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Red Faction : Lounge : More SinglePlayer maps on L4Y |
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RED-FROG |
Posted 17th Sep 2005 8:57pm |  |
L4Y Resident Post 558 / 5258
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I have a nice Lego mod set up with new characters and that stuff.
It's gonna be a singleplayer mod..I'm not able testing it online anyways.
It already has 4 levels. 3 of them are ONLY cutscenes that tell the story with new animations etc . The 4th one is really small..
I really want to work further on the mod->maps, but after I've loaded RED up with that grid on plain background I start to get bored what I see
Gosh, wish I had more ideas because this is so cool.
Come on! Create a SP competition and I might get some ideas
We really need something like dat.
Whos gonna be the competition project leader? |
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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goober |
Posted 17th Sep 2005 10:08pm |  |
L4Y Member Post 518 / 265
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me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me me
you get the idea
pick me me me me me me me me me me me me |
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
[Faction Files] |
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RED-FROG |
Posted 17th Sep 2005 10:18pm |  |
L4Y Resident Post 560 / 5258
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lmao!
I have even packed a lego demo a few days ago..with these 4 lvls..
But nah..if I would ever finish this thing it won't be that interesting anymore because you've already seen it.
Beta versions are bad stuff
winRARed it was about 9MB...so I might get trouble by uploading it to the site
Frank told me about a free "webhosting" site called "yousendit"
I've tested it once and it worked. This might be the only way if I'll ever upload larger stuff.
Or I'll just buy myself an internet connection!
Gah, yesterday I started to build a city map for the lego mod...I forgot to save the map from start on...for about a hour (I'm really good on that..) and bang, RED crashed. I didn't even had a backup file.
I hate to do things twice.. |
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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NoClanFrank  |
Posted 18th Sep 2005 12:16am |  |
Post 1489 / 5840
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Quoting REDFROG | winRARed it was about 9MB...so I might get trouble by uploading it to the site
Frank told me about a free "web hosting" site called "yousendit"
I've tested it once and it worked. This might be the only way if I'll ever upload larger stuff. | Hoser you can always get a Gmail account, there file size attachment limit is set pretty high. I gotten 15Mb files from another user that used Gmail too, If you don't have a Gmail account. Email me and I can send you an invitation. I have like 100 left. |
>Click Here< If You Don't Have a Social Life :/ |
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Vidi44 |
Posted 18th Sep 2005 2:05am |
L4Y Member Post 228 / 668
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Quoting Predalienator | Quoting Vidi44 | It'd have to be separate. We could work on ideas, but I've got my own pack I'm working on. However, since the SEFOTRF is mentioned (remember that PM I sent you?), both our existing packs could merge. Perhaps we finish our packs, then write a new one, but not completely. Instead, we pick the best of our missions, tie them together, then write a great new ending to it. So, really, we'd just have to write 1 or 2 new levels, but the story would be completely different (a lot of my missions are planned to be almost infinately extendable. For every mission, there's the idea that they could find something en route to the mission. Then they could maybe be re-ordered to take care of the new threat, with another SEFOTRF squadron taking over for them (start a new storyline while adequately explaining the other storyline). How does that sound to everyone? |
Alright I think the Giant Rock Snake could have a make invincible and the masses of sea creatures can be unhide when linked to a trigger And to the unlucky people who didint tested Vidi,s map this is what i have to say,Erm,hm:Vidi44 his maps are FANATASTIC.I love how the AI worked together.The level design was great.And it was fun.The thing he didint do right was a put an invisable texture around the beautiful stairs thats it.And Vidi i finished your tough,hard map without using cheats |
The problem I have is that that level alone took me over 4 months to write, so it better be good (hehe). Actually, you and GTA were the only people to see that map. GTA's version is over a month old. I don't even think his had the waypoints in it, or Masako. I definately know it didn't have the ending to it (his version had a rather censored ending where you just turned around and ran out the entrance of the level (there wasn't even a switch to tell him where to activate the exit, so I don't even know if he finished it).
I still have to put in more waypoints for the AI (its nice how they are now, but they move really in a 2D-like fashion (notice that they only ran in a straight line? I plan to have enough waypoints to cover the floor of the map, this way they can spread out better). Realize that to put in an invisible map around the stairs will be a chore, as the room is circular and the stairs uneven. However, I'll do my best, and depending on which one you like better (with or without the inviso-ramp), I'll submit the file in about 2-4 weeks (waypoints are a real censored to program, as you've got to link all of them together in a 360 way).
So, here's what I have planned to update (since this is what I'll refer to in the future):
-more nav/way points: more realistic movement
-more decals: more detail, information about the map (where to go, what is geo-moddable, etc)
-maybe a keyframed exit: instead of blacking out when you get to the end, you'll actually go through a door, which would give the blackout time to work
-turrets on the roof of the level: the existing turrets are fun, but when they can see all, it is even better
-inviso-ramps on the stairways
-max out the weapons in the weapons rack: so you don't have to wait for them to respawn
-maybe retexture some of it so it is more like a chamber, instead of a room (also make more sense, considering I have wood textures for the main room, with a cement room inside and a metal tower in it. Also would merge better with the stairway)
-adjust the AI more, have them immediately fade their corpses: better for low-level computers
-find some way to speed up the load time (having 3 rooms that are exactly the same slows down load time, but I don't know of an event that would remove all entities quickly (I don't feel like linking all AI to a "remove object" event, as its unreliable and time-consuming)
-play with the lighting more (I forget which version I sent you, because I remember around that time I was messing with the ambient lighting, which made it so dark (which made it more challenging, which made it more fun)): more challenging, more mysterious (hides all the secrets better too)
-find some way to make the console by the switch permanent (its a clutter item, but I need to protect it from blowing up (since the room won't blow up, why should it?))
I think that's a pretty basic update I'll be doing. The ambient lighting just needs more work (did the lighting work right on your RF? On mine, it refused to show the dynamic lighting. In fact, it completely removed all but the amient lighting. Its supposed to be set with the stairway having tube lights and the main room with 2 giant lights). The rest is simple stuff that'll take me a few minutes per thing (except the navpoints and the inviso-textures). I'll try using the "remove object" event, see if it lowers the file size any, which would cut out one of the rooms, further reducing file size). I'm looking for an optimal 100k file size, when compressed. As this is part of a 5-7 map pack, it is best to keep the individual maps as small as possible.
Glad you liked it Pred. Now we just need a way to get this to RedFrog. Since it's planned to be around 100k, he can probably download it then throw it on a floppy, provided he has WinRar to decompress it. Would a library even let you do that? You could probably sneak it in, have someone e-mail the file to you then directly download the file to the floppy, while holding a Word file up on the screen ("I'm saving my school report"). |
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1 |
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sobe  |
Posted 18th Sep 2005 4:28am |
Post 690 / 3194
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I happen to think that REDSUCKS is a good SP storyline |
"Apparently, Plaintiff believes that he could sue an egg company for fraud for labeling a carton of 12 eggs a dozen, because some bakers would view a dozen as including 13 items." - Western Digital 2006 |
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Vidi44 |
Posted 18th Sep 2005 7:20pm |
L4Y Member Post 232 / 668
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Quoting sobe | I happen to think that REDSUCKS is a good SP storyline |
Does REDSUCKS even have a story? I think the whole thing is meant to satire RED, and there's no story. If there is a story, that would be interesting how it would be made to fit together and still look random. |
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1 |
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sobe  |
Posted 18th Sep 2005 8:03pm |
Post 692 / 3194
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RESUCKS is the new hype! lol |
"Apparently, Plaintiff believes that he could sue an egg company for fraud for labeling a carton of 12 eggs a dozen, because some bakers would view a dozen as including 13 items." - Western Digital 2006 |
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Predalienator |
Posted 21st Sep 2005 2:50pm |
Welcome! Post 623 / 1
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Major Breakthrough! AI in my sp map SEFOTRF:Mission 2 are learning! yes finally a new experience for everytime you play the map. Another reason to download it when its released |
I love L4Y! |
Modified Sep 21st, 02:52pm by Predalienator |
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ark_gamer |
Posted 21st Sep 2005 5:01pm |
L4Y Member Post 4 / 12
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I only make single player missions, at least over a hundred to date. Problem is, my skills are kind of limited. I just plain can't create levels on par with the game's single player. Sure, I can make cool stuff, it's just not good enough. And then there's the technical limitations of running RED on a crummy pc.
Also, I'm a big writer, so I'm interested in having a plot. But we're stuck with the same old characters, and I can't make a working mod that adds new people. I can edit existing characters to have new names, but I can't get that mod to work with the level. When I launch it with the RF launcher, it either crashes or dosn't work. Even then, the game crashes randomly if I have too much diolauge text or something.
If it wasn't for all these technical problems, I'd have something. Why didn't the company release a patch for the editor to fix this crap?
Bottom line: I love being able to make single player missions. The game itself runs well, and I have a great way to express my creativity. But all these errors keep getting in my way of doing what I really want to do.
One of these days, I might post some single player stuff for the heck of it, when I get something good. |
Looks like somebody has a case of the Mondays. |
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Trigger |
Posted 21st Sep 2005 10:15pm |
L4Y Member Post 191 / 385
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Quoting ark_gamer | Why didn't the company release a patch for the editor to fix this crap? |
I guess THQ, weren't gonna pay for it, or Volition moved onto antoher job. |
If I ever get to where I am going, will I know when I am there? |
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Predalienator |
Posted 22nd Sep 2005 1:53am |
Welcome! Post 632 / 1
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THQ is a lazy Censoredy,Censored company while Volition toiled day and night to produce this game we all love.
My 4th or 5th map will have MF making a cameo dont ask but i no how MF miners hate you And maybe Beatonater!? |
I love L4Y! |
Modified Sep 22nd, 01:55am by Predalienator |
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Vidi44 |
Posted 22nd Sep 2005 2:41am |
L4Y Member Post 245 / 668
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That would be something to put a cameo of him in. Perhaps a cutscene with his picture there (like REDSUCKS had at the end, with the monkey). Maybe record his voice and have him talk to you every now and then. Making a skin for a character would probably be too difficult.
ark: no matter how "limited" they are, you should release them. We're all learning. I don't even think my maps are up to the level of the SP game, so its all a matter of perspective. What you might think is terrible might actually be good. You never know.
Try setting RED to its lowest settings ("show just textures", "render nothing (except brushes)", "Don't draw portal faces", with the rest unchecked. It will still be part of RF, but RED won't display it. Thus, it should take the load off RED and its buggy code). It couldn't hurt.
Also, it is true SEFOTRF AI is learning, well, in a limited sense. The AI actually will randomly attack, seemingly as though they've learned. In all the tests I've run through, I don't think the AI have once responded the same way twice. For those interested, this is accomplished by having one giant navpoint, which enables the AI to move where ever they want inside the map (except vertically). I'll post some pictures on "Pimp my map", after I e-mail them to Pred. |
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1 |
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Predalienator |
Posted 22nd Sep 2005 3:55am |
Welcome! Post 634 / 1
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Those screens look cool
Here,s some for your apetiets SEFOTRF coming your way


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Vidi44 |
Posted 22nd Sep 2005 4:02am |
L4Y Member Post 247 / 668
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Spiffy. Nice screenshots Pred. Looks like that mutant is on fire or maybe shooting fire, spiffy.
Second one is funny ("i'm walking along, ahhhhhh!!!!!!!")
Third one, ("I paid you [rec] censored [/red], now do your job!").
ROFLMAO! |
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1 |
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