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Old 02-14-2016, 04:31 AM   #1
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ff_vidars

Hey guys,
As a lot of you know i've been working on vidars for a while now.. Getting close to having something playable so i thought i'd make it official and start the thread.

No map dl for you guys yet but heres a few screenshots for you to have a look at.


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Old 02-14-2016, 04:31 AM   #2
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Old 02-14-2016, 04:32 AM   #3
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Old 02-14-2016, 08:35 AM   #4
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Wow that yard/side area looks fantastic! Great job.

What'd you use to get those rock formations?
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Old 02-14-2016, 02:17 PM   #5
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Love the rocks, nice job on the textures and models. Hopefully I noticed you changed the yellowy environment lighting. Good job!

CAN WE PLAY WITH THE BOAT?
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Old 02-14-2016, 04:08 PM   #6
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Wow suzy, awesome keep it up!!
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Old 02-14-2016, 04:55 PM   #7
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Quote:
Originally Posted by KubeDawg View Post
Wow that yard/side area looks fantastic! Great job.

What'd you use to get those rock formations?
I got the rock models from here http://source.gamebanana.com/prefabs/7048
and recompiled them for sourcesdk 2006

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Love the rocks, nice job on the textures and models. Hopefully I noticed you changed the yellowy environment lighting. Good job!

CAN WE PLAY WITH THE BOAT?
Yes i agree its all too yellow right now... im still working on lighting / ambience. Yes you can play with the boat (and seagull). The boat is a placeholder and is straight out of aardvark until i find a suitable iceberg model.
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Old 02-14-2016, 06:10 PM   #8
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Looking pretty snazzy Suzy.
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Old 02-16-2016, 05:34 AM   #9
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Looks like BL1 neatorific
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Old 02-16-2016, 06:22 AM   #10
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I'd like to point out that the ff_phantom_r that we all know, love, and circle jerk, is not a 1:1 port of the tfc phantom.

And that's the only real problem I see with your version of vidars. It looks pretty much identically portioned. It could very likely end up being too cramped and awkward for FF gameplay.

Scaling can be kind of difficult too. I don't think it's as simple as scaling the entire map up by a certain percentage. It's likely there are certain areas that need to be taller, but not wider, or vice versa, or both.

Just don't pull an ff_prolifique and over scale it by comical proportions.
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Old 02-16-2016, 06:32 AM   #11
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Red Scarf of Liberating Happiness? More like Magnifying Glass of Super Criticals


[jk fda rel smrt bout maps. evry1 luv n ply thm evry day]
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Old 02-16-2016, 06:35 AM   #12
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Red Scarf of Liberating Happiness? More like Magnifying Glass of Super Criticals


[jk fda rel smrt bout maps. evry1 luv n ply thm evry day]
FDA maps are mostly shit maps.
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Old 02-16-2016, 08:17 AM   #13
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Quote:
Originally Posted by FDA_Approved View Post
I'd like to point out that the ff_phantom_r that we all know, love, and circle jerk, is not a 1:1 port of the tfc phantom.

And that's the only real problem I see with your version of vidars. It looks pretty much identically portioned. It could very likely end up being too cramped and awkward for FF gameplay.

Scaling can be kind of difficult too. I don't think it's as simple as scaling the entire map up by a certain percentage. It's likely there are certain areas that need to be taller, but not wider, or vice versa, or both.

Just don't pull an ff_prolifique and over scale it by comical proportions.
Yeah i realise Vidar2 is way too tight to play properly with the sort of movement and speeds in ff, at the moment a lot of it is 1:1, the yard and outside areas feel about right in size so im leaving those but indoors i still have a lot of restructuring to do. After a playtest it became quickly apparent that the tower the flag spawns in is way too tight so i have redesigned that; but i still want to widen some corridoors and raise a few ceilings in places.

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Old 02-22-2016, 10:27 PM   #14
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Let me know if you need another tester for that beauty.
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Old 03-12-2016, 02:18 AM   #15
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changed the ramp room up a little...



Does anyone have a working 'propper' setup? I dont want to mess with my current sdk2006 install but i need some models compiled...
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Old 03-12-2016, 06:31 AM   #16
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Idk, do you think you're running into problems specific to the 2006 sdk? If that's so you might try and poke around the community for hidden. It's a game that also runs on 06 I think?

I was planning on following tophattwaffles guide for proper when I finally start remaking some of my curved surf ramps. But that's realisticly a long ways off for me.
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Old 03-12-2016, 08:56 AM   #17
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my issue is the only guides i can find for installing propper post steampipe are for sdk 2007 and they all say to uninstall any other sdk versions before setting up.
Im unsure if tophatt's guide will work if you use 2006 sdk instead of 2007; but i havent tried yet 'cause i dont want to uninstall my current working environment half way through making a map.

I'm gonna try get it working on a different computer, i just thought i'd try my luck and see if somebody else could compile my models for me
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Old 03-13-2016, 09:15 AM   #18
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i've uploaded a working dev build for you guys to have a look at... its also uploaded to some of the pubs.

Its a huuge bsp with all the custom models sounds and textures packed in so in future releases ill probably seperate all the resources out into their individual files. Im also going to be looking at compressing and downsizing textures etc.

So for now the bsp is over 250mb... Im gonna make reducing this a priority.

Things i still need to work on are:
  • Door triggers, work fine offline but on a server with players doors still seem too slow.
  • The blue logo in yard flickers. i know
  • Lighting in the cabin models is weird...
  • Lights are too bright outside for my liking.
  • Assign class specific respawns, maybe.
  • Adjust proportions of doorways, after some playtesting
  • Detpacks float in the yard's water, i have no idea why at the moment.
  • various visual and texture fixes.

So if you guys find any other problems with this build that i havent already mentioned please let me know!

http://suzysworld.site.nfoservers.co...dars_dev30.zip

-Suzy

Last edited by Fat-Suzy; 03-13-2016 at 09:16 AM. Reason: forgot to add download link
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Old 03-13-2016, 09:20 AM   #19
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Woah, detpacks float? that is sick. Can you push them and sent them floating away because that would be fucking amazing.
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Old 03-13-2016, 06:58 PM   #20
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Woah, detpacks float? that is sick. Can you push them and sent them floating away because that would be fucking amazing.

Yeah you can push them around but they dont move very quickly... about the same as the boat in aardvark. You can also jump on it and use its buoyancy to increase your jumping ability.

But this is completely unintentional and it makes the ice tunnels difficult to detpack so if you have any idea whats causing this particular patch of water to do this i'd really like to know.

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