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Messages - Deathwish

Pages: 1 ... 70 71 72 73 74 [75] 76 77 78 79 80 ... 123
1111
Modification Help / Re: Ultra-cool Fallout 3 Adventure Mode
« on: February 07, 2010, 04:45:20 PM »
For all of you asking to beta test, the answer is yes, when everything's complete enough for beta testing.

1112
Add-Ons / Re: Twin Blade Transport Helicopter (Not Avatar)
« on: February 06, 2010, 03:15:27 PM »
Oh jesus, the whole model is substandard but those particles make my eyes gag. Please, don't ever use chunk.png for fire again.

1113
Gallery / Re: Rise of der Riddler hailers
« on: February 06, 2010, 06:42:31 AM »
This is a disgrace to the Reich. I am dissapoint.

1114
Modification Help / Re: Ultra-cool Fallout 3 Adventure Mode
« on: February 06, 2010, 06:29:26 AM »
Epic win, Will this jsut be a Fallout3 copy or a semi-original Fallout3-ish gamemode?
The latter, though in many respects it's original: I don't think anyone's attempted making an inventory system of the calibre I'm assembling.

1115
Modification Help / Re: Ultra-cool Fallout 3 Adventure Mode
« on: February 05, 2010, 06:12:58 PM »
So you've scrapped all the weapons?

I'd rather shoot communist guys. :(
No, just put more sensible magazines and made them use less vibrant browns to fit with the whole awful dreary setting.

are you jenxas. he always talked about doing something like this.
No.

I didn't like Fallout 3. I didn't like VATS, I didn't like the graphics, I didn't like the scenery, and I didn't like the general slow gameplay.
That was a good one, almost laughed. Fallout 3 is just a stuffty game.
This isn't a "OK THIS HAS THE WORDS FALLOUT 3 IN IT, I'LL JUST GIVE MY OPINION ON THE GAME EVEN THOUGH IT'S NOT RELEVANT" thread, get the forget out of here and make a thread on the games forum if you want to criticise Fallout 3, because I don't honestly give a stuff.

1116
Modification Help / Re: Ultra-cool Fallout 3 Adventure Mode
« on: February 05, 2010, 11:42:24 AM »
oblivion with guns

play the first 2 fallouts instead

Those were just Lionheart, with guns.

1117
Creativity / Re: The new and improved 3D model topic!
« on: February 04, 2010, 02:59:07 PM »
Oh wow, another Gikon, just what we need.

1118
Modification Help / Re: Ultra-cool Fallout 3 Adventure Mode
« on: February 04, 2010, 02:12:21 PM »
For all of you asking to beta test, the answer is yes, when everything's complete enough for beta testing.

1119
Modification Help / Re: Gay Shoot-em-up Adventure Mode
« on: February 04, 2010, 01:31:11 PM »
I'm alive again, and I'm working on stuff still.

Anyway, I had a moment of inspiration and came up with a load of things because I've played over 40 hours of Fallout Three in the last five days instead of studying for my exams.

The main core topics are:
  • A universal GUI with tabs, for various stuff (I.e: PIP BOY 9999!!!) #1
  • Big-ass non-repeating terrain with interiors on (lots of portals for streamlining fps) #2
  • Triggers within buildings that spawn items&objects, which interact with the archaic inventory system I have #3 & #4-1
  • "Containers", that are part of npcs and world objects. (and you, if you die) #4-2

I'll update the main post with stuff involving these core topics and their lesser branches.

1120
Modification Help / Re: Gay Shoot-em-up Adventure Mode
« on: January 23, 2010, 04:00:23 PM »
Nobody ever came.  :panda:
I'll host it again once I finish up a couple of things, it'll only be a minute or two.

1121
Modification Help / Re: Gay Shoot-em-up Adventure Mode
« on: January 23, 2010, 03:26:01 PM »
Open Alpha or Closed Alpha?
I'll see to that once it's functional.

1122
Modification Help / Re: Gay Shoot-em-up Adventure Mode
« on: January 23, 2010, 03:12:59 PM »
If there is no lance then it is no real adventure mode :c
There is a lance, and it has a big rocket on the back as well as a big explosive on the front.

can we get a picture of the revolver being held?
I'm hosting right now, come and see it for yourself.
I will host showcases and public testing for some of the stuff that's more complete fairly regularly, stop by if you'd like a peep into what's going on.

1123
Modification Help / Ultra-cool Fallout 3 Adventure Mode
« on: January 23, 2010, 06:52:04 AM »

Vault Lad Presents:

(Ultra cool) Fallout Three Adventure Mode!


    News time children!

    Oh yesh yesh yesh, I've decided to lean this towards Fallout three, since I've been glued to it for the past week whilst my computer was in a vegetative state.

    Now I've got a structure to work on, I can start proper work on it, rather than dossing about modelling random weapons and crap like that.
    Also, I don't see any reason why it shouldn't be multiplayer, it'd be equally as fun in a single player server.

    Development stuff:
    The main trunk (summarising) topics are:
    • A universal GUI with tabs, for various stuff (I.e: PIP BOY 3.333!!!) #1
    • Big-ass non-repeating terrain with interiors on (lots of portals for streamlining fps) #2
    • Triggers within buildings that spawn items&objects, which interact with the archaic inventory system I have #3 & #4-1
    • "Containers", that are part of npcs and world objects. (and you, if you die) #4-2
    • Homes, for players (for saving/healing/spawning purposes) #5

    The branch (specification) topics are:
    #1 - Pip-boy 31/3 GUI
    • Interface with items, so you can drop stuff/use stuff/equip stuff
    • Status interface, with healing and effects stuff (and radiation, if I feel like making it)
    • Information on currently equipped items (such as damage/armor class of item, and ammo if it's a gun)
    • Small things that don't fall under the above branches, like fancy effects and Radio (oh god yes)

    #2 - The landscape and it's features
    • Modular cities/buildingscapes - striking a balance between detail and performance, each building will be an individual interior, so hammer and map2dif doesn't stuff it up when exporting
    • Dreary, depressing landscape with no trees or anything, and radioactive pools and other horrors too
    • More complete buildings will allow you to enter and you'll be whisked off to the interior of the building (which is high in the sky really), and going out will take you back.
    • RANDOM UNEXPLODED NUKES (maybe)
    • Radiation, from radioactive stuff everywhere

    #3 - Populating the land (go forth and proliferate)
    • Trigger boxes that spawn items for you to sell or kill people with
    • 'Zones', big boxes that divide the landscape up, for random encounters
    • Mutants and raiders and cannibals and more, all who want to kill (and/or eat) you
    • Junk Buggy, 'nuf said

    #4 - Inventory, containers, items and other stuff
    • Random goodie boxes (ammo/junk) for you to loot
    • People to sell your enormous hoards of crap to
    • Weapons interacting with ammo in your inventory (if you've got none, *CLICK CLICK* 'OH stuff!')
    • Items that heal you, or give cool effects (drugs aren't really like this, don't do drugs kids!)
    • 42 missiles stuffed impossibly into a small ammo box and other joys

    #5 - Homes, saving and spawning
    This is important, to stop loss of data when people leave, they need a 'home', this'll be just outside the Vault by default.
    • Indoor buildings that hostiles don't spawn in can be set as a player's "home", they'll spawn here when they spawn/respawn
    • Players are given low-tier armor and a standard pistol (laser or firearm, depending on favoured weapon) when they first spawn, or when they respawn after dying
    • Players who have left will have their inventory saved, and it shall load when they next join
    • There will be a "locker" in a player's home, other players can't see what the locker contains so you store your stuff safely

    Oh man, I hate lists now...
    But do give suggestions or remind me of things I've missed out, it'll go on the list if it's cool/important enough.[/list]

    1124
    Creativity / Re: The new and improved 3D model topic!
    « on: January 22, 2010, 04:34:25 PM »
    That is the first level of gay shoot-em-up adventure mode.

    1125
    Creativity / Re: The new and improved 3D model topic!
    « on: January 22, 2010, 02:36:38 PM »
    Well...




    Quite good, it seems.

    I'm too lazy It was too difficult to capture the animations though.

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