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Thread: What are you working on RIGHT NOW - T1/2 Dromed Edition

  1. #2026
    Nice retexture job, Larry. May need to borrow that back from you once it's time to use that object again.

    The shots with all of those drawers make me fear for your brush/object limits though.

  2. #2027
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Not retexture. New headboard and footboard. I just kept the mattress, pillows, and bedspread from COSAS. And you are welcome to any of these should you want them. Eventually I'll release a bedroom pack ...

    I've been thinking of versions without working drawers too, should that be necessary.

  3. #2028
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    A bedroom pack? At this rate, you will have to release The City IKEA Catalogue!

  4. #2029
    Member
    Registered: Nov 2008
    Location: green bay, wisconsin

    First try

    Building my first mission now. Dromed is damn buggy, frustrating and annoying, yet for some reason I can't stop. Be prepared for my first crappy mission, whenever that is, time seems to get swallowed up rapidly with this thing...

  5. #2030
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Just so you don't think I'm being lazy, I am also writing BOOKS.

    Code:
       aeschas stairs.str                       1 KB    6/29/2009 05:53:00 PM        
       aow01.str                                3 KB    6/24/2009 04:37:06 PM        
       aow02.str                                3 KB    6/24/2009 04:37:24 PM        
       aow03.str                                3 KB    6/25/2009 08:39:42 AM        
       babble.str                               2 KB    6/27/2009 12:54:06 PM        
       bb002.str                                1 KB    7/14/2009 09:37:50 PM        
       bluegreen stone.str                      1 KB    10/9/2009 08:33:46 PM      a 
       boonestales01.str                        1 KB    5/10/2009 09:35:42 AM        
       boonestales02.str                        2 KB    8/17/2009 07:14:24 AM        
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       glyphology notes.str                     1 KB    7/14/2009 06:49:38 PM        
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       gruliacs lyre.str                        1 KB    3/29/2009 11:57:42 AM        
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       plaque001.str                            1 KB     7/3/2009 09:38:06 AM        
       prophesy.str                             1 KB   12/28/2008 02:18:14 PM        
       quiet keeper.str                         1 KB    2/22/2009 10:33:04 PM        
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       walled keeper.str                        1 KB    2/22/2009 10:35:24 PM
    Do you think 17 books just listing plants are too many to find in a Keeper school? Here is a sample from one of them:
    Code:
    Laceflower - Daucus carota 
    Lamb's Foot - Plantago major 
    Leek - Allium 
    Lily Leek - Allium moly 
    Lilac 
    Summer Lilac - Hesperis matronalis 
    Love Vine - Clematis virginiana 
    
    Maple - Acer 
    Ash-Leaved Maple - Acer negundo 
    Black Maple - Acer nigrum 
    Creek Maple - Acer saccharinum 
    Cutleaf Maple - Acer negundo 
    Maple Ash- Acer negundo 
    Moose Maple - Acer pensylvanicum 
    Red River Maple - Acer negundo 
    River Maple - Acer saccharinum 
    Silver Maple - Acer saccharinum 
    Silverleaf Maple - Acer saccharinum 
    Soft Maple - Acer saccharinum 
    Striped Maple - Acer pensylvanicum
    I see the Keepers as having lots of lists of things. I could merge some of the plant books to reduce the number of them ...

  6. #2031
    jtr7
    Guest
    If they wanna stay ahead of the Pagans' planty magics, herby booksies are fine.

  7. #2032
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    I'd say books purely for colour should not be overused - one or two, sure, but it may be overkill to have a whole library of them readable. Suggest, don't simulate is my philosophy for this kind of stuff.

  8. #2033
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Things have been progressing rather slowly*, but I've got the object textured... now I need to find out why bsp keeps throwing "ERROR: Error, bad polygon in vert 6, bailing" whenever I include the piston heads in the .E file



    * my fiancee has to return to the US on Wednesday morning. We've been busy getting things ready, and collecting the information needed for her to apply for a fiancee visa, so I've not had much time for this stuff. Wish us luck with the visa application, if it comes through without problems, only a few months from now we'll be married!

  9. #2034
    Member
    Registered: Jun 2009
    Location: Argentina
    Hey Larry, i want to see al that nice stuff in one mission and spent time looking at the all new objects.

  10. #2035
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Thanks. You will. Maybe in 6 months or so. This is a foolishy ambitious and non-trivial first mission!

  11. #2036
    *secretly plots to enlist The Watcher to work on future cosas missions*

  12. #2037
    Member
    Registered: Jan 2008
    Location: Sweden
    Spent the weekend creating some new texures and banners.


    This is an even more foolishly ambitious first mission.

  13. #2038
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Ambition is what drives great projects, and yours looks like a definite winner. So - go ahead, just don't forget to finish it!

  14. #2039
    Quote Originally Posted by The Watcher View Post
    Things have been progressing rather slowly*, but I've got the object textured... now I need to find out why bsp keeps throwing "ERROR: Error, bad polygon in vert 6, bailing" whenever I include the piston heads in the .E file
    Looks cool.

    Theres a good chance you used a number in your axle name -ie: x2500
    that makes bsp think a part is moving through another. Since it has no effect in game just use zeros - ie: x0000

    It counts even as is a piston is just inside the cylinder and moves inside the object, even if it doesn't move through any polys.

    It'll move fine in game but it tells BSP 'it won't move, thus it won't move through parts of the object'

  15. #2040
    Member
    Registered: Oct 2006
    Location: France
    Ambition is what drives great projects, and yours looks like a definite winner. So - go ahead, just don't forget to finish it!
    It's also what makes you tweak your storyline and missions for ages, in such a way that one map takes three years to come out of your guts.
    Referring to myself ? No, why ?

  16. #2041
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Yeah, that's the tricky part - after some polish, you just have to let your creation go and live or die with its errors (after a beta, of course). Dromed has a way of checking you with its limits, but if you never reach them, well...

    Still, a released 8/10 mission is better than a 10/10 that eventually gets canned as the author becomes disenchanted with it (too many examples to count ).

  17. #2042
    Member
    Registered: Mar 2004
    Location: Marlborough,England.
    Working on a Thief2 mission called "The Light of Day", I have to face up to the fact that my Whitechapel series will have to be consigned to the bin because of some nasty problems that it seems to have inherited through several transfers between hard drives during reformatting.
    So I started this new mission and for once...I'm having fun with it. It starts in Garretts attic room with a message from Basso to "get out quick" and just as he finds the way out, the mechs burst in and he escapes just in time...he gets lost, takes the wrong route and ends up deep underground and has to find his way back to the surface and meet up with basso. This mission uses plenty of teleports, scripts and I think some rather original scenes which are not unpleasing to the eye....I will do some screenies tomorrow afternoon.
    There is still much to do and at the rate this is going I may have to split it into two parts.

  18. #2043
    I've been working on these new rockets. They're hard to aim and frankly the last thing S7 needs is more explosive things but nevertheless it's got them now.

    http://www.youtube.com/watch?v=F29jBFk0Wic

    http://www.youtube.com/watch?v=KT9ezXC_pgw


    . . .well you do get used to aiming them.

    Thanks to Yandros and Eshaktaar for the emitter set up!

  19. #2044
    Member
    Registered: Nov 2001
    Location: Making baby lemonade
    Damn, you never cease to amaze me, Slip!

    I've been helping with final testing on Rose Cottage, and also have been writing music for guitar lately, which is a really nice change of pace. It's been a long time since I exercised that creative outlet. And collaboration only makes it even better!

  20. #2045
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Sliptip, looking awesome, as always!

  21. #2046
    I love rockets!

  22. #2047
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Unbelievable, now it's definitely a system shock 2 fm, not a thief 2 fm anymore
    The bridge at the end of the second vid is amazing ! I furiously can't wait to play this one.

    Coincidence ? Yesterday I was looking back at all your vids on youtube, and today 2 more vids added.

    Btw, to let people know, after a big break I'm back on Rocksbourg 4

  23. #2048
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Quote Originally Posted by DrK View Post
    Btw, to let people know, after a big break I'm back on Rocksbourg 4
    \o/

  24. #2049
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    I want to know is how you got those round doors to be so smooth, Slip.

  25. #2050
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Rounded edges are done with a succession of overlapping wedges: e.g. start with one that's 1 unit by 9 units, copy it, adjust it to 2*8, copy it, adjust it to 3*7 etc. It is brush- and polygon-intensive but has its rewards.

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