

Can't wait to try this map in the near future =)

Also, [offtopic] should be a real command. :-D
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Darma
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Re: RELEASE: DXSG_Abydos

Post by Darma »

Here is a thinking.
Warpzone have 8 possible destinations. Maybe we could say destinations are already in the keypad database and that you only need to press a key to active the warpzone and his destination
with the key 9, 0, #, * changed (Desactive warpzone switch?)

by looking at the warpzone code, I discovered that just by doing

Code: Select all

	Warpzoneinfo.OtherSideURL = Destinations[ NUMBER ]; // (0->7)
	Warpzoneinfo.ForceGenerate();
then the warpzone will put another destination

The problem is that's all I know, I don't how to make a keypad which would switch to a selected number...
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Re: RELEASE: DXSG_Abydos

Post by Darma »

~][FGS][Nobody~ wrote:
Darma wrote:AWESOME
you release it too fast, I was gonna send you a pm about this:
The STARGATE: How to make it works in DX!

Ok, so here is my idea:
In the stargate, put (from face to back):
And uncollisionable 1-sided mover with the water texture
A warp zone face (1-sided)
The other face of the warp zone
A warp zone or a modified one for further new things
Another uncollisionable 1-sided mover with the water texture

Out of the mover:
Create a new mover that has the same effect as the buttons used for the tele-ring (so you can assign symbols to a command)
Using the tele-ring activator mesh for the big cristal at the center
Create a new warp zone that works with the DHD

you press some symbols, then the cristal. The movers are triggered and the warp zone show up with a selected destination.
Re-pess the cristal to disable it, otherwise it will disable afther 60 seconds
Make a command that allow a computer to activate the stargate to a destination!

All this based on Nobody's great tele-ring. I guess with his help, that can be done because he made something similar.
Just a proposition and a idea I got during my shower. :)

About liberty island map: I abandoned it because afther watching ALL the stargates, I more though at making the SGC. If no-one make it then I will start it afther xmas exams. I have drawed alot of plans of the levels 16-(17-)18-19-(20)-21-22-(23-24)-25-26-27-28, afther each stargate and I have loads of screenshots to help me. I have some infos about upper levels but idk if I'll make them. Maybe in a singleplayer map and with help.
http://stargate-sg1-solutions.com/wiki/ ... (SGC)_Base

About the music: I got to talk with some sg fans who made fan-made stargate music. If you want some, I could ask them
same for the DHD and stuffs sounds

oh and, the map link report to the music
and about the sg-theme, I have it in better quality. Idk if you made it on purpose
Humm... well.. I don't want to mar your enthusiasm, but..
Before I made the ring-transporters, I planned to make stargate network but after some researching, I decided against that for the following reasons:

1. The stargate itself is already a big charge for the map geometry and the engine itself (mind the lag in the SG room of CMD_V1).
       ..since it is a NETWORK.. it required multiple gates which would be overkill.
2. The DHD... I wanted to make one with movers as buttons (like you suggested) already in the year 2004, but so many small movers which are so close together are overkill too..
      ..the BSP messes up, single mover surfaces become invisible, etc..
3. Warp zones came in my mind too but they are not suitable, because the room where you place the WarpZoneInfo needs a certain minimum size and it needs to be a closed room, or it simply won't work.
      ..to solve that problem, all stargares needed to be placed to walls with a minimum depth of 128 units, so that you can create a room for the warp zones inside them.
4. I've never tried that to be honest, but I'm not sure if you can just "select" a warp zone destination.. since warp zones are very much native coded.


If you look carefully, you will agree that the ring-transporters actually look metabolic end product too.
They are simple pseudo-rings consisting of 12 edges.
They don't look like that because I was too untalented but because the engine wasn't capable of handling more details.
If DX supported static meshes, many things would have been different..

In the attachment, you see a ring-transporter ring, I created for UT2004.
I know that PhysiQue mod (PhySique?) allow more polygons stability in unreal engine but I can't get it :(
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Re: RELEASE: DXSG_Abydos

Post by ~DJ~ »

I don't think so, Physique or whatever that mod is, it doesn't add more polygon-support. Try Veronika's editor. It has alot of amazing stuff too, as compared to what 'physique' mod showed.
That Resident Evil Mod
————
~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING

~[FGS]SaSQuATcH~ wrote:you+serious=error

chin.democ. wrote:It's just what you're doing with your right hand that worries me....
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ShadowRunner
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Re: RELEASE: DXSG_Abydos

Post by ShadowRunner »

Cheers Masta!
FGS should create a single player mod like hotel carone.
I am kinda working on Deus Ex: The Day After, using some of the SG and DayAfter maps.
It would be a sequel set in 2052. Nevada, California, Space, maybe South America, Egypt etc... Los Angeles.
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Re: RELEASE: DXSG_Abydos

Post by Darma »

oh man, that make more than a few hours :(
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Re: RELEASE: DXSG_Abydos

Post by ShadowRunner »

Well I progressed to the point of having written a basic synopsis of characters and screenplay and having decided what maps could be in the mod. Designed so failure will still issue some levels/demo etc.

But to be honest, I would rather make an official SG mod as part of a group.
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