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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Wed Nov 03, 2004 7:27 pm    Post subject: bored pimpage Reply with quote

I'm bored.
So here's a video so noone else will be.
It's kinda old, well a couple of weeks anyway.

video

No, don't thank me, you apathy is thanks enough.
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Wed Nov 03, 2004 8:48 pm    Post subject: Re: bored pimpage Reply with quote

ajay wrote:
I'm bored.
So here's a video so noone else will be.
It's kinda old, well a couple of weeks anyway.

video

No, don't thank me, you apathy is thanks enough.


Its the video from moddb? I already know that. Lotsa fun!.
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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Sun Mar 20, 2005 8:39 pm    Post subject: Reply with quote

I'd just like to say that I'm still working on Lunkin, 10 levels are now completed, with about 4 left to do.
Iv'e still some bug-fixing, code-tidying, documentation, and the aforementioned 4 levels to do, but an August/QEXPO release looks eminently "do-able".

I have little more to show however, as I don't want to reveal stuff that I don't want to (eloquent as ever aren't I?), so this is merely lazy pimpage, but I'll post these anyway:



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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Sun Mar 20, 2005 10:35 pm    Post subject: Reply with quote

looks pretty-amazing-ous!
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Wazat



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

PostPosted: Mon Mar 21, 2005 5:25 pm    Post subject: Reply with quote

Awesome!

Good work, ajay! You've been very busy, I see.
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SkinnedAlive



Joined: 25 Feb 2005
Posts: 65

PostPosted: Mon Mar 21, 2005 6:22 pm    Post subject: Reply with quote

Very nice. Cool

Are you planning to replace the player sounds?
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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Mon Mar 21, 2005 6:57 pm    Post subject: Reply with quote

yes, yes i am. in fact some already are Smile

Actually, and as I've just written this out at DcEmu, I'll do a proper update:

Update? Okey dokey Smile

As anyone who's seen the video knows you have a skanky fart attack, after a major boss battle (major as in significant, not major as in size of monster) you gain something better.

Level ten is all but done.

Level 15 and 16 are 90% done.

Levels 11, 12, 13, 14 are complicated and may take a month each to do.

I have 4 major bits of coding to do.
I have 1 "should be bloody working but isn't" bit of code, but it could be dropped if need be.
I have 2 other bug-fixes to sort.

I have lots of tidying up of code to do, not to get it working, but to just make it easier to read by others, more organised and better commented.

I have to improve the dialogue.

I have to tidy up the in-game music (it's 75% done)
I have to drop in the new player sounds that I have already made.

I have to write a complete readme.txt, especially a major list of credits and thank-you's.

I want to write a fairly lengthy document (manual type thing) to accompany it.

I could improve some of the gfx, not essential and if I get to August with an otherwise finished mod, I'll leave it, if I get the mod doen in July, I'll tinker with it.

On a final note, the current size of the (unzipped) mod is 30mb, it'll around 38/40 by the time it's done! I think I have webspace for it.

On a "no this is really the final note" note, I'll just say that although the mod is far from perfect, that it's missing some features I planned for it (but hell so is HL2!) that it isn't a tweaked to perfection, sophisticated slice of gaming gold, I'm already pretty damn pleased with it. The rest of the mod, both story-wise and level/code -wise is down on paper, and all I hope is that I can make the August/QEXPO '05 deadline.

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Entar



Joined: 05 Nov 2004
Posts: 422
Location: At my computer

PostPosted: Tue Mar 22, 2005 5:17 am    Post subject: Reply with quote

Hmm... looking at those screenshots, I can't help but notice that it looks a bit like my old engine Vengeance - v1.25 or earlier, I think. Just out of curioscity, what engine are you using?
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Tue Mar 22, 2005 5:53 am    Post subject: Reply with quote

Just TomazQuake
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Kools



Joined: 05 Jan 2005
Posts: 37
Location: The Netherlands

PostPosted: Tue Mar 22, 2005 9:26 pm    Post subject: Reply with quote

This is my kind of pimpage. The project looks amazing, professional even. I especially love how you did the movie, very 'trailer' like.
Can't wait 'till QExpo.
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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Wed Mar 23, 2005 2:10 pm    Post subject: Reply with quote

A nice view:



click to enlarge etc., etc.
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Wed Mar 23, 2005 2:48 pm    Post subject: Reply with quote

ajay wrote:
A nice view:



click to enlarge etc., etc.


Very nice screenshot Very Happy

I really want to download this. Even if its need to use evilplanet or something.
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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Sun Apr 03, 2005 4:30 pm    Post subject: Reply with quote

Well, now I'm down to 2.5 levels to make. I've coded some end credits, as well as the first intro demo.

I've a buglist of about 7 things.
A "to do, not sure I can code it, but should work" list of about 3 things
A "to do, should work out when I map it" list of 3 things.
A "would like to do, but not essential" list of 5 things.

And an estimated size of the mod now of 47mb.

Unless something horrendous goes wrong, it will definitely be released at QEXPO.

As is usual I guess for people who make mods, I've just started planning:
- my next "mini" mod, the plans for which are pretty concrete
- my next big mod, the plans for which are pretty vague
It is almost possible that the mini mod could be done for QEXPO also...

Now that would be fun. Smile
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Wazat



Joined: 15 Oct 2004
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PostPosted: Mon Apr 04, 2005 3:09 pm    Post subject: Reply with quote

Cool. I'm looking forward to the expo.

Let us know if you need coding help.
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