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Old 02-05-2014, 06:16 AM   #31   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Samus is a badass bounty hunter, famous about the fact that every place she visits explodes to bits after she leaves (including whole planets).

The Zero Suit Samus is when she doesn't have her iconic Power Suit on. In Metroid: Zero Mission, which was a remake of the first game, there was a new segment where she loses her original suit and have to sneak around in vents without being detected to find a new one. It was quite a different kind of gameplay to most Metroid games.
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Old 02-05-2014, 06:41 AM   #32   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Quote:
Originally Posted by Finzy
(if I don't think of another way to implement security cameras for alerts for instance)
An idea could be to use the Remote Cameras and Remote Moniters for some kind of security station for the Guards. Just in case you didn't know, you can use those two entities together to make a streaming texture of what the camera sees, which you can then apply to a model (preferably something moniter-shaped). The remote camera is obviously the camera, and the remote moniter is to be placed and fitted where the "moniter" is, as the texture will only update when the player is looking at the entity.

Alternatively, instead of giving a security station to the guards, make a separate, pitch-black room with glowing moniters (showing live security footage) and put a spectator cam in there. That way, the specators feel like some all-knowing administrator sitting back in their chair and watching the action. (Of course, this would limit the spectators' ability to zoom in and out to the set quality of the moniters, but it could be something to toy with)
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Old 02-05-2014, 09:37 AM   #33   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Solais hit the nail on the head on why I chose Zero Suit Samus instead of somebody else.
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Old 02-05-2014, 04:09 PM   #34   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

That sounds really neat Ryason, thanks for the idea, may try to implement something like that in the guards' room.
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Old 02-06-2014, 12:59 PM   #35   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

One of the best parts about being a Snake is sneaking up and getting kills like this one.
http://imageshack.com/a/img534/8806/o6gn.jpg

And then taking his gun and mowing down his team mates.
http://imagizer.imageshack.us/v2/800x600q90/834/twyo.jpg

Expect a public beta and download link later on this week for the up to date build with the current map and models + weapons available. Just need to make some fixes and streamline the instructions.
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Last edited by Pan; 02-06-2014 at 01:01 PM.
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Old 02-06-2014, 03:32 PM   #36   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

I'll take this opportunity to make a public announcement that this mod is 500% awesome. With the recent patch it's quite balanced for both teams too, though optimally there should be a few more snakes than guards. As we add more tools for the Snakes we expect it to be balanced further though (and to be boosted to awesomeness level +800%).

It's fun and refreshing to play every time and there's that tingly sensation you get deep in your balls when you're trying to hide from someone by desperately rolling from cover to cover. And it's much more advanced than something like plain prop hunt too since you have the whole combat element and objectives to complete.

Last edited by Finzy; 02-06-2014 at 03:34 PM.
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Old 02-07-2014, 03:45 PM   #37   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

This mod looks incredibly awesome. You guys have done an amazing job and I am impressed with these newly introduced game mechanics. Looks like a very fun time. Maybe one of these days I might get a chance to join you guys for a game. (Empty promises, I know )

Looking forward to seeing more and some new maps as well.

Two more words: DAT ASS.
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Old 02-07-2014, 04:55 PM   #38   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

I just wish all this would be possible to implement without actually modifying the game as much as it is, only adding new models and the new game mode.

Actually, really, most of the additions could be made without modding the weapons and whatnot, the only problem is with the crouching height which was changed, I think?
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Old 02-07-2014, 05:02 PM   #39   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Quote:
Originally Posted by Solais View Post
I just wish all this would be possible to implement without actually modifying the game as much as it is, only adding new models and the new game mode.

Actually, really, most of the additions could be made without modding the weapons and whatnot, the only problem is with the crouching height which was changed, I think?
Crouching height hasn't been changed. I want to do it, but I haven't yet. Need to look into it at some point, hope I can make it on a model to model basis. I don't see it being so bad, with workshop allowing instant on/off functionality and all that.

So I've added 5 new models, plus camo's to some of them;
Snakes:
- Big Boss (and camos)
- Major Zero
- Sigint

Guards:
- KGB Guard
- Ocelot Guard

I'm working on a combat knife at the moment and a new pistol. Assault Rifle will get some changes and the box is coming along nicely. The characters now auto switch to a model that isn't Snake or Samus for a players convenience. So that's a plus for some people. Working on stream lining a lot of other stuff. Going to create a tutorial and put up a map of the level for first timers to look at when they wait for a round to start. (It'd be on the wall) Finzy's made the mod use a custom game mode thanks to Solais' tutorial so we can make some adjustments.
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Last edited by Pan; 02-07-2014 at 05:06 PM.
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Old 02-07-2014, 05:06 PM   #40   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Quote:
Originally Posted by NoMercy Rider View Post
Two more words: DAT ASS.
Perhaps one of the best results of having prone animations.

Quote:
Originally Posted by Solais View Post
the only problem is with the crouching height which was changed, I think?
Not unless Pan or Finzy did it. Like I said before, SS3's default crouch height is ridiculously low. It already passes as a prone camera.

Edit: Pan, you don't think it's low enough already?

Last edited by viper45; 02-07-2014 at 05:08 PM.
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Old 02-07-2014, 05:09 PM   #41   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

I just wanna experiment. I'd like it if Snakes could fit under the tables at a lower level, so we could make them lower to the ground. That'd make it harder to look under the tables from a distance. I wouldn't set it in stone but I like looking at all avenues available. I think it's at a nice level now, but I'd also like to see what else is available.
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Old 02-07-2014, 05:27 PM   #42   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Well the camera would already fit under things much lower than the player collision allows. I just checked and I think I can change the collision to better match the prone animation. That'll get you under much lower objects without changing the camera.
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Old 02-07-2014, 05:30 PM   #43   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Quote:
Originally Posted by viper45 View Post
Well the camera would already fit under things much lower than the player collision allows. I just checked and I think I can change the collision to better match the prone animation. That'll get you under much lower objects without changing the camera.
I seem to have misread here. I was trying to say I'd like the collission to be lower, like you suggested. The camera is perfect at the level its currently at.

Seriously, my apologies for the confusion. It gets hard to think at 5am.
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Old 02-07-2014, 06:39 PM   #44   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

I agree on the crouching camera being perfect as it is. I wouldn't go changing it, it'd look ugly if it was too close to the floor. As for the collision...ehh, I think that's good as it is too, if it was changed, it *might* break something, as in being able to go places where you shouldn't be able to and stuff. I'm not too sure if it should be changed yet, not without some major testing at least.

And I agree with Pan on the on/off thing. Implementing all that functionality with scripts would take a lot more effort and we're already working our asses off on the mod as it is. And, we've begun modifying lots more things to better suit the mod now, including translation tables, menus and such, so it's going to feel more like a semi-total conversion now. I think it's pretty user friendly overall, I even modified the welcoming message to instruct players to turn off the mod when they play other modes.
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Old 02-07-2014, 09:04 PM   #45   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Quote:
Originally Posted by Pan View Post
I seem to have misread here. I was trying to say I'd like the collission to be lower, like you suggested. The camera is perfect at the level its currently at.

Seriously, my apologies for the confusion. It gets hard to think at 5am.
Don't worry about it, I know the feeling.
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Old 02-08-2014, 06:03 PM   #46   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

New screenshots of the latest update codenamed "Box Eater", loads of new stuff including new player models, THE BOX!! and new translations and menus, along with map improvements:

http://imageshack.com/a/img580/6430/6dw2.jpg

http://imageshack.com/a/img855/7563/18h0.jpg

http://imageshack.com/a/img594/8171/m0od.jpg

http://imageshack.com/a/img713/259/on0j.jpg

http://imageshack.com/a/img32/3962/d0ny.jpg

http://imageshack.com/a/img33/9472/1s6v.jpg
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Old 02-08-2014, 06:10 PM   #47   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Man, this is just... wow. :O
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Old 02-08-2014, 06:53 PM   #48   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

YouTube Video: Latest patch!
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Old 02-08-2014, 07:11 PM   #49   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

If you thought that was wow, check the video, now that is WOW!

I can't stop laughing at the ending part with the mission failed music and us (well me mostly) teabagging Pan's corpse.
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Old 02-09-2014, 10:29 AM   #50   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Awesome. Pure awesome.
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The hand has five fingers, capable and powerful,
with the ability to destroy as well as create.
Open your eyes, open your mouths,
Close your hands and make a fist.


22:06 - ♠T-ReXx: it's bain's amazing trap
22:06 - ♠Jetroid: Is it amazing?
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Old 02-10-2014, 08:11 AM   #51   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Crate/10 Will box again.
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Old 02-14-2014, 11:27 AM   #52   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

I've started working on the second map for the mod. It's going to be styled like Snake Eater's outdoor areas: set in the jungle.

http://imageshack.com/a/img811/9811/a8c9.jpg

http://imageshack.com/a/img600/1811/8quy.jpg

http://imageshack.com/a/img836/1967/k907.jpg

Probably can't finish it in time for the release we're planning, but it'll be added in later. It might take a lot longer than the box factory to finish. Lots more details and stuff to be added. The map will also feature tall grass that snakes can use to hide almost completely from the enemy (not seen in screenies, it's a special type of grass I'm working on that works like the grass in MGS3)
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Old 02-14-2014, 11:38 AM   #53   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Looks great. I really need to learn terrain painting. I wish I could make that kind of stuff! If I learnt it I'd go back and improve a lot of stuff.

Great work Finzy. I love how it looks, can't wait to try outdoor sneaking.
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Old 02-14-2014, 12:23 PM   #54   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

this is looking really sweet,good job!
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Old 02-14-2014, 12:51 PM   #55   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Beautiful terrain, keep up the good work.
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Old 02-14-2014, 02:39 PM   #56   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Thanks guise, will do
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Old 02-14-2014, 07:03 PM   #57   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

This looks quite fun.

That Forklift is way too large and really breaks the immersion, though.

Quote:
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http://imageshack.com/a/img32/3962/d0ny.jpg
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Old 02-14-2014, 07:22 PM   #58   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

It's really not. I tested the scale and Sam could drive it. In fact, Croteam's default model was too small for Sam to drive so that's why I scaled it upwards. In fact, can you even reasonably judge that from that screenshot when it's that far away?

On other things however, the map may not be 100% pin point super well accurately scaled, the scale I chose was the one that felt best for the gameplay so just deal with it...
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Old 02-14-2014, 08:22 PM   #59   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

All I was trying to say is that most forklifts aren't much bigger than a person.
The mod looks real good so far.

http://toyotadieselforklift.com/wp-content/uploads/training-practical.jpg
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Old 02-15-2014, 05:19 AM   #60   Add To Ignore List  
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Default Re: (VS) Serious Box Solid

Ok thank you. Forklifts are gonna stay that size though. The crates and stuff in this level are the scale that normal size forklifts couldn't probably even lift them up, so a realistic scale forklift would look odd there. And as I said I'm using a scale that best fits the gameplay, I'm not aiming to make the most realistic warehouse ever (I mean who the hell would stack that many boxes in random places for no reason? ).
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