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Old 05-04-2006, 07:09 PM   #181
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Quote:
Originally Posted by Caesium
Finally, just thought I'd let you know what we're working on atm. Aside from optomising all the brushes, and playing with front of base textures, we're currently making a speedometer that gives a speed readout to offy as they come skimming in across the water! We've got it working nicely, and just need to try to make it look cool now.
lol that sounds awesome. you should make it like one of those police speed things thats like "Your speed 'X' then under it say something like "Conc safely!"

update soon :P
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Old 05-04-2006, 08:00 PM   #182
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Usually it flashes and says "Overspeed", damn liar. Not you, the machine.
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Old 05-10-2006, 10:19 AM   #183
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Quote:
Originally Posted by Nezumi
...Were you planning on putting some sort of rock2 style trigger_hurt across the door or anything? (and maybe a non-solid brush with the effects/com_shield003a texture on it? If you perhaps do decide to use this texture I've got a red version of it you can use...)
I would like to try the texture please, Nezumi. Is it uploaded somewhere? Thanks in advance.

There hasn't been too much work on the map recently as we've got important exams coming up in a few weeks, and there isn't that much I want to change on the map anyway tbh. We've been working on some new front of base textures, which should be good, playing with the speedometer, and adding a little more trim in places. Apart from that, there isn't much more that can be done until FF is released...

PS. I still need a nice sunny skybox that lines up. I'm told there are such things in DOD:S. Please message me if you can help me out here.

Last edited by o_caesium; 05-10-2006 at 10:32 AM.
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Old 05-10-2006, 04:59 PM   #184
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http://www.superjer.com/nezumi/combineshield.zip

That's the red version. The blue one should be called com_shield003a.

I'm not sure this is actually the right texture. This one may not fade away as you move away from it.

Edit: I guess the combine shield textures don't fade out as you move away from them. It must be done with triggers in the game then. Oh well. These textures should look allright from across the map anyway.

Last edited by o_nezumi; 05-10-2006 at 05:30 PM.
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Old 05-10-2006, 10:57 PM   #185
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Cheers Nezumi. The shield textures do work properly, but only if you put them on a func_brush. It uses the "PlayerProximity" proxy, which doesn't work on world brushes.
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Old 05-11-2006, 05:25 PM   #186
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Pha! Wouldn't you know it. Well there you go then.
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Old 05-24-2006, 07:21 PM   #187
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A Speed camera in action..




Perfectly calibrated into mph, of course.

Hasn't been much progress recently, and there won't be until me and caes have finished exams, or ff comes out, whichever is soonest.

Oh, and ff_badger is being planned
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Old 05-24-2006, 08:38 PM   #188
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Hmph, miles are silly. What's the speed limit set by Mr. Aardwark anyway?
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Old 05-24-2006, 09:07 PM   #189
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Haha, awesome!
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Old 05-24-2006, 09:07 PM   #190
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Wow that's so cool
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Old 05-24-2006, 09:25 PM   #191
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Heh! Thats fantastic.
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Old 05-24-2006, 10:16 PM   #192
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will only reach perfection when it'll count kilometers and not miles.
neat suff
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Old 05-24-2006, 11:36 PM   #193
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Is it possible to do something like this, but for the score?

Maybe this might also work on a map with flag locations too?
A proximity sensor style brush which is invisable and non solid would determin which area the flag was displayed in.
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Old 05-25-2006, 02:54 AM   #194
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Hahaha, silly foreign noobs not knowing both metric and imperial.

How does the sensor behave when there's multiple people around?
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Old 05-25-2006, 05:08 AM   #195
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Go ahead and make it kilometers, we're smart enough to convert it in our heads.
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Old 05-25-2006, 07:45 AM   #196
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Quote:
Originally Posted by Own3r
Is it possible to do something like this, but for the score?
The wonderful world of material proxies
There's quite a lot of silly stuff you could do with these, but it depends on what the devs consider is worthwhile.
You can basically change how any wall looks. You can make this depend on: The player's speed, If they are looking at the wall, how far away they are, and how much health they have.

If they add some things to ff, then you could have walls which change depending on your class, flag location, and score. Some potential applications are a scoreboard, like the one in etf Mach. Walls which only a scout or spy can see through. "Tutorial Mode" arrows appearing differently for different classes. Best of all though I think, is ghostly gazelle which you can only see in certain places after you have died, and before you respawn.

objections to mph have been noted, and it now works in 7 furrowlengths per microcentury
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Old 05-25-2006, 08:38 AM   #197
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At last, truly universal units.
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Old 05-25-2006, 10:04 AM   #198
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it is quite silly that we still use mph in the uk, when everything else is metric now :s but it would be so confusing/hard to get used to if it was changed to kph

really cool idea though
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Old 05-25-2006, 12:14 PM   #199
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looks sweet!
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Old 05-25-2006, 07:25 PM   #200
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Quote:
Originally Posted by Sidd42
objections to mph have been noted, and it now works in 7 furrowlengths per microcentury
Sweet.
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