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[release] Hellsmash Beta 3 Goto page Previous 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 Next

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Fri Feb 19, 2010 9:42 pm Post subject: |

goldenboy wrote:
I could voiceact the soldiers' logs for you, this is only a small effort since I have the stuff set up already. I'm sure others have a microphone on their computers as well, which is really all that's needed. If you can Skype, you can voice act.
I could contribute at least a small thing, after failing to deliver maps
This type of thing is a lot easier to do than voice acting monsters, which is one of the more difficult parts of RMQ and one part we got a lot of flak for. But reading a short log entry into the microphone isn't difficult at all. More sounds make the game a bit deeper, especially on the story front. I really liked the log entries.

This would work. Have the log auto play when you pick it up i.e. "New Logfile...Autoplaying...(see AIDA->LOGS)", then rework AIDA's log section to autodisplay the most recently picked up logfile maybe with a replay for the audio. (you could access the prior logs by way of prev. message and whatnot too)
It also helps to have a little variety in voices too.
I don't plan to do any logs for monsters anyway, save perhaps enforcers, but they should be almost as straightforward as the soldiers you find.
I'm willing to try this, though I might have to bug you and anybody else who's willing to voiceact from time to time again as maps are completed though.

Quote:
As for the Steven Hawking problem, there are ways to make spoken stuff more deeper and fuller IF the source recording is reasonably well spoken.

This was more of a text-to-speech engine vs. live human actor joke.

Quote:
About difficulty, yes, that's a hot topic. Just wait till Lardarse shows up (aka "Are you guys insane?!"). I agree that skill dependant monster behaviour is the right way to go. Sounds like you're on a distinguished road Petty criticism aside, Hellsmash is outstanding.

Heheh, no doubt he'd have a cow over what's coming for Nightmare. >=D
Skill dependant monster behavior is actually the only way to go, in the broad scale of things. It worked in the old days of stuff like Doom, but nowadays it's just (arguably needless) extra work for the mapper. Needless extra work is bad.
Thanks for the compliment, I intend for it to only get better from here!
_________________
"Roboto suggests Plasma Bazooka."

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Sat Feb 20, 2010 12:17 am Post subject: |

http://www.quaketastic.com/upload/files/misc/drs_logs_gb.zip I had a go at some logs I found in the map. They're only a test. Downsampling to 11025 Hz (and conversion to 8 bit) proved problematic; it raises the noise level and kills the high end. The 11kHz version sounds like I'm lisping, because all the "s"es are suppressed.
I included the four wavs at 44, 22 and 11kHz so you can compare. Some of Quake's original sounds are left at 22 kHz; I suggest using that for the logs as well, because it sounds better.
Eventually, of course, different voices would be good. Recording these only took like 5 minutes with some primitive recording program. There was processing done afterwards, but I think the recording part can be done by anyone with a mic. Even a laptop mic or headset would suffice.
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ReMakeQuake
The Realm of Blog Magic

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Sat Feb 20, 2010 10:53 pm Post subject: |

Not bad, I especially like the one for the guy you find in the forcefield generator area. I agree, 22kHz appears to be the most optimal in terms of sounding the best vs. file size. I'm gonna try and voiceact a few of my own, then I'll plug these in and see how it goes.
_________________
"Roboto suggests Plasma Bazooka."

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Sun Feb 21, 2010 7:36 pm Post subject: |

I think the accent is adorable. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Mon Feb 22, 2010 2:33 am Post subject: |

What can you do I guess in an army of the future, soldiers can be Germans, Scots or whatever... and they would likely have an accent. They do today. _________________ ReMakeQuake The Realm of Blog Magic

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Mon Feb 22, 2010 7:18 am Post subject: |

Actually, in the future, probably, everyone alive would have the same, very boring, accent. So Hellsmash can take place in an ideal future! _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Mon Feb 22, 2010 3:17 pm Post subject: |

Aesome stuff, Dr. Shadowborg! I've been catching up with releases and trying things that have been released in the past... well... 2 years or so and this was obviously among the mods on the top of my list Great models and great map! I love the combination of new weapons while retaining a nice Quake feel map-wise. Can't wait to see more of it!
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http://www.planetcocot.net/

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Mon Feb 22, 2010 6:43 pm Post subject: |

goldenboy wrote:
What can you do I guess in an army of the future, soldiers can be Germans, Scots or whatever... and they would likely have an accent. They do today.

This, or Team Fortress 2.
"spah sappin' mah sentry!"
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frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Tue Feb 23, 2010 5:20 am Post subject: |

Oookay, finally forced myself to take the time to play some games, and I'm really pleased I installed and played this mod. This is exceptionally well done. I love the shotgun. I personally feel it needs to be more powerful given the downtime it incurs after each shot (or perhaps the machinegun just overshadows it), but it still kicked ass. The kickback and reload sequence are just... glee!!!
I want. Please mail me this shotgun. I'm willing to pay full price plus shipping and handling, license fees, and whatever customs charges are necessary when transporting a weapon to reality from the video game world.
The machinegun is definitely more powerful than the shotgun, but damn is it a cool weapon! I love the mechanics of it, and the weapon *really* delivers in both effectiveness and just the feel of how it works.
The blaster (or whatever #1 is) was cool. This was a great staple weapon. I like how it fires twice when upgraded. It's cool picking up weapons from enemies and upgrading my own.
There are other weapons that didn't come up in single player, but I saw them once when I accidentally hit the 9 key. Looks like some cool stuff I'll have to try out in multiplayer!
I really liked the sounds in this game, aside from aida beeping at me. The fiend-like creatures that you meet in the reactor after shutting it down are very cool, and I had fun taking them on with the shotgun! Hearing them screech was cool and eerie.
Lava scrags! Dual-chainsaw ogres!
Dynamite was fun. I learned the hard way that it also has a timer. Dropping them at my feet as a trap for later and suddenly BOOM! Guess how I took out the lava scrags in the reactor room, and the fiends at the elevator. I love having an alt-fire trigger to set them all off. Wee!
Enemy weapons are insanely awesome. I had trouble often with the machinegunners, as they had me nearly dead before I even realized they were there. However, I loved the challenge. And I loved the sheer variety of enemies and attacks I had to go up against. An enemy would lob a grenade at me and then follow up with a shotgun as I rushed forward to escape it. Homing missiles, ceiling turrets, and plasma rifles, oh my!
That's definitely how to do monsters. I really enjoyed fighting them and seeing their attacks.
The map was, in my opinion, very professionally made. As mentioned there's a lot of confusion about where to go etc (perhaps a message in the triggers would do), but visually it's excellently crafted. Button locations on elevators are a bit odd, but that's okay. I really like the underground military/science base theme, especially when it's so well pulled off. There's a lot of attention to detail that really makes the single player experience that much better -- for example, crawling through the ventilation shaft, I look down and see where the cover has fallen and landed on the floor below. Dead players dot various parts of the maps, reminding me of how screwed I am next time I round a corner to find a red enforcer or ogre. Textures and details are well-placed and the map is extremely visually appealing and well structured. I said that already, but it's worth saying twice. There wasn't a bland spot in the entire map that made me think "huh, this needs something to break it up or make it look right." You are an excellent mapper and moder!
Well done Dr. Shadowborg. I have yet to play against frikbots (ugh, have to work tomorrow, long day, need to be arguably coherent... need....sleep...), but I look forward to playing this later when I have time again.
It's not often I get to enjoy such a well-made single player mod!
_________________
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Wed Feb 24, 2010 8:25 am Post subject: |

I know there's not much for me to say at this point, but I'll add two totally unrelated things that I forgot: - I hate base maps, and I always have. I have no interest in sci-fi settings in general. The id1 base maps were inoffensive, but most user-made base maps (especially the big grand ones) are especially ugly to me. But, for some reason, I love this map! I don't know if it's the focus on the yellowish textures rather than the greyish ones, or whether it is, as a base map should be, full of "interactive" features, but I would actually be disappointed if hse1m2 was NOT a basemap! (Unless... of course... it is a good, original non-base map!)
- Notice how if you play the id1 maps, well e1m1 on hard/nightmare anyway, once you get the machinegun nobody can touch you. One clip can kill a dozen or more soldiers. It definitely seems excessive. (The shotgun is only used when you're bored of the machinegun or bored of not taking damage.)
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Wed Feb 24, 2010 3:14 pm Post subject: |

I noticed that as well. I'm under the impression that Hellsmash wants to be backwards compatible with id1. Suggestion: Write wrappers around monster_soldier etc that swap them with a Hellsmash enemy, depending on skill and a number of other factors. You can even hardcode map names here, because the filenames of id1 maps won't change, and thus have map specific factors. You could even nail individual monsters in id1 maps by giving their coords. In this way, you can "repopulate" the id1 maps with Hellsmash monsters.
RMQ has similar wrappers for Quoth, Hipnotic etc. monsters. It works OK.
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ReMakeQuake
The Realm of Blog Magic

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Wed Feb 24, 2010 11:10 pm Post subject: |

Well, it is doing that already, more or less. But I think the monster placement in id1 maps is too sparse for Hellsmash gameplay. Still it seems that a real balance issue with the machinegun is being highlighted, a problem that exists in the Hellsmash map also. But I've talked enough about this already.
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Thu Feb 25, 2010 12:37 am Post subject: |

Thanks for the additional replies! I'm still plugging away on the final beta 3c patch. (next map comes with beta 4) Five things that I'm working on / waiting on before I release: 1. Voiceacting: still haven't gotten around to voicing mine (the last two entries), other than putzing around with nitrotracker on my DS which provides a fairly convincing portable mic effect. (and promptly chucking the few experiments as being unsuitable. This is my fault for not having a good voiceacting voice, and not the DS or nitrotracker...)
2. Female player model / character is in the works, modeller isn't quite done with it yet, but basic functionality is there with a prototype of the model in question.
3. Still need to put some finishing touches on the map(s) (mainly adding some sort of health dispenser thingie that gets unlocked with a keycard you find.)
4. Monster Skill behaviors! (this will fix issues with id1 maps too)
5. "Roboto" to replace Dual Chainsaw Ogres! (With the exaggerated angry robot look to back the role up.)
hse1m2.bsp will feature you starting in an enforcer outpost, then moving into some sort of medeval keep thing with a Prison and Colosseum. (oh no! I spoiled my mapping plan! Sajt you sly dog! )
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"Roboto suggests Plasma Bazooka."

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Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Thu Feb 25, 2010 5:56 am Post subject: |

Nooo! Don't replace the dual-chainsaw ogre! He's awesome! Keep him around. He was a cool boss. On skill levels: A very simple way to make the higher skills harder (and easy mode easier) is to scale player & monster damage in the glorious bottleneck that is T_Damage. You can scale player vs monster damage and monster vs player damage based on the skill variable, using Normal skill as the baseline. Hard might be a player_dmg/1.2 and monster_dmg*1.2. Nightmare might be as high as 1.35 or even 1.5, but not too high because other things will change with skill too! Easy mode can be 0.85 perhaps, if that.
I know that this should not be the only thing that skill changes. I like that you'll also be mixing it up with new monster behaviors (perhaps leading their aim, faster response times upon sighting the player, faster movement & attack speed, firing two grenades/shotgun shots instead of 1, maybe dodging shots, etc). Even little 1-2 changes along this line will help to make nightmare skill more than just firing more shots per monster.
Also increasing/decreasing ammo box contents per skill level may be appropriate, though it could also be hard to fine-tune.
_________________
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Thu Feb 25, 2010 12:38 pm Post subject: |

Make the nightmare teleporter harder to find! Also... the player selection room should show the player models... it would be cool if they were sort of "trapped" in the wall behind the teleport or something, Dungeon Master style. Or not. _________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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