any [WIP] content screens?

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Well, if we had a coder - I'd say rush the game in with the cell-shadder graphics, and go back and re-do the models one at a time later as the modelers catch up.... But... Grr... Everytime I try to drag a coder into this they vanish on me, so... Since all we got is modelers and graphix makers at the moment, midas well do those right. Tis not as if cutting corners on asthetics is going to make this game come any faster at this point.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
If you're talking about me "vanishing", no, I've merely just stepped aside as I seem to hinder rather than help. I can look through the code and offer ideas, but you tend to have had them several days/weeks before. I figure it's best to let you do your work than bother you on MSN unless I think of something *really* important ;-)
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
I dun think you'd qualify for MS:S coder anymore than I would... I was thinking of coders I've run into with actual HL1 coding experience (and copies of VS2003) that I've thrown Lord K's way, only to have them fall into silence afterwards. I think maybe he's killing them.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
Oh, I thought you were talking about THIS Master Sword. I had no intentions of trying source....until AE >_>
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Oh, I thought you were talking about THIS Master Sword. I had no intentions of trying source....until AE >_>
Oh no, I'm all for cutting corners on MS:C's graphics to expedite new stuff - but our core code is done (even if it is, somewhat problematic). Just sayin’, no point in cutting said corners in MS:S, as it won't expedite anything atm.
 

Drigien

New Adventurer
Joined
Jan 12, 2007
Messages
103
Reaction score
0
Location
Canada
Hello, just came here from my own mod (someone from there pointed me here, cause it has a very similar premise)
[Link in Sig]

Although I haven't played MS/MS:C (yet, downloading now) it looks very entertaining, and I can't wait to try out MS:S when it finally appears.

I wish this mod well, and hope it to find some coders soon.

Thothie said:
Well, if we had a coder - I'd say rush the game in with the cell-shadder graphics, and go back and re-do the models one at a time later as the modelers catch up.... But... Grr... Everytime I try to drag a coder into this they vanish on me, so... Since all we got is modelers and graphix makers at the moment, midas well do those right. Tis not as if cutting corners on asthetics is going to make this game come any faster at this point.

I would offer my skills, but alas I don't have the time and prolly not enough proficiency dealing with scripts or databases.

The Man In Black said:
Oh, I thought you were talking about THIS Master Sword. I had no intentions of trying source....until AE >_>

Source is fairly easy to deal with. I haven't had any real difficulties creating anything yet (although it hasn't been too much). You just need to look at some example code, and you'll catch on pretty quick.
 

evilsquirrel

New Adventurer
MSC Developer
RiP
Joined
Jan 2, 2006
Messages
2,905
Reaction score
0
Age
36
Location
middle of nowhere
hey, that mod dun look half bad :D

although, does appear to be a deathmatchy type one...and very much in its infant stages. maybe i'll check back on it later to see whats going on with it ;)

as for your suggestions about sample code, i keep telling them to try to get in touch with the LoZ people, but that might be harder to do, they may have already done it, we dont really know D:
 

ceriux

Adventurer
Joined
Feb 17, 2005
Messages
2,297
Reaction score
5
Age
36
Location
At my computer :)
FuzzyFish said:
Like Wow, everyone hates that game. Then again I have no say in anything besides FuzNet. ;)

Besides the Mastersword world would be the same, I just meant more of a flat-shaded/textured look. Which in some ways could make it much easier to make the textures.

For instance you can make a simple brick texture using a whopping 2 colors. Then just by adding some Bump-mapping (Takes about oh say 2 seconds, on a simple texture) you have a high contract texture that is vibrant is with a decent amount of detail especially when you apply proper lighting to it.

This:
textest.jpg


Becomes this:
textest2.jpg


Granted it's a absurdly simple example. But HL2 has a lot more rendering power and it can do a LOT with something simple. And used properly can make for something eye catching that isn't mistaken for a Dark Messiah rip-off. Granted I'm not even scratching the surface of what HL2 can do in comparison to HL1 with textures.

The first impression a majority of people get of a mod is from pictures. If it looks like something, or even everything else then how do you attract new people when everything else looks just like it.

could u turn the dark grey black and the light grey white? "for the normal map"
 

ceriux

Adventurer
Joined
Feb 17, 2005
Messages
2,297
Reaction score
5
Age
36
Location
At my computer :)
"AND THE DEAD RISES ONCE AGAIN!!!"


anyways... any updates lately for MS:S ? Has anything been done lately?
 

J-M v2.5.5

BANNED
BANNED
Joined
Feb 26, 2005
Messages
5,675
Reaction score
1
Age
35
Location
Nijmegen, the Netherlands.
I'd like the game to be more like Dark Messiah overall, not just the looks. The fighting system in Dark Messiah is awesome and very nicely balanced.
 

Tirex

New Adventurer
Joined
May 15, 2005
Messages
358
Reaction score
0
Yeah yeah yeah and put the shadow hiding skills and the limb cutting action and the dagger throwing and everything.
DONT FORGET THE ROPE BOW!
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
HOW ABOUT WE JUST RENAME DARK MESSIAH AS MASTER SWORD SOURCE?!?!?!
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
Everyone is suggesting all these things to make MS:S like DM, so why don't we just f*cking rename it -.- I'm sorry, but I'd like to see a NEW game, not a RIPPED OFF game...
 

J-M v2.5.5

BANNED
BANNED
Joined
Feb 26, 2005
Messages
5,675
Reaction score
1
Age
35
Location
Nijmegen, the Netherlands.
How about a game based on a fun concept that works, a game where you actually hit things when you hit them. Oh wait, that's how it should have been I-don't-know-how-many-years-ago.

The Elder Scrolls III: Morrowind was fun, but when you attacked stuff (read: when your sword slashed through something) you had this retarded hit chance. In The Elder Scrolls IV: Oblivion they fixed that. If you weapon makes contact with a foe, you actually do damage. Of course, your foe can block.

Dark Messiah works just like that and it's fun. The melee fights are very intense as opposed to MS: C's hold-down-the-attack-button-and-monitor-your-health. I'd rather not have that boring shit all over again.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
I would second the vote for removing the "roll to hit" thing.

Can't really apply it to HL1 MSC due to the need to rebalance EVERYTHING across the board if I did, but it'd be nice to see MS:S not fall into that same hole.

I realize it's become tradition in a lot of MMORPG's to use the "hit chance" D&D D20 style system, but being built on a first person engine, Mastersword has the opportunity to abandon that and favor reflexes and dodging. Just make sure your monsters can block and dodge too.

Also make sure there's a function in the engine to measure distance to player from the outside of the monster's bounding box, based on the angle of the player in relation to the monster. Otherwise you will find yourself stuck, once again, with the issue we have in MS:C where the monster has to have insane over-reach, especially when the player is above or below him. Kinda kills the whole first-person dodge feature. (Been trying to find ways around this in the MS:C code, to no avail, at best I can mitigate it a bit, sometimes)
 

Drigien

New Adventurer
Joined
Jan 12, 2007
Messages
103
Reaction score
0
Location
Canada
Tirex said:
DONT FORGET THE ROPE BOW!
Although i never played DM, i liked the idea from when i played thief 2. As such i have made one for my mod, and surprised myself of how well it worked with practically no debugging (which is always asome).
 

villager

New Adventurer
RiP
Joined
Nov 21, 2006
Messages
1,272
Reaction score
0
Age
35
From my experience the rope bow was extremely buggy. Half the time I got stuck inside the walls because the rope was still swinging :|
 

WeissberV

New Adventurer
Crusaders
Joined
Jan 21, 2007
Messages
1,053
Reaction score
0
Age
32
Location
England
villager said:
From my experience the rope bow was extremely buggy. Half the time I got stuck inside the walls because the rope was still swinging :|

yea happend to me yesterday :(
 

Tirex

New Adventurer
Joined
May 15, 2005
Messages
358
Reaction score
0
Well i would get stuck in wall too several times, but after 1-2 seconds i get unstuck :|
Only 1 time i got stuck in a wall and upon moving i got offmap and could run around it.

Mib your just an awesome idea generator, too bad DM has a PVP multiplayer, you know, like no monsters to kill?

JM, Yeh thats the main problem now, stand and hit something, too lame.
 
Top