Re: ingame screens from development (watch out spoilers)[message #142838]
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Mon, 04 June 2007 10:51
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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hard to say. "advanced" i'd put. we have most raw material of early and midgame, such as maps, graphics, character speeches.
But for the endgame i'm still relying on the 1.13 team to integrate some code features that were discussed long time ago. So without those features, i can't implement the end game the way i want.
also, some voicing for the endgame is not yet done because some voice acting didn't work out.
But again, if it turns out i can't do the end game the way i want it to be done, i can ditch some characters and then it would be easier. But that's just plan B
as far as "final" release after obtaining all raw material first is concerned, you'd have to clean up speech dialogue, you'd have to add more custom animations and other details like cleaning up some scripting as well, adding some more stuff to dealer inventories, other details.
Marlboro Man
You can't hire the "hostile Mike". But the non-hostile Mike can be hired if you're reckless enough. he'll also explain to you what the hostile Mikes we've been killing in every mod were all about
that's part of one of the more advanced quests and i find it a nice further development of ja2's story. But then again, others will find it cheesy.
Taste you know. can't be argued.
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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #143473]
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Thu, 07 June 2007 19:13
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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some question to those that *might* follow the development of the custom bodytype:
there are 2 pistol shooting animations that my reference bodytype has, one is one-handed (used in ja2 normally) the other is 2-handed (not used by ja2)
so, firing pistols with one hand (badass style) or with two hands (original looks slightly goofy in upright stance, so maybe that's why the use 1 handed version in standing but 2 handed version in crouched stance)
which is better?
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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #143474]
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Thu, 07 June 2007 19:15
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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oh, and should i add a red dotted lines to insinuate the use of laser scopes?
(i know we wouldn't see them IRL. Just doing a +1 to the running gag)
or small light sources to insinuate flashlights :silly:
[Updated on: Thu, 07 June 2007 19:16] by Moderator Report message to a moderator
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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #143857]
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Sat, 09 June 2007 22:20
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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voices are very difficult. But in fact, i'm proud of the voice acting for mike, he doesn't sound like a 16 year old, i find his voice matches quite well.
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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #144030]
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Sun, 10 June 2007 22:31
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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yes, RPC's will make comments.
not all of these comments have already the voice recordings, but the text is there for them.
they might give interesting clues or just talk a bit about the landscape.
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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #144497]
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Wed, 13 June 2007 17:25
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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according to some taser websites, this exists and is already used.
it can be used both standalone or rifle mounted.
currently, the effect is mostly like the stun grenade. i think i'll add some extra damage though
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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #144513]
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Wed, 13 June 2007 19:07
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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thx Tbird.
i've seen/ read about this system and at that point in the past i didn't really want to implement it... looking for data on what it does and how we could portray that.
i gathered a crapload of pic of non-lethal pistols and such... but haven't found much fancy so far
mauser
don't think i could model this. The "acidic" tag in ammo types xml doesn't really seem to work as far as i tried t out.
a couple of different darts for the dart gun could be a start though
Smert
i thought of doing that in the beginning but there's just way too much speech to be covered. We re-recorded Mike from scratch.
I had asked whether his speech from the older games could be made available but it seemed nobody would/ could do that.
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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #144859]
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Fri, 15 June 2007 18:00
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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also some of the projectiles it fires can'tbe reasonably modeled in ja2
smert
the point is that i don't know how to extract those files. I know it was done in a german mod from a german deadly games but then this was a long time ago.
just give our voice actor a chance. he did very well IMHO
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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #145583]
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Wed, 20 June 2007 01:07
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i think ivan's lines are doubled. The same sentence in russian and in (broken) english. I obviously took it from another part of the game, but i think it matches.
ivan would also complain if mike's on the team and we want to hire ivan
i gotta see what i can do about scully. currently, they're not friends. i think some other RPC likes Mike though.
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Sergeant Major
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