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Old 12-14-2006, 10:47 AM   #61   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by WarpZone View Post
Not with my graphics card, though. I'd want someone with a better computer to OGV it for me so it looks the best it can look.
I use FRAPS for capturing movies
It doesn't lag your computer when recording, a very good tool
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Old 12-14-2006, 11:52 AM   #62   Add To Ignore List  
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It's not the lag I'm worried about. I'm using a very old card that lacks even 1.0 pixel shader support. Normal Maps are visible, barely, but they look like crap. Recording this movie on a better computer would mean more detail and probably higher resolution, too.
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Old 12-14-2006, 09:15 PM   #63   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

And more bigger filesize.
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Old 12-15-2006, 02:01 AM   #64   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Not a bigger filesize than recording it on my own computer, which is what we were talking about.

I know you hate OGV though, and I understand why. That's why I'm trying to do without it, if I can get away with it.

But seriously, it was a pain in the ass trying to make sure it wouldn't play when someone joined Chapter 1 in multiplayer, it would only play once, all the entities would get hidden every time a singleplayer spawns, etc. OGV is desirable because it does all of that automatically.

We'll see, though. At this point, I'm comfortable with good old fashioned scripted sequences.

If I ever developed a commercial game, with an actual budget and stuff, I would probabaly make a really good movie in Blender or something and then convert it from AVI or MPEG to OGV. Err, you can do that, right?

I was just saying if it turns out that I have no choice but to use OGV, I'd like to do it on someone else's computer.

Last edited by WarpZone; 12-15-2006 at 02:04 AM.
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Old 12-15-2006, 02:49 AM   #65   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

You can use macro to check whether it is single player or multiplayer, so that it wouldn't play again and again in Chapter 1 when someone joins .
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Old 12-15-2006, 03:51 AM   #66   Add To Ignore List  
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Yeah, I know. I had to do all of that stuff using macro.

I'm just saying, if I'd used OGV to begin with, I could have skipped about a day's worth of macro development.
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Old 12-15-2006, 06:45 AM   #67   Add To Ignore List  
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Version 1.3 Released!

Quote:
1.3: Adjusted grass texture; Added crumbs and bloom; Added opening movie and credit sequence; Sniper Rifle and Autoshotgun are now collected manually; Misc adjustments.
I still need to add crumbs to the later plateus and add secrets later. The main thing right now is to see if the movies work for everyone. Enjoy!
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Old 12-15-2006, 08:12 AM   #68   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Well, played the whole thing again. I must say this is the best custom made map, yet. Liked the new effects, enemy placement/spawning, and those mini-bosses. In short - Good work
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Old 12-15-2006, 09:46 AM   #69   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

OMG, version 3!!
Hehe, must try that
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Old 12-15-2006, 03:24 PM   #70   Add To Ignore List  
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Sorry to make you download it again, but I've posted a minor bugfix.

Quote:
Version 1.3.1: Moved the skybox. It should no longer be possible for a giant spider to mysteriously take over the universe.
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Old 12-15-2006, 06:05 PM   #71   Add To Ignore List  
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What? So when a giant spider falls off the level, it falls through the skybox? Hahaha I can imagine that and it's funny
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Old 12-15-2006, 06:43 PM   #72   Add To Ignore List  
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Oh, it gets even better. A baby spider from the Venom Crawler battle happened to fall through the skybox and actually landed on the sea of clouds effect!

So there was this GIANT massive spider completely covering the sky, its shiny underbelly dangling ominously. Mandibles wiggling. Never moving. Never attacking. But frighteningly large. And no matter which way you looked, you could still see him. His legs touched the horizon in all 4 directions.

You may think you've seen big spiders in Serious Sam 2 before, but they were fleas compared to this guy. It's all about the worm's-eye-view. This was The spider that ate Ugh-Zahn.
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Old 12-16-2006, 05:24 AM   #73   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

I, for once, saw a big spider flying threw the whole world, and flew in into that big rock mountatin. I didn't see that from the first time, but then I saw that over again which made me laugh.
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Old 12-16-2006, 07:13 AM   #74   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by GeForceNoob View Post
I, for once, saw a big spider flying threw the whole world, and flew in into that big rock mountatin. I didn't see that from the first time, but then I saw that over again which made me laugh.
I saw that big spider too... and that was scared me...
OMG! It's so big!

In fact, I can't laugh when I see that big spider...


And, I played 4 times, however what version/difficulty level...
I'm cleared with 19 min both...
Is it possible finished before 15 min...?

Last edited by Player Lin; 12-16-2006 at 07:16 AM.
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Old 12-16-2006, 09:08 AM   #75   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Know what would be great? Put a boss in the skybox (It doesn't have to be strictly a boss, can be an enemy) and make it look like it's coming towards you but taking a while. People would think "Whoa I'm not fightin' that thing" and then when you get to the end of the level, the big enemy appears as a tiny thing
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Old 12-17-2006, 07:39 PM   #76   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Player Lin and GeForceNoob, you saw the giant spider in version 1.3, not version 1.3.1 which fixed the spider bug... right?

GeForceNoob, I'm not talking about Mental's flying suacer from the opening theme, or Sam's stolen kamikaze jet that flies into the mountian. I'm talking about a giant version of the spider enemy. Or did you mean it got stuck in the mountian, and then it was still there when you played the opening theme again?

Deepblue, maybe in a future map I'll experiment with skybox enemies, but not for Sky High.

Last edited by WarpZone; 12-17-2006 at 08:58 PM.
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Old 12-25-2006, 02:58 PM   #77   Add To Ignore List  
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I've been playing a lot of Dungeon Runners lately, and I decided to try to make cliffs the way they do in that game. Basically it's like a grid of tiles, like in a 2D sprite game, only in 3D. It's hard to describe, but download the gro and you'll see what I did.

http://static.filefront.com/images/personal/w/WarpZone32/64815/pbzoxvtzct.jpg

DOWNLOAD

I can't believe I cranked this out in 3 hours on Chirstmas day. XD I must be insane. I'll add convex corners when I get time to work on it. Anyway, Merry Christmas, guys!

Last edited by WarpZone; 12-26-2006 at 01:12 PM.
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Old 12-25-2006, 03:19 PM   #78   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Aaah, it somehow reminds me Mario Mod
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Old 12-25-2006, 03:31 PM   #79   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

That'd be great to make a map like that, make a legged vehicle (With topdown camera) and give him a weapon. Make Sam already in the legged vehicle at start and unable to exit.

There, perfect (Kinda) topdown mod. And you can even create your own enemies for it
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Old 12-25-2006, 04:57 PM   #80   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by Deepblue View Post
That'd be great to make a map like that, make a legged vehicle (With topdown camera) and give him a weapon. Make Sam already in the legged vehicle at start and unable to exit.

There, perfect (Kinda) topdown mod. And you can even create your own enemies for it
Wow!! Great technique I'll need to contemplate that
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My Showcase Thread !!!
Haunted Palace Serious Sam SE Music Video (High Quality)

New projects!
A sequel to one of my maps o_O
Serious Sam crazy!
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Old 12-25-2006, 09:03 PM   #81   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by Deepblue View Post
That'd be great to make a map like that, make a legged vehicle (With topdown camera) and give him a weapon. Make Sam already in the legged vehicle at start and unable to exit.

There, perfect (Kinda) topdown mod. And you can even create your own enemies for it
Ah, never even though of that. Nice idea!
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Old 12-25-2006, 10:17 PM   #82   Add To Ignore List  
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Is it possible to make Sam always start in the vehicle and also be unable to exit the vehicle, without modding?

If not, I propose somebody code these features into the chapterinfo entity, then pass the code on to Croteam so we can beg them to add it to an official patch.
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Old 12-25-2006, 10:25 PM   #83   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Also, let me just make something clear, here. This proof-of-concept isn't about "OMG, Dungeon Runner mod!" It's all about "People can download these tiles, or make a set like these, and then they can quickly build a huge, beautiful map out of them, and the gro will still be fairly small."
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Old 12-26-2006, 12:03 AM   #84   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by WarpZone View Post
Is it possible to make Sam always start in the vehicle and also be unable to exit the vehicle, without modding?

If not, I propose somebody code these features into the chapterinfo entity, then pass the code on to Croteam so we can beg them to add it to an official patch.
Croteam did that in the last chapter of MENTAL INSTITUTION. The name of the macro is Macro006, and it's code:

Code:
Macro Main ?
{
  Wait (event(Boss_Chapter.Started))
  for (i=0; i<1; i=i) {
    // Wait for player born notification
    Wait (event(WorldInfo.PlayerBorn))
    var CPlayerPuppetEntity Player
    Player=WorldInfo.macGetBornPlayer()
    Fighter=FighterSpawner.SpawnOne()
    Action Player.macMountRide(Fighter)
    qvPlacement=Pyramid.GetAbsPlacement()
    vPlacement=macGetV(qvPlacement)
    qPlacement=macGetQ(qvPlacement)
    Players=WorldInfo.GetAllPlayersInRange()
    iPlayer=macGetMemberIndex(Players,Player)
    fOffsetX=iPlayer*5.00
    vOffset=macV3f(fOffsetX,0,375)
    vNewPlacement=vPlacement+vOffset
    fZ=macGetZ(vPlacement)
    If (fZ>-336) {
      vNewPlacement=macV3f(fOffsetX,0,235)
    }
    qNorth=macQ(0,0,0)
    qvInFrontOfPyramid=macQV(qNorth,vNewPlacement)
    Action Fighter.macSetPlacement(qvInFrontOfPyramid)
  }
}
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Old 12-26-2006, 12:28 AM   #85   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Intriguing...

So, you could make sh'mups, alternative characters, racing sequences... even the missing snowboarding sequence, as long as you know how to cobble together a CB and EP for it?

That's impressive.

Makes me wish I had time to spend on Serious Engine, but I really need to get some paying work done, so I'm going back to 2D for a while.
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Old 12-26-2006, 06:59 AM   #86   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

You can make the player unable to exit a vehicle without a macro by fiddling with an .ep file. I can't remember how though
WarpZone, is it ok if I use those 3d tiles and maybe retexture them for different colours, different enviroments and such?

Oh and maybe you should include the models with the file next time huh?

Last edited by Deepblue; 12-26-2006 at 07:02 AM.
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Old 12-26-2006, 09:47 AM   #87   Add To Ignore List  
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Huh? I thought I did include the models!

Let me repack my gro... I was in a hurry at the time.
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Old 12-26-2006, 09:51 AM   #88   Add To Ignore List  
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I'm sorry, the mdl files are there. They're packed under Content\SeriousSam2\Levels\SamsQuest. The wld itself is packed in Content\SeriousSam2\Levels\WZTest. Sorry about that, I can see how it would be confusing.
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Old 12-26-2006, 09:55 AM   #89   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

warpzone when im play sky high the laszt bossm,is a big cube is he meant to be?
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Old 12-26-2006, 09:59 AM   #90   Add To Ignore List  
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JETHOLT: Nope, it's supposed to be an orc commander with the texture replaced.

If you double-clicked the enemy in SED2, that would turn it into a cube, because the model was a "finalized" Croteam model. (It's not edit-able.) To fix it, exit Serious Editor completely. You can't ever edit a finalized model in the Mesh Editor, or this will happen.

If that's not the problem, I don't know what to tell you.

Last edited by WarpZone; 12-26-2006 at 10:05 AM.
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