Page 2 of 3
Re: Cozmo_RPG Released!
Posted: 04 Mar 2011, 16:06
by ~DJ~
gooo chin :3
welll... about the ill and coughing part, its not that u r ill tats y u spawn from hospital
more like new born thing lol :$ (atleast i think)
the coughing part is actually somethin liek you AGE-ING. i think cozmo said something liek that he dint found a better way to damage player in time rather than the poison damage, otherwise all are big male grunts.. since he dint created a gametype, alot of haxy coding is used!
ITS SOMETHING LIEK THAT..I THINK.. but yeah.
Cozmo_RPG_V2. CANT WAIT FOR IT. needs more chin magic.
Re: Cozmo_RPG Released!
Posted: 04 Mar 2011, 20:21
by chin.democ.
Sorry for spaming this thread I just want all my stuff in one place so Cozmo can view it.
A little weapon shop, 97kbs. A hotel using Unatco HQ as a base, 341kbs, and a bar 223kbs.
Re: Cozmo_RPG Released!
Posted: 06 Mar 2011, 02:24
by ShadowRunner
very nice Chinny. That was quick!
Re: Cozmo_RPG Released!
Posted: 06 Mar 2011, 23:47
by ShadowRunner
OK since no takers, I'll sign up.
I love working on city maps. I'm really up for this.
Re: Cozmo_RPG Released!
Posted: 07 Mar 2011, 00:47
by chin.democ.
Thanks for showing some interest Shadow, cool that you want to do some stuff, anyone else interested in making something?
Can be anything really, right now I'm making a hotel for Chinatown, It's supposed to be a little bit classy it has just two rooms so the price will be steep, but you'd have the coolest place in town (until someone comes up with something better). Also I'm working on a church, and I have some things to add to Chinatown and the slums, I have an idea for a children's playground all run down and eerie. Slums should be a place you don't want to be.
Cozmo has inspired me to map for this (and hopefully some of you guys too) and if we can in return inspire him to expand his mod with updates every so often then that would be great. I would really love it if we could get at least 1 building from the [FGS] mappers, we have a few now!
Basically I've been stealing alot from SP but re-arranging, re-texturing etc, I'm trying to keep the meggage to a minimum which is actually alot of fun to make a place and give yourself a limit of 350kbs or 200kbs for smaller stuff. Also I'm just using standard textures.
Micro-mapping ftw.
Re: Cozmo_RPG Released!
Posted: 07 Mar 2011, 01:16
by ShadowRunner
I would like to do some slums, but would like to either get a copy of the original slums or at least the initial subtractions. If not, it doesn't matter I guess.
I would retexture some of it, even more slummy, more MolePeople.utx and Catacombs.utx, more graffiti. Also I would add literally no more than about 5 brushes to the empty corridor area. Also some parts between corrupt cops and slums just seem like a waste of brushes, especially the area with a lot of stairs that lead nowhere. And I can do what you are doing, make little mini-maps of rooms and buildings, that you guys can do what you like with.
Some things generally about Cozmo RPG if I am to be constructive:
1. I don't see the point of 2nd Avenue, might as well remove the entire sub-map if no jobs or missions or houses there at all.
2. I'm fairly convinced that furniture shouldn't be dumpable anywhere except inside houses or buildings or separate zones. Whoever is spawning 100 pieces of furniture is lagging the whole server on a daily basis, dumping it outside the statue. It's really noticable, the server with or without a ton of furniture by the statue...
3. Crime seems to bring lag. Either make police far more dangerous or spawn less police when there's a crime. Players are working quite hard to build gang business and get followers etc, then some noob shoots a shopper and suddenly everyone's business is screwed by an army of cops patrolling and your followers start a battle. Maybe the paths to the slums should be more visible as well, not hidden behind the police station.
4. The Bar bug, lack of picks in locked rooms and stuff like that is fairly urgent i would say.
5. Needs far far more instructions in the spawnrooms. How to find weps, actually how to get a job, to know about followers...
I could work on the textures for no.5 too. I'd be happy to knock something up.
The aug shop could be bigger and more medical I guess...
Re: Cozmo_RPG Released!
Posted: 07 Mar 2011, 15:25
by chin.democ.
Good call on 2nd Avenue, all that exists there is a hotel/tiny bar several floors up on that buggy lift, I'd delete the whole lot and have the slums entrance where the 2nd avenue entrance is instead of behind the police station. Furniture is definitely a problem I think it might be a good idea to increase the price on furniture (and maybe everything else so you really have to work for these luxuries). To have furniture only spawnable in houses would be great.
Less cops but more effective sounds like a good idea, also it would be nice to be a do-gooder and have new missions that don't involve breaking the law. Agreed with the more instructions part, perhaps have more instructions in the Chinatown station as some information would be exclusive to the Chinatown area. I wouldn't even bother with custom textures as people could get put off by the big downloads, never underestimate people's patience or lack thereof.
I'd say make a little aug shop as your first contribution, less than 150kbs maybe?
Re: Cozmo_RPG Released!
Posted: 07 Mar 2011, 19:17
by ShadowRunner
Custom textures, I can't recall, but probably just meant for instructions. If filesize is an issue, then I would delete the existing instructions and replace them with more extensive ones.
I'd delete the whole lot and have the slums entrance where the 2nd avenue entrance is instead of behind the police station.
This sounds perfect to me.
I think the cop thing could be solved also another way. The subway and the Cop station are too close, you can't get a follower through the subway without them often turning on any cops outside the station. Same for the LP compound and the subway entrance, a bit too close.
I think for this first map, using the SP story and brushwork to some extent is fine. Next map the team makes can/should be original.
Aug shop cool, ok will do that... although Kalman's limb clinic could be good also I was thinking.
Re: Cozmo_RPG Released!
Posted: 07 Mar 2011, 21:15
by chin.democ.
Yeah SP brushes can easily be deleted and replaced in future versions, it's just handy for me after making Dockside to have something a little easier and fun to do.
The only custom textures are the info boards as far as I can see, the Police sign I thought might be custom was actually from HK signs (to the right of the word police is the Chinese equivalent, although Cozmo edited it out by changing the scale).
Re: Cozmo_RPG Released!
Posted: 07 Mar 2011, 21:17
by ShadowRunner
3 x 512x512 textures will be very little meggage, if replacing the original spawn instructions. You can get a lot of info and make the brushes bigger, like the height of the wall... big lab screens or something.
Re: Cozmo_RPG Released!
Posted: 08 Mar 2011, 04:15
by ShadowRunner
Aug shop =148k. Filesize goes down when you set BSP to "optimal".

Re: Cozmo_RPG Released!
Posted: 08 Mar 2011, 13:17
by chin.democ.
Looks alot better than the original and just 148kbs including two NPC's, you sir have passed the test. I had visions of a massive cave and twenty minutes exploring to find all the Augs, nah just kidding!
Was thinking this town needs an internet cafe, fancy making one? would be cool if you could receive jobs via e-mail ala Grand Theft Auto 4.
- Day after style house(s)/hotel for slums
- Internet Cafe
- Chinatown style Restaurant
Want to have a go at the above?
Re: Cozmo_RPG Released!
Posted: 08 Mar 2011, 16:01
by ShadowRunner
OK I will do a slum hotel, it's gonna be Hilton meets the Mole People. And an internet cafe, I got some ideas for that.
I had visions of a massive cave and twenty minutes exploring to find all the Augs, nah just kidding!
Funny thing is... less than 10% of my maps are big. Smuggler edits, Prodigy, Sector_3x, HK_DayAfter etc... they are all very small maps actually. Just this community is full of trolls. Apparently I am Deja's gf now, because I mentioned that 220 will be released.
Re: Cozmo_RPG Released!
Posted: 09 Mar 2011, 03:57
by ShadowRunner
Re: Cozmo_RPG Released!
Posted: 09 Mar 2011, 04:19
by chin.democ.
Looks crazy good, really awesome work capturing the slums perfectly. I've just made a little pole dancing club, it's just 85kbs **** knows how I managed that!
This mod is getting seedier by the minute....
Can you think of anything else to add?