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Biglines
20-01-10, 00:57
Because the other thread (http://forum.neocron.com/showthread.php?t=143839) was getting rather full, decided to start a new
thread to give a bit of an overview of how far we've gotten.

WhiteKrakRBOi started out a few months back on a plaza1 map for hl2, which
turned into a plan to start a bigger project, which is a Mod for the source
engine (HL2/TF2), which would become at least a multiplayer deathmatch
game with the weapons from Neocron, taking place in the city of neocron, and
maybe even incorporate the armour/skills system of neocron.

A lot of good reactions and brainstorming interested myself for the project, so
I started helping out with modeling and texturing.

From the German section of the forum, some people came over and showed
some previous work, which can be found in the other thread (http://forum.neocron.com/showthread.php?t=143749&page=9).

More relevant info can also be found at:
http://wiki.techhaven.org/NcSource:Overview

and we set up a steam group so we can contact each other for playtests and such:
http://steamcommunity.com/groups/ncsource/

In this thread I will showcase the work we've done so far on this particular
project, all the work until now (the graphics anyway), put together in the
start post:

By WhiteStuff:

Most of your stuff is very very large, could you maybe post your work with smaller cropped images? (also I don't know which versions you want to show, the early versions too or just the final ones)



By Inferno:
Tylor's Biochem:
http://i19.photobucket.com/albums/b157/WhiteKrAkRBOi/biochem.jpg

Codee's Sushi Bar:
http://i19.photobucket.com/albums/b157/WhiteKrAkRBOi/codees.jpg

Yo's Pawn Shop:
http://i19.photobucket.com/albums/b157/WhiteKrAkRBOi/pawnshop.jpg

By Rambus:
NC_Subway:

http://www.g0dsoft.com/forum/nc_subway1.jpg
http://www.g0dsoft.com/forum/nc_subway2.jpg
http://www.g0dsoft.com/forum/nc_subway3.jpg
http://www.g0dsoft.com/forum/nc_subway4.jpg
http://www.g0dsoft.com/forum/nc_subway5.jpg
http://www.g0dsoft.com/forum/nc_subway6.jpg
http://www.g0dsoft.com/forum/nc_subway7.jpg
The map is modeled after / inspired by the Neocron 1 offline demo battle (copbots vs tg).


A couple new teasers:

http://www.g0dsoft.com/forum/dm_subway01.jpg

http://www.g0dsoft.com/forum/dm_subway03.jpg

http://www.g0dsoft.com/forum/dm_subway04.jpg

http://www.g0dsoft.com/forum/dm_subway05.jpg

http://www.g0dsoft.com/forum/dm_subway06.jpg

http://www.g0dsoft.com/forum/dm_subway07.jpg

The subway HL2:DM map portion is done :)

A few minor tweaks (including scale).

EDIT: If everyone wants we can set a date/time for a larger playtest :)?

By Mal:

http://img14.imageshack.us/img14/6070/out1u.th.jpg (http://img14.imageshack.us/i/out1u.jpg/) http://img57.imageshack.us/img57/5127/out2u.th.jpg (http://img57.imageshack.us/i/out2u.jpg/) http://img30.imageshack.us/img30/7276/out3y.th.jpg (http://img30.imageshack.us/i/out3y.jpg/) http://img57.imageshack.us/img57/181/out4.th.jpg (http://img57.imageshack.us/i/out4.jpg/) http://img4.imageshack.us/img4/3653/out5a.th.jpg (http://img4.imageshack.us/i/out5a.jpg/)

Okay so that's the first section of Outzone 2 done. It's slightly different to the original for technical reasons. One of the technical reasons been that I'm lazy.

By me (Biglines):

http://www.biglines.nl/ncmod/render2.jpg

http://www.biglines.nl/ncmod/screen1.jpg

http://www.biglines.nl/ncmod/screen6.jpg
Silent Hunter ingame with animations (http://www.youtube.com/watch?v=v0dvYaR_pWI)
http://www.youtube.com/v/v0dvYaR_pWI

http://www.biglines.nl/ncmod/screen8.jpg

http://www.biglines.nl/ncmod/gogoingame.jpg
http://www.biglines.nl/ncmod/genrepingame.jpg

http://www.biglines.nl/ncmod/pe3.jpg
facecount so far: 1410, so nearing the 3000 triangles... prolly shud start optimizing ;)

as a preview of the detailing:
http://www.biglines.nl/ncmod/pe.png

http://www.biglines.nl/ncmod/nc_subway0001.jpg (just the models placed in rambus' old version of nc_subway)

Rambus
20-01-10, 01:38
Also important to note:

SVN:
http://www.g0dsoft.net/ncsource/

Mailing list sign up:
http://ncs.g0dsoft.net/

extract
20-01-10, 03:56
wow thats freaking cool!

Nadja [Mars]
20-01-10, 10:26
respect :cool:

nabbl
20-01-10, 12:49
Oh Hell Yeah I Like It!

Biglines
20-01-10, 13:59
lol looks like the new thread was a good idea ;) people weren't following it anymore ;)

Biglines
22-01-10, 12:38
I'm currently modelling a sales person for all the maps, and I want to have some different textures. So, people who want to be in the mod, send met the following:

a pic of the front, side and back of the face, best to have a shut mouth, open eyes, no smile (and a short note saying we can use your image in the mod and on any pr media (as the model might be in a screen shot or something)), people with very extreme hairstyles will most likely not be chosen as that'd require a new model.

I am in no way guaranteeing that you won't look like an idiot :P but if you don't agree with the texture I'll maybe remove it :P

Note: mod contributors will be my first choice, but if they don't want to have their faces on models, I'll take the first few community members

Biglines
22-01-10, 14:34
thought I'd show the results of my first try at a human head, this would be where instead your faces would show up! :P

http://www.biglines.nl/ncmod/malehead.jpg

this is a work in progress, I know the jawline needs work, hell, the back of the head and behind the ears isn't even modelled ;)

Apocalypsox
23-01-10, 05:47
So I was just going to go work on some weapons to import to source just for entertainment, but I can't find any of the NC2.2 graphic update renders. Anyone have a link to all those weapon pictures?

Whitestuff
23-01-10, 06:26
So I was just going to go work on some weapons to import to source just for entertainment, but I can't find any of the NC2.2 graphic update renders. Anyone have a link to all those weapon pictures?

Hre you go: http://ln.neocron.com/5/productnews

Apocalypsox
23-01-10, 06:54
Sweet, Thanks!

Milenko2121
23-01-10, 09:07
Can't wait to see how this turns out. I hope it evolves into something huge.

Biglines
23-01-10, 14:38
So I was just going to go work on some weapons to import to source just for entertainment, but I can't find any of the NC2.2 graphic update renders. Anyone have a link to all those weapon pictures?
what modelling app do u use? (please only use software you have a proper license for), mostly so our files remain compatible

Powerpunsh
25-01-10, 12:27
Guys you did an awesome job! Keep it up! :)

Nidhogg
25-01-10, 13:49
From the previous thread:

if by ripping you mean anything other than playing/copying, i think it is illegal, as modifying neocron files (which it is), is against the TOS. if they can be played by the game or another tool, I don't see how that could be illegal

but yes, if we could get niddies or some other mod's opinion on the matter that would be great
I'm afraid that we cannot provide you with permission to use or access the mp3 music files in any way except via the Neocron client during normal gameplay. We have a very specific license to distribute and use the music and our terms of use are very strict.

We love to support you where we can and trust that you understand that our hands are tied in this respect.

N

Biglines
25-01-10, 14:19
From the previous thread:

I'm afraid that we cannot provide you with permission to use or access the mp3 music files in any way except via the Neocron client during normal gameplay. We have a very specific license to distribute and use the music and our terms of use are very strict.

We love to support you where we can and trust that you understand that our hands are tied in this respect.

N
Damn, oh well, it was worth a shot, thanks very much for running this by KK

Sydalesis
25-01-10, 21:16
i can possibly provide similar music of my own. I'm a Space Ambient artist.

Biglines
25-01-10, 23:00
cool, I'd like to hear some of that :D

Rambus
26-01-10, 00:04
Thanks for the clarification Nid.

One door closes and another opens up!

Sydalesis, when you send sample songs please include me.

I will pm you an email addrss incase you prefer to send song files as apposed to links.

Sydalesis
26-01-10, 02:13
I give you 2 options, do you want new, high quality fresh compositions, or do you want me to pick songs from a 12 album collection ? I give you the choice to decide, i can do a mix of both too.

My main influences are Max Corbacho and Steve Roach, Ian Boddy, Robert Rich, etc etc.

I try to find my own style in this genre since i discovered the neocron soundtrack in 2002 iirc. I have even composed a few themes for nc clans.

Im thinking i should do a big pot pourri, you dont need samples trust me :)

You need to tell me how much songs you need, if you need menu music, etc etc. Then we can look at sfx crafting etc.

Sydalesis
26-01-10, 02:15
I'm gonna do a pot pourri and see if i can make a Neocron:Source original soundtrack from current/past work and just might add new compositions to it.

I might be able to upload a full soundtrack shortly.

Sydalesis
26-01-10, 02:40
compressing the nc:source ost atm

Sydalesis
26-01-10, 02:42
k uploading on megaupload.

311 meg 46 tracks

ill post link soon eta 45mins

Sydalesis
26-01-10, 02:53
upload crapped, said undefined, starting again, any suggestions to a place to upload a 311meg file?

Sydalesis
26-01-10, 02:55
megaupload says 500 meg max for free user so i tried again.

Sydalesis
26-01-10, 03:40
ok it just uploaded 100% and then processed and said undefined again.

time to find an alternative.

Sydalesis
26-01-10, 03:45
trying http://www.filehosting.org/ , eta 40mins

Whitestuff
26-01-10, 04:29
Cool! Keep us posted, I'll DL it tonight when I get home. Might help the level design process to have some ambient music going in the background, especially if it's for the game I'mworking on!

Sydalesis
26-01-10, 04:36
Ok

http://www.filehosting.org/file/details/105087/NEOCRON_SOURCE_OST.rar


1. Sorry it's not all properly tagged.
2. Sorry it's not 100% Neocron but i'm sure you will notice some influence.
3. I hope this mod gets completed etc.
4. This is a varied pot-pourri that i hand picked from a big collection of almost 200 songs. 2006-2010
5. I am building my website since 2 weeks.

Enjoy!

Biglines
26-01-10, 13:08
link doesn't work for me :(

Rambus
26-01-10, 22:16
Download link is working for me, but slow.

I will post a direct mirror in a few hours.

flib
26-01-10, 22:20
Posted mirror here:
http://www.megaupload.com/?d=AFBP7CNI

Sydalesis
26-01-10, 22:31
TY for mirror

Biglines
26-01-10, 23:21
mirror works for me, downloading now

Biglines
27-01-10, 00:38
It certainly reminds me of neocron, very nice, think we'll have to make a selection otherwise this will be 90% of the filesize, but these are great additions!

do you have any idea if it is difficult to make weapon sounds?

"admiring" somehow really made me think of the wastelands :D and "skydome" of in-city music

Rambus
27-01-10, 00:49
Direct mirror is up:
http://www.g0dsoft.com/forum/NEOCRON_SOURCE_OST.rar

Sydalesis
27-01-10, 02:13
I'm gllad you liked it.

SFX can be made with pulses and phases quite easily. It's trial and error for best results... originality helps. There are a lot of soundbanks for sfx out there.

Sydalesis
27-01-10, 02:14
as an example, you can craft weapon sounds with some phased pulse and a magnum 44 blended togheter, its all about tweaking, pitch fx etc etc.

Biglines
27-01-10, 03:44
would you be willing to help when we're adding the guns?

and again apolosox, what software are you using? or is it not for the mod? if it's for the mod, please say which one you're working on, what you're doing with it (modelling, animation, texturing, programming)

Rambus
27-01-10, 04:04
I plan to do some asset modelling with 3d Coat.
http://www.3d-coat.com/

Would that be 'ok' with you Biglines?
3d coat uses a proprietary format (because it is voxel based modeling) but can export into most things.

Whitestuff
27-01-10, 05:30
Favorite so far is Interception. Sounds good man, I'll let you know more when I hear all of it.

Biglines
27-01-10, 12:02
I plan to do some asset modelling with 3d Coat.
http://www.3d-coat.com/

Would that be 'ok' with you Biglines?
3d coat uses a proprietary format (because it is voxel based modeling) but can export into most things.
it's not so much whether it's ok with me, it's mostly whether you can export to source, whether the poly count is low enough, and that we're not doing double things (it's very hard to animate other people's guns for example), and of course that we actually own the licences to the software we're using, it's non-commercial use, so educational licences should be all right.

Mal
31-01-10, 12:45
Hey guys! Sorry for dropping off of the face of the planet (long story).

I'm looking at getting back into the project soon. Keep you posted guys

Biglines
31-01-10, 22:52
taking it a bit further (please remember this is my first human or even organic thing ever in a 3d modelling app)

http://www.biglines.nl/ncmod/vendorwip2.jpg

MrTrip
01-02-10, 02:08
@Biglines,

The model looks good, but the upper chest\shoulder area seems kind of wide. I'm a pretty big guy, and from my neck to my armpit isn't even that far apart.

Otherwise great model :D NC Shop Keeper eh?

Biglines
01-02-10, 11:13
@Biglines,

The model looks good, but the upper chest\shoulder area seems kind of wide. I'm a pretty big guy, and from my neck to my armpit isn't even that far apart.

Otherwise great model :D NC Shop Keeper eh?
tnx, ill have a look at the shoulder area then (this was based off th vendor model in game, ill have a look with proper humans this time)

Biglines
01-02-10, 16:15
better shoulders?

old:
http://www.biglines.nl/ncmod/vendorwip2.jpg
new:
http://www.biglines.nl/ncmod/vendorwip3.jpg

MrTrip
01-02-10, 20:04
Yeah that's much better. Before he looked kind of like a tank trying to be a shop keeper. Now it fits a lot better. Looks more human.

Excellent work :)

[edit] Too bad the Source engine doesn't support blowing off limbs like Fallout 3 does...or does it?

Not to shift gears here, but a Fallout 3 based NC mod would be awesome to have, especially with the huge landscape that Fallout 3 has, you could create just about any part of NCs wastelands in it and have no zone lines. Plus, with the RP elements all ready built in (well sort of) you could have a make shift leveling system....and blow off some limbs :D

Just a thought.

Biglines
01-02-10, 20:57
but no multiplayer right? :P

MrTrip
01-02-10, 21:07
but no multiplayer right? :P

TBH I could almost care less about MP right about now. Its not like we are playing multiplayer in NC (hurr hurr). Honestly though it feels like a single player game with integrated IRC. We see people talking, but I barely ever run into people.

It would be cool to have the epics and such and set it all up to be a big single player NC adventure. Kind of like the single player side of NC you know? For those law enforcer kids that never wanted PVP to begin with. You could feel like real king shit there :P

Just a fun alternative to the loneliness you feel in game right now, or at least I feel. Because lets be honest...while this source mod is looking amazing.....who are you really going to play it with in a few years?

Biglines
01-02-10, 21:28
TBH I could almost care less about MP right about now. Its not like we are playing multiplayer in NC (hurr hurr). Honestly though it feels like a single player game with integrated IRC. We see people talking, but I barely ever run into people.

It would be cool to have the epics and such and set it all up to be a big single player NC adventure. Kind of like the single player side of NC you know? For those law enforcer kids that never wanted PVP to begin with. You could feel like real king shit there :P

Just a fun alternative to the loneliness you feel in game right now, or at least I feel. Because lets be honest...while this source mod is looking amazing.....who are you really going to play it with in a few years?
true, but a single player version is much more work than a multi player version

as for NC loneliness, I play at least an op every night, with lots of pvp in between, but then again I put up with p2 fighting (even though cowdblud is back :()

MrTrip
01-02-10, 21:32
true, but a single player version is much more work than a multi player version

as for NC loneliness, I play at least an op every night, with lots of pvp in between, but then again I put up with p2 fighting (even though cowdblud is back :()

Ahh yeah. But once you get everything NC like into the single player version, then its just about writing a story, and that shouldn't be too hard...I don't know really I guess. I haven't played much with the GECK but from the tutorials I did it was quite simple.

Biglines
01-02-10, 21:35
ah well, most of the models I've been making can be exported to most games, so if people want to play around with a fallout mod we can talk, but this thread is about the nc:source mod :P

MrTrip
01-02-10, 22:17
ah well, most of the models I've been making can be exported to most games, so if people want to play around with a fallout mod we can talk, but this thread is about the nc:source mod :P

I'll go mess around with the GECK and get back with you in a new thread :D a couple of people I know were making the plasma weapons in Fallout 3 more like the NC Plasma weapons, so I'll get with them and continue this in another thread.

Back on topic, :D All is looking good, but now, can we have random NPCs in the maps that just become easy target practice?! That would be kinda fun.

Whitestuff
03-02-10, 00:42
OMG HAX! I actually uploaded something to the SVN. I feel accomplished! Those mappers involved in the project: BEHOLD!!!! 4 Yo's signs for use.

Rambus
03-02-10, 00:58
Congrats White! :)

Whitestuff
03-02-10, 01:02
To find any of my custom textures, simply update to the current SVN and make sure they are in the proper folder Steamgarbagefilestructure/SourceMods/NCSource/Materials/NCS OR HL2_PNC for the few textures previously introduced before the SVN. Then open the Texture Application in Hammer and type either NCS, HL2, or Medi (for the medicare sign).

Thanks guys. Back to work.

Biglines
03-02-10, 23:42
really wasn't satisfied with the dimensions of the dude, so checked with proper dimensions, and the neocron models i used as reference are really off :P

so this the new version:
http://www.biglines.nl/ncmod/vendorwip5.jpg

in comparison:
http://www.biglines.nl/ncmod/vendorwipcombo.jpg

what I still wanna do:

Fix the shoes, they look like clogs
Give him hair
make the torso part non-symmetrical


but I'm totally open for suggestions for other improvements

Jodo
04-02-10, 10:53
The new one looks much better. Could you be bothered to give him a cheap looking cyborg arm? Just a thought.

Biglines
04-02-10, 11:52
this is supposed to be the pretty normal plaza 1 vendor (and other city shops), but it's an idea for some custom player models (this vendor model will be non-playable I think).

What do you guys think of the size of the head btw? it's a far more realistic size, but the model in neocron has a larger head that this

flib
05-02-10, 00:16
looks good to me

Nixon
05-02-10, 01:47
Nice project to hone your modeling skills guys, it's just great to see someone put effort in what they're doing..

I have to rant a bit though.. I'm slightly annoyed looking at the same clunky uber-uber lowpoly simplified stuff in source than i saw so many years ago in NC. I would have so many ideas in my head to redesign and polish this amazing game world that there's no end to it. I get frustrated seeing lowpoly clunky things from pentium 3 digital stoneage days being directly copied to a relatively new engine, rather than running an artist first redesigning them on par to current game art before actually modeling them (and no it's not that big of a deal to upgrade them compared to time it takes to model them, taking there is a concept artist). Seeing old art copied accurately just feels awful and just slightly annoying.

Otherwise this looks like great modeling practise. I hope it proves to be worth the effort!

http://www.primalbrush.com/loc/vendorwipcombo_rev.jpg

Rambus
05-02-10, 02:18
Critical critique is great, but saying that looking at his model makes you feel awful and annoyed is not constructive. The gratuitous use of negative adjectives somewhat lessons what is, actually, a good observation of Biglines model.

Clearly, the image you have shown shows you understand something about artistic construction. If you provide more useful ideas and constructive comments, like the image you attached, we will be able to provide higher quality work.

Feel free to work with an artist by providing additional concept art, as I'm sure Biglines will find you attached image to be extremely useful.

Biglines
05-02-10, 09:30
hehe tnx rambus ;)

but really nixon, calling that model low poly is pretty strange, as it is already more than double to poly count of a normal source model. Second, normally muscle tone is done in the normal map, together with wrinkles and stuff. I'd really be interested in seeing any model thats higher poly than this in a source game

second i'd appreciate you reading before you comment, the model on the left was the first go at it, there were more than 3 iterations between the left and right

thirdly, if a dude that stands around plaza 1 all day, were to be that muscled, that would look very strange to me. Also, I've never seen any muscle tone through a stiff jacket in real life, and I've seen quite a few bouncers in jackets.

as for copying old art, it's kinda the point of the mod, we're not trying to make a new update to make neocron 3, we're trying to make a source mod out of the good old neocron. None of us as gameartists, and at least I have no intention of becoming one. I do this project because I wanna update my modeling skills. Now I'd love to work on a new game, but that would require concept artists, which we dont have, we dont even have experienced texture artists. So we decided to stick to the old art style, which would be a realistic goal for us. and well, so far people have actually been enthusiastic.

I've looked at your website, and you do great concept art, but that paintover muscle on a vendor just looks plain ridiculous. Now if you had drawn creases and stuff that would normally be there, but would always be on the normal map, then I would have agreed with you, but that is part of the normal map, not the model, I'm pushing poly limits for a stupid environmental prop as it is

Nixon
05-02-10, 13:31
I do this project because I wanna update my modeling skills. Now I'd love to work on a new game, but that would require concept artists, which we dont have, we dont even have experienced texture artists. So we decided to stick to the old art style

That is what i thought and sounds great. My previous post came out pretty rough, sorry about that. I was probably just trying to say that i've seen so many mods that do a direct copy of something that already exist rather than adding some spice, adding something new in it.

The thing i was trying to illustrate was the model's upper torso, chest to shoulder line which has some issues. I was not saying you should add muscles and make him a bodybuilder but how the muscles connect under the jacket. You could try adding some shapes to the very round upper torso.

http://www.theboomshelter.com/art/torso/

Biglines
07-02-10, 00:22
I have a paper deadline the 15th, and the start of a new uni project, so I will not be focussing on modeling this week, after the 15th I will try to finish this vendor model.

On a related note, one of my friends is starting to learn blender as well, and will be contributing simple objects he will be creating as he learns to use blender

in order to keep everyone updated, models currently in my pipeline are:

Vendor Model + animations
PE Model + hopefully player model replacement with this model
Dissy/Healing light model + animations (I did this model in solidworks, but will have to redo it in blender in order to use in source)

Rambus
08-02-10, 01:38
Just so no one else jumps in...

I'm currently building some simple props in 3d coat

- Door access
- Rare parts
- Drugs

I'm doing simple things first to ensure that the pipeline is working. (and less concerned with the utility of the items I'm working on).

Biglines
08-02-10, 01:46
door access being the blueish apartment elevator thingy?

Whitestuff
08-02-10, 02:03
Door access probably being the thing you activate outside your apartment door to open it. I'd like to see someone make the street signs you see littered about the city.

Rambus
08-02-10, 21:50
It comes in two colour varieties, yellow and blue.

I should also be able to take on the little street sign.

Whitestuff
08-02-10, 22:45
Awesome! If you could please make it so I can make a brush in Hammer that fits inside the model or just in front of it, I can make scrolling street names as materials and we can actually have the street names on the signs, rather than a "hover over" title.

Whitestuff
09-02-10, 21:49
Uploading the v1.0 of the citycom skin now. It is grey, with self illuminated screens. I centered the main monitor skin and changed it from MB green to grey. Still needs a new keyboard texture.

Rambus
10-02-10, 06:34
Screenshots :)

Biglines
21-02-10, 01:23
rambus, I just tried to play the nc_subway map on the svn, but it crashes my hl2:dm when I try to play it

A community member has been so kind as to make a hl2:DM dedicated server available to us, so it would be cool to be able to test them

Biglines
21-02-10, 02:58
I've also gotten in contact with someone who has been making a lot of maps in source (garry's mod), he made p1, p2, outzone subway station, a start of viarosso and A08, hopefully he'll want to contribute, or we could exchange artwork if he doesn't

Rambus
22-02-10, 19:27
Hey Biglines, I had it up on my FTP but never pushed to SVN.

I'll upload the map to svn + source today.

cheers.

Biglines
22-02-10, 20:00
Hey Biglines, I had it up on my FTP but never pushed to SVN.

I'll upload the map to svn + source today.

cheers.
tnx, how many players does the map support? (so I know what player number to restrict the server to)

I'll post here also when I've added it to the server

r2d22k
22-02-10, 22:37
I'm in :) I love nc and i think this project is a great way to try to revive it. I can help you with coding.

I think we should try to coordinate our developments efforts in an own forum and perhaps meet once in a while on a voice server to discuss things. Screenies and updates about how far we got should still be postet here for the lazy folks who don't want to check five and a half forums a day.

Greetz
r2

Biglines
23-02-10, 22:08
Hey Biglines, I had it up on my FTP but never pushed to SVN.

I'll upload the map to svn + source today.

cheers.
its not up, is the ftp publicly available?


and welcome r2d22k, it's good to finally have a programmer

Rambus
24-02-10, 02:17
Sorry IRL stole me away last night.

I have uploaded the map + source.

I *believe* this version of the map has all the assets compiled in but I'm unable to test it right now. I've included the asset folders incase thats not the case.

Biglines
24-02-10, 19:47
The models are in the map, and it runs well, but there is a lot of textures missing (I copied the materials folder to both hl2mp folder and the maps folder):

http://www.biglines.nl/ncmod/dm_subway0000.jpg
http://www.biglines.nl/ncmod/dm_subway0001.jpg
http://www.biglines.nl/ncmod/dm_subway0002.jpg
http://www.biglines.nl/ncmod/dm_subway0003.jpg

Rambus
24-02-10, 22:15
I can confirm the textures do work- they must have got stomped out when I added the props?

I'll try to fix up the resources soon, but the whole resource thing confuses me :P

Biglines
24-02-10, 22:51
I can confirm the textures do work- they must have got stomped out when I added the props?

I'll try to fix up the resources soon, but the whole resource thing confuses me :P
it didn't make a difference when I added the materials folder (tried it first without), so those materials have been added, just not those you use on the wall. Also, I just realized the source engine doesn't include HL2: deathmatch, meaning we either have to use all custom textures, or people will need both hl2: dm and a source game.

needing 2 games is bad. I'm proposing again to keep the mod at the hl2:dm level, which means people only need a 5 euro game to play our mod, plus we can actually use those assets. It's either that or totally redo pretty much everything in the game, including all textures, guns, player models, world models etc. etc.

Rambus
25-02-10, 02:42
Version of the map, with the same textures, have been tested on other computers on HL2 DM.
If you simply reexport the map and try running it the textures will be there.
I think they were stamped out or corrupted (the hl2 ones) when I embedded the props in the map file. Because versions of the map with out the props embedded had working textures.

Also I hear HL2DM is free with almost any graphics card UPC.

Biglines
25-02-10, 12:15
Version of the map, with the same textures, have been tested on other computers on HL2 DM.
If you simply reexport the map and try running it the textures will be there.
I think they were stamped out or corrupted (the hl2 ones) when I embedded the props in the map file. Because versions of the map with out the props embedded had working textures.

Also I hear HL2DM is free with almost any graphics card UPC.
uhm, haven't seen that anywhere, I know none of my gfx cards or laptops came with hl2dm

I'll try running the map then

Whitestuff
25-02-10, 18:35
I don't know why Rambus' map would lose textures like that, but it may be as simple as compiling the map again as he suggested. I use Pakrat (http://developer.valvesoftware.com/wiki/Pakrat) to embed the assets directly into the *.bsp file, to eliminate that problem.

As far as I know, the HL2: DM assets are included in the OB mod that I created. As I am running it on my PC separate from any official Steam game to test out my map, I have had 0 problems with missing textures. I don't think Valve recompiled HL2: DM on the orange box source code (and potentially adding new assets), so there shouldn't be any assets missing when running his map with regular HL2: DM. I do know that I have tried to port my work backwards to HL2: DM and it will not work because Valve redid some work in OB that changd the way the maps compile. I don't know what changed, but I removed ALL OB material and assets from my map, and it still did not work. Even opened the map in Hammer (configured for HL2: DM) and recompiled and it still didn't work. So, porting my work backwards will be as difficult as rebuilding the entire thing. Whereas, Rambus only needs to open his work in Hammer configured for NC: S, and recompile.

Good luck getting it to work, as I am confounded to why his textures dropped out of his *.bsp.

EDIT:: I don't know what wall texture was used, but if Rambus used any of my textures, they will not display because they are compiled with the ep1 version of vtex (OB version).

Biglines
25-02-10, 18:46
I don't know why Rambus' map would lose textures like that, but it may be as simple as compiling the map again as he suggested. I use Pakrat (http://developer.valvesoftware.com/wiki/Pakrat) to embed the assets directly into the *.bsp file, to eliminate that problem.

As far as I know, the HL2: DM assets are included in the OB mod that I created. As I am running it on my PC separate from any official Steam game to test out my map, I have had 0 problems with missing textures. I don't think Valve recompiled HL2: DM on the orange box source code (and potentially adding new assets), so there shouldn't be any assets missing when running his map with regular HL2: DM. I do know that I have tried to port my work backwards to HL2: DM and it will not work because Valve redid some work in OB that changd the way the maps compile. I don't know what changed, but I removed ALL OB material and assets from my map, and it still did not work. Even opened the map in Hammer (configured for HL2: DM) and recompiled and it still didn't work. So, porting my work backwards will be as difficult as rebuilding the entire thing. Whereas, Rambus only needs to open his work in Hammer configured for NC: S, and recompile.

Good luck getting it to work, as I am confounded to why his textures dropped out of his *.bsp.

EDIT:: I don't know what wall texture was used, but if Rambus used any of my textures, they will not display because they are compiled with the ep1 version of vtex (OB version).

your version works because the mod on the svn actually mounts the hl2dm content (should be in some of the mod files), but if you don't have it installed it won't work.

from the gameinfo.txt on the svn:

//Orange box sdk allows an extra appid to be defined here to mount additional content. 320 is HL2MP
AdditionalContentId 320

Rambus
25-02-10, 20:17
It worked on my clean external computer prior to manually embedding content (I had some trouble with pakrat).
(In this instance I had manually added the custom content folders, i.e. your props).

I see now that the map, as supplied to you, with the media embedded does drop some textures.

I'll get this fixed up asap :)

EDIT:
For Nvidia users:
http://www.steampowered.com/nvidia/
For ATI users:
http://www.steampowered.com/ati_offer1a/

So basically everyone has free Hl2DM.

Biglines
25-02-10, 22:47
not people with intel onboard gfx cards! :P

j/k, I didn't know about that offer, a second account with hl2:source now :D

Rambus
26-02-10, 01:51
The weirdest part is that HL2DM is one of the top selling games < $5.

I guess a lot of people have intel cards :)

Biglines
26-02-10, 16:39
Our second modeler just got his hl2dm version from that ;)


btw could you maybe look at this discussion on the svn server, r2d22k would like to rearrange some of the folder structure, dunno if that will make the discspace go up a lot:
http://wiki.techhaven.org/NcSource_talk:SVN_Structure

and in general, it's a good idea to check the wiki recent changes page (http://wiki.techhaven.org/Special:RecentChanges) because we'll be

Whitestuff
27-02-10, 04:28
It worked on my clean external computer prior to manually embedding content (I had some trouble with pakrat).
(In this instance I had manually added the custom content folders, i.e. your props).

I see now that the map, as supplied to you, with the media embedded does drop some textures.

I'll get this fixed up asap :)

EDIT:
For Nvidia users:
http://www.steampowered.com/nvidia/
For ATI users:
http://www.steampowered.com/ati_offer1a/

So basically everyone has free Hl2DM.

ATTENTION ALL NEOCRON CITIZENS: If you are interested in playing Neocron: Source and you didn't follow the links above, A POX ON YOU! You will need to own HL2: DM and an Orange Box game. Go! Get your free game! Do it! DO IT NOW!!!

Biglines
27-02-10, 18:47
Seeing as r2d22k is looking into making weapons work, I've dropped work on the vendor for a while, and instead started with some weapons again. I've started working on the dissy, as the version I had wasn't possible to import in source.

This is around 3000 poly so far, but that's without backfacing removed (the parts of the model not visible)

do you guys think I should go up on the poly count? (make it all a bit more rounded)

http://www.biglines.nl/ncmod/dissy.jpg

Biglines
28-02-10, 00:58
finished the whole gun in modelling, now I gotta fine-tune, but I need comments (as in, any critique you have, just say so)

http://www.biglines.nl/ncmod/dissycolour.jpg

Whitestuff
28-02-10, 01:25
It is hard to see (@ work, viewing thru remote desktop) but I'd say it looks good. Now all we need are some "NC Style" hands to wrap around that sucker in first person view!

If you lay out the UV's for me (as straight as possible, please) I wouldn't mind taking a crack at a detailed skin for it. I would preferably like to have a VGUI screen on it to show ammo consumption on the model itself (just cause it is cool!). Are we going to try and get VGUI screens functioning for the mod? A bit off topic, but I have some cool ideas involving them.

Anyhow, looks good mate.

Biglines
28-02-10, 02:07
depends what u mean with vgui, r2d22k is looking into the general gui, so we should be able to do that, I dunno how to do the animated ammo display tho

Whitestuff
28-02-10, 03:33
Here:
VGUI Overview (http://developer.valvesoftware.com/wiki/VGUI_Documentation)
VGUI Screen Implementation (http://developer.valvesoftware.com/wiki/VGUI_Screen_Creation)

It's the same stuff that makes up the game panels on the Valve UI, but you can place them on models and in maps to show dynamic information. Such as the example on the webpage above of a keypad that unlocks a door. Coud be useful for making the Citycoms integrate into gameplay or showing a digital read-out of the ammo on a laser rifle in first person view. I dunno, I think it might be out of our immediate scope, but I would love to have these things to play around with later on.

Also, I will have some updates on my map soon. I have been very busy in my personal life since my divorce and have had to cut down the amount of time I had been devoting to playing and developing games. At the least, I will integrate some more advertising materials and upload them to the SVN.

Biglines
28-02-10, 03:45
http://developer.valvesoftware.com/wiki/VGUI_on_entity << is specifically how to add it to a model, so ye it's possible, I'll work with r2d2 on that.

as for the texturing, I first need to animate the thing, because then I know which back faces I can remove, I take it we're just using things like they are in neocron? so no melee attacks with the dissy?

After the dissy, or maybe during, I will start on psi glove, as r2d2 wants to get started on psi heal and shields, I was thinking of using the nc poster (also the background of the menu in NC, it's also the one at the top of the forums), as a concept. This is a different glove from the one in game, but the one in game probably doesn't look very nice on a higher poly model

r2d22k
28-02-10, 11:33
the vgui thingy should be doable, to make the heals and shields show up on the person who got them i need to have a look into the vgui stuff, after that i think it shouldn't be too much of a problem to have such a display on the dissy the cs or whatever

have you tried making the blue parts, especially the clip of the dissy glow a little bit, i think that might look cool (oh hell yeah i am a scifi glow fanboy, i have to admit it ;) )

Biglines
28-02-10, 14:31
oh no, this is rendered in blender, the colours are just random colours so it looks a bit like a dissy, I need to finish the model and animation before I start texturing

Whitestuff
01-03-10, 03:20
... I take it we're just using things like they are in neocron? so no melee attacks with the dissy?
I don't know. That depends on our gameplay that we decide. My personal opinion would be to say yes. Melee attacks FTW.

... I will start on psi glove ... I was thinking of using the nc poster (also the background of the menu in NC, it's also the one at the top of the forums), as a concept. This is a different glove from the one in game, but the one in game probably doesn't look very nice on a higher poly model
100% agree. That glove looks badass, and the current in-game glove does need an update. The newer weapons that came with 2.1 are updated, so we wouldn't necessarily have to change them much, if at all.

... to make the heals and shields show up on the person who got them i need to have a look into the vgui stuff ...
The effect on the character model or a GUI element that shows up in first/third peson view to show that you have a heal ticking on you? One reason I wanted to use the OB code, is the particle system - specfically for shields and heals. They can be bound to a bone on all of the character models and be turned on and off depending on the status of the heal/shield. I would ask that while u are developing the GUI element portion of the buffs, to please consider making a coherent timer that can be seen showing how much time or "health" a shield or heal has remaining. I am also willing to help with the GUI artwork if/when a need arises. :D

I am also willing to develop the particle systems required for all heals, shields, sanctums and ammo splashes, if need be.

have you tried making the blue parts, especially the clip of the dissy glow a little bit, i think that might look cool
It is possible. It is also possible to make parts of weapons transparent and glow simultaneously... so, glass plasma tanks on the plasma weapons that glow: CHECK! :D

(oh hell yeah i am a scifi glow fanboy, i have to admit it)
Me too!

Please let me know if I can be of assistance with anything (textures, particle systems, suggestions, etc.).

Some of the answers to these things lie in the gameplay rules being decided on. We should probably get a discussion going on that either here, or on the wiki.

r2d22k
01-03-10, 14:11
I always thought they have introduced the attach Entity to a bone feature also in the normal SDK not only in the orange box version :/

I am currently thinking about how we should manage the psi effects but i think we should move that discussion to the wiki. And btw: suggestions are always welcome ^^

Biglines
01-03-10, 15:51
One reason I wanted to use the OB code, is the particle system - specfically for shields and heals. They can be bound to a bone on all of the character models and be turned on and off depending on the status of the heal/shield.
This can be done in any version of the source sdk, the only difference is that there are some extra particle effects added that are more advanced and use more advanced shaders, but the things you did for the gravlifts could already be done in the original halflife

Biglines
02-03-10, 15:15
we need some input on the shield/buff/heal system:
http://wiki.techhaven.org/NcSource_talk:Gameplay#Recasting.2Fovercasting_buffs.2C_shields_and_heals

Biglines
02-03-10, 15:28
and could maybe somebody pack the subway map properly? I have no idea how to do it, but I'd like to set up the server so we can all mess about ;)

r2d22k
02-03-10, 20:20
i just recompiled it, packed it, but can't upload it to the svn

Rambus
02-03-10, 20:23
Ooops thats probably because you need svn login details ;)

I'll generate an account for you and PM you now.'

EDIT:

Thanks for doing that, I've been bogged down forever it seems and I was excited to have people check out the map.

Whitestuff
02-03-10, 20:23
This can be done in any version of the source sdk, the only difference is that there are some extra particle effects added that are more advanced and use more advanced shaders, but the things you did for the gravlifts could already be done in the original halflife

But the editor did not exist in the first version of Source. Now it's *easier* to make the look that you want.

r2d22k
02-03-10, 20:44
@Rambus: thx mate

@Whitestuff: yeah that's true and there also are some "extra" features in the ob engine but nothing that is even worth mentioning

i created a new folder for the compiled hl2:dm maps in the svn cause i think we will need to recompile them once we got our stuff finished so i thought it may be best if we keep that stuff seperate

you can get dm_subway here (http://www.g0dsoft.net/ncsource/compiled_dm_maps) just extract it to your ..\steam\steamapps\youremail@yourprovider.xyz\half-life 2 deathmatch\hl2mp folder, it will ask you whether you want to integrate some folders into others (at least if you are running win 7), just accept that (as long as you don't have another map installed called dm_subway)

Biglines
02-03-10, 21:05
@Rambus: thx mate

@Whitestuff: yeah that's true and there also are some "extra" features in the ob engine but nothing that is even worth mentioning

i created a new folder for the compiled hl2:dm maps in the svn cause i think we will need to recompile them once we got our stuff finished so i thought it may be best if we keep that stuff seperate

you can get dm_subway here (http://www.g0dsoft.net/ncsource/compiled_dm_maps) just extract it to your ..\steam\steamapps\youremail@yourprovider.xyz\half-life 2 deathmatch\hl2mp folder, it will ask you whether you want to integrate some folders into others (at least if you are running win 7), just accept that (as long as you don't have another map installed called dm_subway)

with packing is actually meant that all the used assets are included in the bsp, so people can download the map from the server ;)

r2d22k
02-03-10, 21:43
fixed it, i recompiled it again and now all the assets are included, so people only need the .bsp file and they can retrieve it now directly from the server or still get it here (http://www.g0dsoft.net/ncsource/compiled_dm_maps). now you only need to extract the contents of the .rar file into your ..\steam\steamapps\youremail@yourprovider.xyz\half-life 2 deathmatch\hl2mp\maps folder and he shouldn't complain about anything anymore

Biglines
02-03-10, 23:23
One of the players found a bug in the corner of the subway platforms, in the corner at the plants/chairs, if crouched and taking cover there, people get stuck

r2d22k
03-03-10, 14:35
damn that valve dev wiki is kinda confusing. i tried to dig myself through it to find out what the differences between the ep1 and the orangebox branches are and it turned out that there definitely are some differences. you can have a look at it here (http://developer.valvesoftware.com/wiki/Orange_Box) and it's true, the particle system changed, from an coder driven particle system to a more artist driven particle system. but i don't think we really need an artist driven particle system, we can handle the stuff we need to handle somewhere in the code (and probably have to)
using the orangebox particle system would be easier, for sure, but if we use the orangebox engine branch then people would have to own one of the orangebox driven games. i personally don't like the idea of forcing the people to buy an orangebox driven game
the only feature which is quite interesting in the orangebox sdk (at least from a coders point of view) is the point valve called "Threading" in the aforementioned article on the orangebox engine branch. to sum it up (roughly, unprecise and dirty): orangebox based mods/games profit from multicore environments while ep1 based games don't. i don't think that we might run into performance troubles at least not during the early phases of development

But now for the question i wanted to ask: should we stick to the old Source Engine Branch or shall we move to the new one? That's something we should decide now, cause if we start with the Orangebox Engine it will be hard to move back to the Episode one Engine, especially when we make heavy use of the OB features which we should if we use that branch. Starting with the Episode one branch and later moving on to the OB branch would be possible and not too hard, cause valve did quite a good job, but that would definitely upset the community even more than saying right away from the start that only hl2dm is needed.

So what do you think?

Biglines
03-03-10, 17:01
I've always prefered ep1, since then people can play our game for free (hl2dm is free), which should double or even triple the amount of people who will give it a try

Jodo
03-03-10, 19:46
Hasn't Whitestuff done a lot of work already with the orange box when he started everything off before anyone joined him?
I understand what some of you are saying about greater distribution but don't you think he deserves a bit more respect for the time he's put in using the orange box features? Not to mention inviting people to join him in what was originally his project.

Rambus
03-03-10, 20:06
What would he really have to do to port to hl2dm?

As I understand it only his particle effects are orange box.

EDIT:@biglines, thanks for the bug report- I noticed a few things I didn't like too. I'll revise the map but I'm not sure if the combined changes will warrant a new version?

r2d22k
03-03-10, 20:34
We are working together as a team, so we decide together if White has a good reason to say that we should stick to OB then we will stick to it, but as far as i can tell (please correct me if i'm wrong) he didn't do much coding related stuff. white mainly worked on the maps and porting the maps from OB to Episode 1 is just a matter of recompiling them (sometimes not even that has to be done). As far as i can tell, the nc related models whitestuff used are just plain static props, he hasn't wrapped an entity class around them so you don't even notice a difference between them being used in ep1 oder OB. the only thing that would be missing is the bubbleeffect in the genrep, but since (afaik) he just placed the genrep as a static prop, we would have to redo the effect partially and integrate it into the genrep entity, so no one ever needs to manually add a particle effect to genreps again

if most people would say: hell yes, we want as nice looking particle effects as possible and we would even buy tf2, portal, or another ob game for that, then we surely will move to the OB
But as i said i don't think the graphics will look that much better with the OB engine branch

this decision is (at least i think so) a decision the community has to make cause: what is an advanced particle system useful for if no one plays that game cause they have to buy an OB game?

Biglines
03-03-10, 21:23
I think whitestuff tried recompiling it to Ep1, but it didn't work at the time.

All the models were made by me and can be used in both ep1 and OB, they were used just the same in the hl2dm map.

Why we agreed on orange box is because at the time whitestuff knew most about it, and I don't know anything about mapping.

if it is impossible to port the plaza1 map back to ep1, then I'd say we go for ob, but if we can, ep1 engine would be preferable for this mod in order to get people to actually play it.

All I'm saying is just my vote.

But I'd like to hear from whitestuff, he's the one that's invested in OB.

As for not respecting whitestuff, I respect him very much, and I think he's done great work. The moment it became a community project however, none of the decisions were made by one person anymore.

If the map cannot be ported to ep1, then that's a valid reason, but that doesn't mean suggesting to use the ep1 engine because there's a whole lot of advantages to it is somehow disrespectful of Whitestuff. At this point we actually have to make the decision because work will start on the things that depend on it, so this is the point where it is important to make the final decision, the decision can be made based on whether or not the map can be used or not, but if what r2d2 is true, then it shouldn't be a problem, and the OB version only has a few items that are better than ep1, while ep1 has the tremendous advantage of actually be free for most people at this point, while a orange box game is at least 15 euros, which is a lot to pay for a community made game


So to conclude: If the map can be ported to ep1 with not too much effort, I'd prefer to use ep1. If the map cannot be ported, I think we should stick with OB

Biglines
03-03-10, 21:39
What would he really have to do to port to hl2dm?

As I understand it only his particle effects are orange box.

EDIT:@biglines, thanks for the bug report- I noticed a few things I didn't like too. I'll revise the map but I'm not sure if the combined changes will warrant a new version?
unless they're big changes, I'd say hold off until we have some more content, the current one is fun to mess about with, and it showcases some of our stuff, I don't think people will keep playing hl2dm on that map for long unless we add our cooler gameplay ;)

Jodo
03-03-10, 21:56
I agree, if it's possible to export it then cool, but I too have been under the impression that it wasn't possible or would require too much reworking.

I'm well aware that it is now a shared project and plenty of other people have put a lot of work in also. I was simply asking that the person who had the grace to allow it to be a community project have his work taken into account as at the time that did not seem the case.
I also felt it showed a slight lack of respect to keep posting about using a different engine when it had been said a few times that it would cause work to be thrown away.
If it's possible to export, thats great but at least talk to Whitestuff about it and talk him through it.

Anyway, I'm not looking to make enemies or go on a crusade in someone elses name, indeed Whitestuff is probably non too inmpressed about me going off on one like this. Appol's for any offence caused to anyone involved with the project.

Biglines
03-03-10, 22:56
I just did it, apart from the particle system (which I had to remove), the map works perfectly in hl2 dm (after I used alt+P to repair some issues).

so, whitestuff please reply when you can, now that your map is possible to transform into ep1, what other reason are there for sticking with OB? (btw, according to some tool, the particle systems are tf2 things, don't even know if it works if people don't have tf2 specifically)

Biglines
03-03-10, 22:58
I agree, if it's possible to export it then cool, but I too have been under the impression that it wasn't possible or would require too much reworking.

I'm well aware that it is now a shared project and plenty of other people have put a lot of work in also. I was simply asking that the person who had the grace to allow it to be a community project have his work taken into account as at the time that did not seem the case.
I also felt it showed a slight lack of respect to keep posting about using a different engine when it had been said a few times that it would cause work to be thrown away.
If it's possible to export, thats great but at least talk to Whitestuff about it and talk him through it.

Anyway, I'm not looking to make enemies or go on a crusade in someone elses name, indeed Whitestuff is probably non too inmpressed about me going off on one like this. Appol's for any offence caused to anyone involved with the project.
no worries, it's the problem often with public mod teams, if there are contested decisions, it could hurt. But we don't want to make a decision without whitestuff, and now we solved at least the map issue, now we have to see how difficult particles are to code, or if there are more issues that would require OB instead of ep1

MrTrip
03-03-10, 23:23
Can I make a small request that the compiled maps be in a format other than rar?

tar.gz ? maybe zip ?

I'm going to include an auto updater feature on my servers to download the current compiled maps and throw them into rotation on the server automatically, so all you guys have to do is post them at http://www.g0dsoft.net/ncsource/compiled_dm_maps/

Setlec
04-03-10, 00:07
Can I make a small request that the compiled maps be in a format other than rar?

tar.gz ? maybe zip ?/ (http://www.g0dsoft.net/ncsource/compiled_dm_maps/)
You could install unrar or maybe p7zip ( i don't remember if p7zip opens rar files, though)


I'm going to include an auto updater feature on my servers to download the current compiled maps and throw them into rotation on the server automatically, so all you guys have to do is post them at http://www.g0dsoft.net/ncsource/compiled_dm_maps/

That would be awesome MrTrip!

Rambus
04-03-10, 00:11
You could install unrar or maybe p7zip ( i don't remember if p7zip opens rar files, though)

I assume he has automation tools that already open zip/tar.gz, and he might not have that for rar?

Biglines
04-03-10, 01:04
meh, the free version of hl2dm doesn't support mods. The 5 euro version does tho. The orange box, when you can find it, is about 15 euros in stores, not sure about the single games.

So I'd say we need some community info, do people have an orange box game, or are planning on buying it? (Portal and team fortress 2 are Must have games anyway :P)

Rambus
04-03-10, 01:06
If you own the original Hl2 you can play the mod then right?

I know lots of people have HL2 from a variety of things ( I know I have extra 'gift' copies even).

MrTrip
04-03-10, 01:17
I assume he has automation tools that already open zip/tar.gz, and he might not have that for rar?

I just didn't want to install rar or anything. I have a shell script to run and check for an updated map and just used tar and gzip inside of it.

Biglines
04-03-10, 01:29
If you own the original Hl2 you can play the mod then right?

I know lots of people have HL2 from a variety of things ( I know I have extra 'gift' copies even).
Original hl2 would allow it certainly if we do it in the ep1 engine, possibly in the OB engine as well, but that is not certain yet

Whitestuff
04-03-10, 08:16
If the map can be ported back to the ep1 engine, I don't care. However, I spent a lot of time working with the particle editor and can easily produce the effects we would desire for the shields, heals, sanctums and hacknet particle effects. If r2 thinks he can program them and make them look good, we can go that route. I did try to port it back myself without any luck. I might need you to walk me through how to do it.

As far as I know, I think everything will be fine. I used some specific entities to create some of the grav lift effects, but they should be in the ep1 version as well.

EDIT:: Ok, just looked up the entities I used for the grav lift, and they are indeed available in HL2. So if R2 can make the particles look good, I'd go for it.

Biglines
04-03-10, 11:57
actually we found some info that seems to indicate that the orange box sdk is available to anyone with any source games (including hl2 sp), just not the free edition posted by rambus. We'll need to find someone who doesn't own an orangebox game yet but does own hl2 to test this.

the free version of hl2dm doesn't work with any mod though, they probably removed that :(

MrTrip
04-03-10, 13:07
Uh...I never purchased orange box?

http://img218.imageshack.us/img218/5379/steamstuff.png

What can I do to help?

Biglines
04-03-10, 13:26
you could download the NCSource folder off the svn, and see if you can actually run it :D (the current version on there is an OB version), if you need an account for the svn, you could ask rambus for an account (dunno if downloading can be done anonymously through svn instead of the web interface)

r2d22k
04-03-10, 13:30
He owns DoD:Source which is also an OB Engine game, as are Garrys Mod and Portal

[EDIT]
according to the valve dev forums it doesn't matter which sourcegame you buy the only important thing is that it includes the sdk so all these: http://store.steampowered.com/search/?category2=16 games should be ok

[EDIT2]
well one should also clarify what he is talkin about ^^ we did some research yesterday wether one really needs an OB game/OBenginedrive game or not and we found out and someone in the valve forums also verified that, that the only important thing is that one has to buy a game which includes the source sdk (the list mentioned a few lines earlier). the source sdk automatically includes the sdk base AND the sdk base - orange box so we will use the ob version of the engine with the nice particle editor (toyed around with it yesterday and it will really save us some time) the only thing we have to watch out for is that we do not rely on any hl2, tf2 or any other content from other source games

Biglines
04-03-10, 14:21
we should find out if the free version of hl2dm can be mounted, cuz lot's of textures used in the maps by mal and whitestuff use hl2mp content afaik

Biglines
04-03-10, 18:00
so mrtrip could you confirm that in your tools tab, you can download "Source sdk base - orange box"?

MrTrip
04-03-10, 23:02
I have........
Source SDK
Source SDK Base and
Source SDK Base 2007

Biglines
04-03-10, 23:18
no orange box? strange

Biglines
05-03-10, 00:24
just heard the 2007 version is the same as orange box, just a naming error, looks like it'll be orange box version, as any mod can be played with any source version :D

MrTrip
05-03-10, 03:34
just heard the 2007 version is the same as orange box, just a naming error, looks like it'll be orange box version, as any mod can be played with any source version :D
....wat?

Biglines
05-03-10, 03:54
any mod (made in orange box or episode 1), will play when you have any source game (so hl2 for example).

you might need some specific games for content, but not for the engine

MrTrip
05-03-10, 04:57
any mod (made in orange box or episode 1), will play when you have any source game (so hl2 for example).

you might need some specific games for content, but not for the engine

Ah, figured this.

Gau
06-03-10, 14:57
jsut catching up on the work your all doing as i have not read the forums
in ages...

saw the post made bout the free download kewl that helps a lot of ppl me included thanx dude..

sujestion though some one may wann´t to include those links in there
sig as well as the link for the source files needed to use the project maps
when them and a server are avalible....

god i carnt wait till we can play it :)

keep it up guys

Biglines
06-03-10, 16:49
you probably haven't read the whole thread ;) regretfully we will only be able to make some maps for the free version, when we add guns, player models, game modes etc, people who want to play it will need a paid version of a source game

I also posted another thread here on the forum, which contains the ip of a hl2dm server that runs rambus' dm_subway map, which includes most of the static models http://forum.neocron.com/showthread.php?t=144202

Deno
06-03-10, 19:22
Wow, I just went on the server and I'm very impressed. I've a good eye for scale, and you seem to have got it nearly spot on. Impressive work! keep it up!

Gau
07-03-10, 13:09
hey big

yehh i read most of it but din understand some of it tbh
saw the other post i dun realy read the forums much now
just one or 2 threds book marked but yehht he maps lookin
realy good.

mmm think i would buy the full to play with it all when it was done tbh
this stuff looks soo good atm :)

keep it up all an thanx for all your hard work

Biglines
07-03-10, 15:50
I've been thinking about the weapons, how they relate to eachother etc. Because I don't think it's very smart to get all the weapons ingame, I think we might be able to just get a limited set of weapons which behave differently.

- Laser (dissy model, healing light beam), first shot must be on target to do damage
- Plasma (plasma cannon/rifle/pistol), each bullet does damage, but accuracy isn't great
- Sniper (silent hunter model), normal bullets, lots of damage, long reload time, only fire in scoped
- Ionic shotgun (cannon, pistol or rifle), high amount of damage, very low rate of fire
- Grenade launcher, small aoe range, but pretty low dmg
- Melee (claw, baseball bat, katana), high dmg hard to hit
this is just a first list, might be a good idea to make a few classes first and assign guns for each class --Biglines 13:48, 7 March 2010 (UTC)

please either comment here or on the wiki (http://wiki.techhaven.org/NcSource_talk:Gameplay) (in the heading for the topic, but below other comments on that topic)

Biglines
07-03-10, 23:14
update on the psi glove hand:

http://www.biglines.nl/ncmod/hand.jpg

Biglines
08-03-10, 02:12
and another http://www.biglines.nl/ncmod/hand4.jpg

Whitestuff
09-03-10, 21:22
I discussed some stuff on the wiki gameplay talk page. Check it out.

Biglines, that hand looks great, can't wait to see the glove start to form!

I'm opening Hammer as I type this... so screenshots tonight hopefully!

Biglines
09-03-10, 21:46
hey, cud you come on xfire?

Whitestuff
10-03-10, 03:22
Sorry I missed you. My daughter woke up and I have been entertaining ever since 3 this afternoon.

Whitestuff
10-03-10, 07:36
Well I was intending on finishing the top of medicare tonight... but first I updated my SVN (and uploaded the Garriot's Diner texture in 3 more colors for mappers to use). And afterwards, I opened Hammer and toyed with the stairs some more, preparing to finish garriot's diner and then realized, Biglines had done a ton of work! So I set forth updating the lower floor of Medicare instead with his models! Here are the results... Ladies and gentlemen, time for bed.

-This is the new skybridge and the handrails on the stairs complete. I will fix the particle system for the grav lifts later, it protrudes through the floor of the bridge.
http://i19.photobucket.com/albums/b157/WhiteKrAkRBOi/hl2_pnc_plaza10019.jpg

-Medicare texture placed inside the adframe model.
http://i19.photobucket.com/albums/b157/WhiteKrAkRBOi/hl2_pnc_plaza10016.jpg

-Vendor desk, plants, chairs, etc...
http://i19.photobucket.com/albums/b157/WhiteKrAkRBOi/hl2_pnc_plaza10015.jpg

-The Gogo
http://i19.photobucket.com/albums/b157/WhiteKrAkRBOi/hl2_pnc_plaza10014.jpg

Goodnight, folks!

Brammers
12-03-10, 01:50
A quick note - The wiki software has been updated to the latest version. Any problems, let me know.

BTW - those levels and weapons are looking dam sexy. ;)

Biglines
12-03-10, 14:29
small update, the dissy is in the game, I have to install fraps to do a bit a movie. The only thing that needs doing is the texture needs to be done, atm it's only a quick ambient occlusion pass with some colours blocked out.

http://www.biglines.nl/ncmod/dissyig.jpg

Jodo
12-03-10, 15:50
Sweeeet. Nice work.

Biglines
12-03-10, 16:00
just noticed how incredibly crappy the ingame screenshot system is, absolutely no antialiasing etc... it looks much better ingame :P`

oh and of course the arms are still unskinned (they use the dissy skin now :P), until we decide on the model for the arms

Biglines
12-03-10, 16:07
oh and mappers, take a look at hdr, might be nice to have in the mod!

Whitestuff
12-03-10, 17:58
The Dissy looks great Biglines! Can't wait to see it textured!

I'm not using HDR for the time being, simply because it adds a ton of time to compile time. I will most likely do it after all the brushwork is done and bug tested.

Biglines
21-03-10, 02:24
small teaser, r2d2 got a plasma bolt working, and I got a small placeholder animation for the psi glove (as in, it is usable for a first version, but I wanna update the whole thing some time later). When we get the psi glove in game I will post a video of the two things (dissy shooting plasma bolts, psi glove with animation)

Whitestuff
24-03-10, 03:18
I'd like to see the plasma bolt! I was invisioning making with a particle system. Anyhow, I would love to see it!

Biglines
24-03-10, 17:40
ye, haven't heard from r2d2 so will have to wait till he adds it to the game, he was not at home so couldn't update the svn

Powerpunsh
24-03-10, 20:51
Question: Do u have to replace an existing weapon for this model? What kind of Ammo does it shoot? Bullets of an replaced weapon? Or dissi pew pew phaser? :D

Biglines
24-03-10, 21:11
r2d2 is working a full replacement mod, I think whitestuff's map is also mostly for that mod, in which we have total new weapons/classes and of course custom gun types (the plasma bolt is now implemented (the green CS ammo)), and we will also have ppu/apu things

the maps that are possible to use with episode 1, will also be made available for hl2 dm, but as this is less interesting to play these will be mostly just be used as showcases of our maps/models

the first of these maps for hl2dm has been out for a while http://forum.neocron.com/showthread.php?t=144202

Biglines
26-03-10, 23:52
had some free time tonight, so continued with my PE PA:

http://www.biglines.nl/ncmod/pe4.jpg

Biglines
27-03-10, 22:01
and model sort finished, might need to resize some parts depending on the rig, adjust the hands, but this will be where I'll leave finetuning until after we have enough placeholders

http://www.biglines.nl/ncmod/pe6.jpg

Jodo
27-03-10, 22:25
It looks pretty cool but I would say that the hands are too close the knees. Although the legs look kinda too short and thin. Also, the figure looks to be only about 5 to 6 heads tall so there's some size proportion missing somewhere.

Biglines
28-03-10, 11:29
ye, these proportions were modeled with screenshots as reference from ingame, and when I modelled the vendor I already found out that in neocron the proportions are very very far from realistic

DARK_Overfiend
29-03-10, 03:17
for music you go look on the net for a Music Composer known as Nathan Allen Pinard. he does great tracks for some projects i work with.

hes done alot of music for the "unforgotten Realms" online cartoon series.
and has done Music for Oxhorn WoW Machinema.

he has a full music studio at his disposal.


http://www.nathanallenpinard.com/
nathan@nathanallenpinard.com

-- ( taken from his site ) --

Nathan Allen Pinard is a specialist in composing for Video Games, Movies, Machinima, TV, and Films. Armed with a large arsenal of software, sound effects, and virtual instruments, Nathan can take on any of your projects while at the same time, offering you affordable rates. Utilizing various libraries from Spectrasonics , East West , and the Vienna Symphonic Library , you will get the upmost quality in musicality, as well as engineering quality and realism.

Nathan has done work for Disney, orchestrating and co-writing the song "Dare to Dream" on "The Princess and the Frog: Tiana and Her Princess Friends" with several other composers. The album the song is featured on was recently released in stores.

Nathan has also worked with various clients such as Brandon M. Dennis . Known as “Oxhorn” Brandon is the creator of popular World of Warcraft machinima films viewed by millions such as the “Inventing Swear Words” and “Associate Professor Evil” series, as well as other small films. Nathan has also worked with well known machinima author Johan Vagstedt with Firebolt Productions creating some of the most dramatic World Of Warcraftmachinima complete with heavy cinematic fight scenes.

Trilaac
31-03-10, 11:54
jees dude, didn't realise you had carried on without me :P

all looking good so far.
i'm looking at getting my server setup for storage/hosting, but this is in the pipeline as it's complex systems.

I have spoken to Steve Roach about the tracks and he's said he'd be happy to let us use the tracks for a small licence fee. It's mostly ambient music, but I can have made up by a friend who's in a band. Gun and animal noises I can probably get made at work by recording stuff around the yard.

Biglines
31-03-10, 16:48
uhm, to the last 2 people, we actually have a giant amount of nc inspired musical tracks available from a friendly artist (Sydalesis, although now it seems he's been banned from the forums?), look through the thread to find a link.

rambus is actually providing us hosting for the svn, and techhaven is providing us with a project section on the wiki.

Ofcourse we can always look into other ways of doing things, but please remember the effort already put into it by Sydalesis, Brammers and Rambus

Rambus
31-03-10, 19:19
I also have FTP/Webspace available en-mass for any releases or large binary file sharing we may have to do.

Right now the SVN + Wiki seem to be meeting our needs. If we need any hosting related services still at this point I'm sure they can be arranged.

Powerpunsh
18-04-10, 16:32
Hmm, may i ask if the model/weapons are already done and work ingame? =)
Or did you guys make a break on this project?

[ edited - Game or Forum account bans are not up for discussion. ]

Whitestuff
18-04-10, 19:18
I don't know about R2, Biglines and Rambus, but I have been busy in RL with tons of stuff. Plus, for me, the servers were down for 2 weeks and I like dual boxing Hammer and NC to get the lighting right and matching scale with my character, etc. in real time. I don't like mapping from screenshots very much. However, dual boxing will be much easier now with my dual 22" montior setup! Huzah!

Biglines
18-04-10, 19:21
the silent hunter has worked in game (well the model, not the weapon itself as such) as can be seen in the youtube clip. model, animations and texturing is complete. only programming remains

The dissy is working but shoots green plasma bolts at the moment (as a test with particles, but the model and animations work, I still need to texture it properly. only programming remains to be finished

for the static models, all the models that can be seen on the hl2 dm map are ofc ingame

the PE model I don't have in game yet, due to the smd importer for blender is fucked up atm, so I would have to either redo all the animations (basic animations like run, crouch, shoot, turn, etc etc, which is a shitload of work), or find a way to do the skeleton again. When I get time, I will try to do the last option.

Rambus
18-04-10, 20:49
@BigLines - Are you saying you are trying to implement those animations with vertex animation? You should be able to, in the proper tool, hook up the existing skeleton for DM characters to your model to fully animate it.

I'm also very busy in IRL, but next week I will have a bit of freedom- at which point I may turn over from mapping and start looking at game code.

Biglines
18-04-10, 21:00
@BigLines - Are you saying you are trying to implement those animations with vertex animation? You should be able to, in the proper tool, hook up the existing skeleton for DM characters to your model to fully animate it.

I'm also very busy in IRL, but next week I will have a bit of freedom- at which point I may turn over from mapping and start looking at game code.
no, vertex animations are used only for facial expressions, run animations and such are done with armatures (skeleton of bones), so u have like a skeleton running, and it doesnt matter what kind of meat/skin is on the skeleton, as long as the skeleton is properly added to the meat/skin it will move the same. In this case, I'm trying to add a proper skeleton to my model, but it is impossible to properly import a good Source skeleton into blender at the moment.

Whitestuff
19-04-10, 02:50
@Biglines: I haven't tried it since we were speaking before, but I can try to save the HL2: DM skeleton to a *.blend file in Milkshape. I think I just chose the wrong *.SMD before. I am pretty sure I can get you a working rig for your PE model that way. Let me know what you need and I'll see if I can't snag it for you.

Whitestuff
20-06-10, 02:03
Well the lack of contribution is a bit... discouraging, but I won't let it get me down too much. I haven't done anything lately either. I will be taking vacation soon however, and I have an entire day set aside to work on this project once again. I have been doing some behind the scenes work, if you will. I have been expanding my texture catalog with my new digital camera and Photoshop. I have some sketches of concepts for the rest of plaza 1 and I have also been reading up on XSI to finish some props I want in my map that aren't yet realized. Tomorrow is Father's Day in the US and I somehow managed the day off, so quite possibly when my 2-year old tornado hits the sack, I will have some time then aswell! Bare with me guys, I really want the project to move forward, even if it ends up being a map pack for HL2: DM.

:D

Biglines
20-06-10, 03:12
hehe, was wondering whether people were still working on this. I've been working on actually fixing the actual exporter for blender, so I can do proper animations, so while it's not directly work for this, it will help me be more productive ;)

good to see ur still around tho, can we get a checkin from the other contributors, just to see if they're still willing to work on this?

ncelite
20-06-10, 18:49
why u guys not workin for ReaKKtor??? :rolleyes: :mad: :mad: :mad:

Biglines
20-06-10, 19:56
why u guys not workin for ReaKKtor??? :rolleyes: :mad: :mad: :mad:
because KK isn't interested

Omnituens
23-06-10, 00:55
It's good to see you guys are still working on this. I might have a look into it at some point, when I have time.

Whitestuff
24-06-10, 02:27
why u guys not workin for ReaKKtor??? :rolleyes: :mad: :mad: :mad:

Well, because, I guess... I dunno. Maybe they are full up at the moment with BP development in full swing. I would personally love to and I wouldn't mind an e-mailed job offer. Or perhaps I should send over my resume? Of course, that's what I like to call a dream. Or, to work at Valve... OMG... I <3 Gabe Newell ad pretty much his entire outlook on game development.... *sigh*


because KK isn't interested

They are interested in the project and our work... just not chomping at the bit to pay us... lol.

Seriously though... It's one of my dreams to develop games for a living. I definitely don't waste away at my horrible job by choice. I'm required to do so by things like bills, food, gambling debts, hookers and, of course, the mafia. And, it just so happens that all of those things also severely limit my available time to work on this project. So it is a vicious cycle of wanting to do something really badly and being forced not to by everything around me (including the kitchen sink, which sprung a leak a few weeks ago and took my one entire day off to fix :mad: ). Plus, I don't have any formal training in "game development", but that is of little importance as I have definitely shown at least some skill and aptitude in several previous posts. But I'm sure some official training would be beneficial. Of course, with all of the material I have processed while teaching myself, I probably have enough virtual credit to have earned a 2 year degree @ a college in the US.... I definitely wouldn't benefit from the core classes that would be required...

Wow. I forgot to put /rant 1 at the beginning of this post. I wasn't expecting to... ah well.

/rant 0

flib
24-06-10, 19:50
Or, to work at Valve... OMG... I <3 Gabe Newell ad pretty much his entire outlook on game development.... *sigh*
Dude, Gabe is awesome, but WTF happened at E3 this year? He's sucking Sony's dick now.

Biglines
25-06-10, 01:18
Dude, Gabe is awesome, but WTF happened at E3 this year? He's sucking Sony's dick now.
that's the second platform they've now invaded with steam/steamworks in as many months, why wudn't he? he just doubled his possible market for future games, and is on the way to becoming the main provider of DLC on PS3, why wudn't he do some shameful things for that? :p

lately I hate steam for having built a crappy, buggy and especially SLOW client (I loved the old one, it looked worse but at least it ran, now I have to wait for a minute even for the damn client to pop up (and my laptop is only a year or so old)), but at least it's beginning to turn into the biggest platform around

Setlec
25-06-10, 06:17
strange, the new client is faster than the old client, at least on my machine... but it prefer the old client because i liked how the interface was.

Biglines
25-06-10, 12:03
could be cuz i have 50 games on there of which 25 or so are installed, but it's really slow for me. plus steamworks has been down way too often in the past few weeks as well, can't play half my games half the time "game is currently not available"

Whitestuff
26-06-10, 05:11
Same here, the new client is faster for me and I know I have 45+ games installed, plus NC: Source's development files... That's damn strange. I didn't like the new interface at first because I was in an early beta and it was ungodly slow... but now it's about the same as the old one, it just loads faster. I agree, the outages are a bit much, but I'm sure that has to do with integrating PS3 and whatnot. I wonder why he flipped the coin and started suporting PS3? A year ago he's quoted as saying, "Not developing anything for the PS3, ever. Period." Aparently it isn't very easy to program for. But, hey, people support it, so I guess we gotta sell stuff to them too. A bit OT, but the Sega Saturn died because it was difficult to program for... I only know cause I helped on a Sega Saturn emulator for about 6 months. The world was obviously not ready for multiple cores... and neither was Sega. :rolleyes:

Biglines
26-06-10, 14:27
*groans* steam discount weeks again... last one (over the holidays), got me to buy like 10 games, my wallet is starting to feel defensive again...

Whitestuff
27-06-10, 19:21
I don't even want to know what's on sale. I would probably own it if I did. Too bad their prices are phenominal... It really does affect the bank account.

Whitestuff
10-07-10, 22:03
Just to keep those interested informed:

Some problems have arisen with the mod. Valve recently released an SDK update, however it has royally screwed with existing mods. I do not know the extent of the damage on the programming side, however, I can comment on the mapping. I was mapping with the mod settings so I could incorporate any game mode entities, etc. when they became available. Now, I cannot work inside Hammer with that build, it has bugs and crashes the editor. So, I am porting my work over to HL2: DM v2009 for now. I should be able to convert i back when Valve applies a fix for the problems.

I am assuming is has something to do with the annoucement of Portal 2. It would be built on the new source code and Valve probably doesn't want i available until the game is released. They pulled a similar stunt prior to the Orange Box release as well...

If any viable work arounds are made available, I will let everyone know...

Thanks for everyone's support of this mod!

SilentEye
12-09-10, 13:05
Hey guys,

It seems the last post has been a while ago. How are things going? I have not watched this forum for quiet a few months and just hit back here to see how things are going.

Tell me, everything OK? :) Anything we can do to help?

Biglines
12-09-10, 20:54
I've sort of put my work on hold until we get another programmer (r2d2k seems to have given up), and some more work is done on maps, if there is more input though, I will be fully committed to modelling again

Omnituens
15-09-10, 13:17
I'll have a shot. I'm leaving my job on Friday so will have some time on my hands :D

Powerpunsh
12-10-10, 13:49
Me dont like the silence here. You guys are still/again working on some new maps? What about ur weapons/avatar, Biglines? I would really like to see a Neocron DM Server with several NC maps. :)

Biglines
12-10-10, 15:22
like I said before, our programmer quit, and no maps were coming, so I put the modelling on hold as well regretfully (no use creating weapons if they can't be put in game, same with character models)

Omnituens
13-10-10, 11:35
I'm quite willing to do the programming, and have experience in the source engine.

Rambus
13-10-10, 19:17
Thats what we always need- lots of programmers around but no one had enough source experience :)

Omnituens
14-10-10, 14:14
Well, I did my final year project in the source engine, I'm probably a bit rusty but I should be able to get to grips with it.

Biglines
25-10-10, 12:30
feel free to see if you can get the svn version up to date for the new source engine (as in, the new source engine fucked over the old ones).

if you intend to actually work on programming, I will dust off the models and start working on them again, if you're making progress, in most week i'd be able to at least block out guns (as in, simple animations and placeholder models) for whatever we intend to make.


It would be good to have some of our mappers back, since I have no idea how to use hammer any more ;)

Omnituens
25-10-10, 14:59
I'll see what I can do, but depending on how broken it is I might just have to start from scratch.

Nidhogg
25-10-10, 15:28
I'm surprised no one's done a Minecraft version yet. I might have a go myself if I get time. :)

CMaster
25-10-10, 16:07
Needs Notch to implement a "neon" block first, really.

Biglines
25-10-10, 16:40
I'll see what I can do, but depending on how broken it is I might just have to start from scratch.
thats fine by me, r2d2 managed to get some sort of bolt working, and added a gun, but not sure if those are even in the svn :S

Omnituens
25-10-10, 20:59
Was going to concentrate on making it feel more 'cron like, interface and such like.

Biglines
31-10-10, 15:46
does anyone know if it's difficult to make a server side mod to have custom weapons/models/etc?

We discussed it last time, and the first thing to do to make it feel like neocron is probably to make a ppu class. Gameplay ideas are on the wiki. I have made a quick animated model for the ppu, so if you want to start on that the actual weapon model can be used.

also I'll start again on the pe pa i was working on, could you tell me which base model is easiest to implement in a mod? (I plan on using the default animations, so I need to import the original skeleton in order to do this)

r2d22k
09-11-10, 16:02
something is happening...

Omnituens
11-11-10, 16:15
OK work thought it was funny to put me on a 45 hour week, so I've not had much time to get this set up, though I have some nice ideas that should work, if I can remember my vector maths.

Biglines
11-11-10, 22:56
r2d2 proposed to do ncsource in udk, which would mean that the game wouldn't need a source game to play. from my perspective this sounds good, as blender can export to udk, but im not sure about the mappers. any thoughts?

r2d22k
18-11-10, 14:24
Seems like no one really has an opinion on this topic, so i think we will switch to UDK.
Has anyone experience with flash? All the fancy menu stuff and also the userinterface is done in flash and so i could use help on creating a nice and fancy menu and unserinterface.

Omnituens
18-11-10, 17:49
If you switch to UDK I canne help you until I'm up to speed on it.

I'll have a look when work aren't treating me like a slave.

flib
20-11-10, 13:03
What is UDK?
I can not support anything that uses Flash.

Biglines
20-11-10, 13:07
What is UDK?
I can not support anything that uses Flash.
first: I don't get what you mean by supporting?

second: udk is unreal development kit, and as long as the game is free you don't have to pay to use a toned down version of one of the newer unreal engines.

third, whats with the steve jobs statement? nothing wrong with flash in itself.

Rambus
23-11-10, 20:06
Most AAA video games use a variant of flash (compiled with a non adobe compiler) for in-game UI's. Here is a list of flash based UI games (Scaleform) : http://www.scaleform.com/gamesusing

I think switching engines is kind of silly at this point, but since work has stalled- it might reignite some of the developers interest and that can't be bad.

Biglines
23-11-10, 20:14
Most AAA video games use a variant of flash (compiled with a non adobe compiler) for in-game UI's. Here is a list of flash based UI games (Scaleform) : http://www.scaleform.com/gamesusing

I think switching engines is kind of silly at this point, but since work has stalled- it might reignite some of the developers interest and that can't be bad.
all my models should be directly translatable to almost any engine we're going to use tbh.

it would require a different method of mapping afaik.

I don't mind either way, but seeing as the mappers are inactive anyway afaik, it was an option since it would mean it would be free for everyone, not just source game owners.

st0rmkr0w
08-12-10, 09:27
If you're switching to UDK, I'd love to help. I have some experience with the engine, and I messed around with Scaleform a bit.

Whitestuff
09-01-11, 21:35
I am here. It seems the last few posts were some months ago. Is anyone still willing to work on the project? In Source or otherwise?

Please drop a line here if you would like to work on it. I dropped off the map because Valve screwed with the SDK and broke everything. But if we are porting to UDK, I can learn that. Unreal has always had an easy to learn map software. I doubt UDK is any different.

If we are sticking with Source, that would be fine as well. All I have to do is boot up Hammer and get back to work.

Let me know!

r2d22k
09-01-11, 23:06
Luckily the mapping software is exactly the same as it is for the Unreal Engine games.

What i have worked on during the last week and successfully implemented:

basic system for passive spells: heal and shields
3rd person cam
integrating the passive spells into the hud


The system i used for integration the passive spells can be easily extended to include the stat buffs. The integration into the hud is just a textfield, which displays the time remaining on that buff. To make it look more NC like i would need apropriate graphics ;)

Next on my list would be integrating a basic stat system which will influence especially how precise one shoots and perhaps also the resistance to certain types of damage. What will be implemented after that is still to be decided on. One possible way would be to implement apu spells and then to implement a basic class system.

[EDIT]
Btw: as Biglines already mentioned, UDK is not directly using flash (as you might have guessed from my post) it uses Scaleform, a hardware accelerated integration of action script into graphical engines. A short youtube explanation and some eyecandy can be found here (http://www.youtube.com/watch?v=zKDuzVbi50Q&NR=1) .

Biglines
10-01-11, 00:00
I'll take a look at porting my models to udk. Any idea if there are any animation packs for udk? else ill have to manually animate, which will take longer but should be possible.

Biglines
10-01-11, 00:42
from what I can see it should be easier to export models to udk than it is for source, so I'm good with udk

flib
11-01-11, 19:54
Unreal engine should be easier to code in and such as well.

Biglines
11-01-11, 21:37
ye seeing as r2d2k seems to have implemented more in udk already than in all the time in source I'd say thats true ;)

r2d2k cud u give me some idea of what kind of stuff you need from me? I can do interface design and modeling.

Also haven't looked far but do you have some documentation on viewmodels?

Powerpunsh
11-01-11, 23:07
So you guys switch from sourceengine over to UDK?

What are exactly do you do at the moment? Last thing ive seen was a nice map in HL2 deathmatch and some other stuff Biglines was up to build. So you changed the engine? Is there something to show us or are you programming a complete new game based on UDK?

Biglines
11-01-11, 23:26
nothing to show I think, maybe r2d22k can show a screencast of the things he's done, but afaik it's mostly just laying the groundwork.

Good thing about UDK is that when it's finished, it will be available to everyone, instead of only those with a new source engine game.

Also there's loads more documentation on UDK (although its only a year old, while source is like 7 years old), which should make it easier.

r2d22k
12-01-11, 00:09
What do i need? A Psi-glove viewmodel and icons for the spells would be great, so we can put a basic interface together.

Currently i am using as much basecode from the UDK as possible, to speed up development. As soon as we enter the play-testing stage we will start to remove unneeded functions and especially memory consuming variables from the basecode.

Tbh, i haven't yet looked deep into the viewmodel stuff. As far as i know the guys over at epic simply call it first person mesh here (http://udn.epicgames.com/Three/CreatingAnimations.html#Weapons) you can find at least some information about it or here (http://forums.epicgames.com/showthread.php?t=706668&highlight=Firstpersonmesh) or here (http://udkc.info/index.php?title=Category:Tutorials)

Whitestuff
12-01-11, 00:17
It would seem that we are going to migrate to UDK. It all points to a better choice at this point. I'm going to look into converting my files over to UDK in the next few days.

Whitestuff
12-01-11, 03:41
Ok, well I spent some time researching a conversion for the map files and it seems that Hammer will export to .dxf, which can then be imported to UDK, but I'm having some isues with UDK.

I think I will need the project files in order to start the editor and edit for the game.

Please help walk me along, this is all new to me. I haven't used unrealED since the original UT.

r2d22k
12-01-11, 14:00
When using UDK it might be good to download it at the UDK website and not via steam.

For mapping one doesn't need the project files, at least as long as they do not contain new placeable stuff ;)

flib
12-01-11, 16:48
What kind of name could you give the project for Unreal engine?
Unreal Neocron? Neocron: Unreal? Unrealcron? Cronreal? =o

Biglines
12-01-11, 17:30
What kind of name could you give the project for Unreal engine?
Unreal Neocron? Neocron: Unreal? Unrealcron? Cronreal? =o
The real neocron 2 ;)

Setlec
12-01-11, 21:40
The real neocron 2 ;)

lol, that's a good name indeed!

Whitestuff
13-01-11, 00:31
Definitely need to get into reading about this beast. I have exported my entire map from Hammer as a *.dxf, but when I import it into the UDK, I get nothing. I'm going to try exporting it using the older version of Hammer, as the 2009 SDK is STILL not updated...

If all else fails, I will start from the ground up, meaning I can do anything in NC. Any suggestions? Or should I re-recreate Plaza 1?

flib
13-01-11, 05:22
Tech Haven!

Biglines
13-01-11, 13:43
I'm not entirely sure, but in case UDK uses models instead of concave blocks to make maps, using sketchup's photo match might be a good idea:

http://www.youtube.com/watch?v=fSuDoX8SPtU

just make a few screenshots in NC and you can make a quick block model of existing maps, making measuring much easier.

r2d22k
13-01-11, 21:42
How about Kirkcron 2? Just to honor Mr. Kirk who brought us the fabulous news! Why the 2? Because Neocron 2 never was supposed to be Neocron 2.

Whitestuff
15-01-11, 01:36
Alright, been doing some reading. Definitely some good yum yum to be had in UDK. Now, I saw this "streaming level" idea on the documentation... Does that apply to multiplayer? If so, we could, in theory, build entire sectors of NC and have objectives and bonuses in each area, sort of like OP wars are now in NC2, on an obviously smaller scale.

Anyhow, I'm going to start tonight, playing in the editor and checkng out the program Biglines suggested. I'll let everyone know how it goes.

Also, I think a name is appropriate at this time. I'm a little embarassed at my signature everytime I post, since we're moving to a new engine. :D

My vote is something like Neocron: Aftermath, or Neocron: Shadow of the Dome... and for purely comical reasons, Neocron: BEFORE Dome of York, lol.

I'm still, from a design perspective, thinking of this mod as a transition from NC1 to NC2, something that is happening DURING the war between NC an DoY. Because, really, it allows us a little flexibility with the story, because we know the before and after, without changing anything or writing any "new" content, and I would hate to ruin anything Kirk and Team have planned for NC3 by writing some crap about what happened after current events. So, I'm going to let that influence design decisions, such as destroyed areas, battle damage, etc. in the world. Any objections?

Not that a fully fledged story is required. But some sort of fan fiction will be involved, I'm sure. Otherwise it would just be "Neocron: The Combat Simulator".

Necpock
15-01-11, 02:22
Wondering why this whole idea doesn't infringe copy laws? Especially since NC3 is on the agenda for KK.

Biglines
15-01-11, 02:43
Wondering why this whole idea doesn't infringe copy laws? Especially since NC3 is on the agenda for KK.
ye, thats why 3 topics of each more than 16 pages have never come to attention of KK? Even in a stickied thread?

hint, if you wanna say something about copyright laws, at least know what you are talking about, mostly it doesn't have anything to do with copyright, but with other intellectual property laws, copyright is only a very very small part of it (and copyright usually only applies to the actual files, and the original code, not the ideas, designs or names).

we have gotten permission for doing this fan art project, seeing as it's non-commercial, although I think the only thing we officially need permission for is using the name, as that's a trademark, but I'm unsure about the actual german legal particulars. We are not allowed to use any of the original Neocron assets, like decompiling models, sounds or materials. But since we're reproducing and updating it anyway, the current game only works as inspiration of derivative work.

but lol, bringing that up over 16 pages into the 3rd thread...

Necpock
15-01-11, 02:47
ye, thats why 3 topics of each more than 30 pages have never come to attention of KK?

hint, if you wanna say something about copyright laws, at least know what you are talking about.

we have gotten permission for doing this fan art project, seeing as it's non-commercial, although I think the only thing we officially need permission for is using the name, as that's a trademark.

but lol, bringing that up over 30 pages into the 3rd thread...

Sorry mate, was a question, just wondered. Didn't want to cause an upset. Didn't really bother reading from the start.

Biglines
15-01-11, 02:51
Sorry mate, was a question, just wondered. Didn't want to cause an upset. Didn't really bother reading from the start.
sorry, I get annoyed about these sorts of questions, because people generally don't know anything about actual intellectual property laws (which was kind of shown by saying "copy laws" (copy right, is not copying of something, but the laws concerning copy (printed text))

Jodo
15-01-11, 06:59
sorry, I get annoyed about these sorts of questions, because people generally don't know anything about actual intellectual property laws (which was kind of shown by saying "copy laws" (copy right, is not copying of something, but the laws concerning copy (printed text))

But that's why someone would need to ask a question surely? Because they "generally don't know anything about actual intellectual property laws".

r2d22k
15-01-11, 12:52
Perhaps we should create a FAQ thread which will answer this question and others which have been asked several times in the past.

And as for the IP/Copy-laws/rights stuff, if KK has any concerns i think they know that they can always contact us and then we will work out a solution together.

Biglines
15-01-11, 13:18
Perhaps we should create a FAQ thread which will answer this question and others which have been asked several times in the past.

And as for the IP/Copy-laws/rights stuff, if KK has any concerns i think they know that they can always contact us and then we will work out a solution together.
we contacted them quite some time ago actually.

and ye, a faq would be good, I was gonna make a new topic with the current info, but was holding off till we had a new name, or at least a working name ;)

flib
15-01-11, 17:11
Neocron Reloaded, Neocron Reborn, Neocron HD, Neocorn?

Biglines
15-01-11, 17:40
kinda like nc reborn as a working title, kinda gives measning to the project ;)

Jodo
16-01-11, 00:36
Neopr0n, where everyone is naked. No? Just a thought.

yavimaya
16-01-11, 12:43
Why not name it after the games nickname.... and simply call it NeoCrack.

Biglines
16-01-11, 14:25
while I like neocrack as a name as such, it kind of looks weird for the people that want to put this stuff in their portfolio ;)

flib
16-01-11, 17:23
Neocron V The Dome Strikes Back