Development (or offtopic) Blog

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Re: Development (or offtopic) Blog

Post by Tiger » Fri May 23, 2014 3:40

I think it is time for me to get over my stubbornness and start downsizing my projects. I am not really enjoying these hobbies anymore, and I want to push on to other things now -- besides enjoyment, I am getting more frustrated, shoulders always bogged down with loads of tasks that never seem to diminish (usually grows), and there's other things that needs my attention - that I continue to neglect to prevent over loading myself. As for right now, TGRDM3's minimum map quota was previously ~20 maps (excluding team games - which is merely implied and not yet official), but it will now be set to 10 maps minimum. I might still add a few more maps out of enjoyment for myself, but nothing is set in stone. Additionally, Bootless Star is also going to get downsized aswell. I am thinking about killing the DeLorean as it is going to take much more work in order for it to work properly on abroad systems. Some work will require: Emulating an array in Batch (that alone is going to be costly), further revising the core to allow the user to customize the copy parameters, a proper way to determine that Bootless Star core is loaded with Administrator rights (root access, in my terms), and invoking UAC safely. Despite how much I love what my creations are becoming - with so many years of innumerable hours and dedication, it is really becoming too much to bare. I will start making the changes for downsizing tomorrow and make them official.
Nicholas "Tiger" Gautier

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Re: Development (or offtopic) Blog

Post by Tiger » Sat Jun 14, 2014 5:00

I have officially flooded the project with 6.609 textures, so I have more than enough textures to use for these maps! I was able to quickly import the changes with the help of Notepad++'s REGEX and Extended mode stream line search, as well as - using the Batch shell to expeditiously rename the files properly. Additionally, as a plus side from the huge texture importing, I am soon ready to start working on bringing the maps to life :) . I'll post updates later on....

Special thanks to Affliction's Python script, which allowed me to clean up all of the duplicated textures within the giant Texture Database!

NOTE: To be clear, I learned from my previous mistake -- thus, documentation is no longer an issue. However, I did add even more documentation! It is now possible to see what textures have been included within the project, and see what their new filenames are.
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Re: Development (or offtopic) Blog

Post by Tiger » Wed Jun 25, 2014 7:13

Slowly adding more life to Abandoned Misery

IMAGES ARE NO LONGER AVAILABLE!
Last edited by Tiger on Wed Jul 02, 2014 23:12, edited 1 time in total.
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Re: Development (or offtopic) Blog

Post by Tiger » Wed Jun 25, 2014 23:59

I think the map 'Abandoned Misery' is ready for early testing, I'll upload it later.
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Re: Development (or offtopic) Blog

Post by Tiger » Sat Jun 28, 2014 20:57

Abandoned Misery has been updated to revision 918.

There's a few issues to point out:
  • Jumping Pads still needs a little work; how far up should they thrust the player, how far should they toss the player, and how to make the jumping pads actually work when the player is running towards it and the jumping pad is supposed to thrust the thing to a 180degree (currently, nothing happens...).
  • Teleportors are not yet implemented
  • The map is still plain as hell
Any feedback, please put them in the Abandoned Misery topic.
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Re: Development (or offtopic) Blog

Post by Tiger » Wed Jul 02, 2014 23:11

Just an update on the latest revision (r934) on Abandoned Misery:

IMAGES ARE NO LONGER AVAILABLE!
Last edited by Tiger on Tue Jul 15, 2014 3:47, edited 1 time in total.
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Re: Development (or offtopic) Blog

Post by Tiger » Fri Jul 04, 2014 21:05

As the previous pictures display horrifying texture alignments, here is the alignment fix (revision 936):

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Re: Development (or offtopic) Blog

Post by Tiger » Sat Jul 05, 2014 23:06

Another progress update (revision: 938)
NOTE: Officially, TGRDM3 is NOT compatible with Zandronum v1.2.2! {Unable to process the textures, UDMF compatibility issues, limited 3D Object functionality}

IMAGES ARE NO LONGER AVAILABLE!
Last edited by Tiger on Tue Jul 15, 2014 3:47, edited 1 time in total.
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Re: Development (or offtopic) Blog

Post by Tiger » Thu Jul 10, 2014 3:32

Here's a small update; I have come to realize that using 3D Objects is becoming excessively tedious and not an enjoyable modding experience.... I can easily see huge hardships when it comes to using pure 3D Objects....

IMAGES ARE NO LONGER AVAILABLE!
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Re: Development (or offtopic) Blog

Post by Tiger » Tue Jul 15, 2014 3:58

Here's another update - up to revision 964:


IMAGES ARE NO LONGER AVAILABLE!
Last edited by Tiger on Sun Jul 20, 2014 3:41, edited 1 time in total.
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Re: Development (or offtopic) Blog

Post by Tiger » Thu Jul 17, 2014 21:18

Here is even more updates (up to revision 670)

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Re: Development (or offtopic) Blog

Post by Tiger » Sun Jul 20, 2014 3:48

Here's another round of screenshot updates (up to revision 984). Getting close to finishing this map....

IMAGES ARE NO LONGER AVAILABLE!
Last edited by Tiger on Sat Aug 23, 2014 3:09, edited 1 time in total.
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Re: Development (or offtopic) Blog

Post by Tiger » Thu Jul 31, 2014 9:50

Within a couple of days, I will be uploading a new revision of the 'Abandoned Misery' map for gameplay testing. Thus, everyone will be able to test out the latest map revision and share feedback.

I will post more information later on....
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Re: Development (or offtopic) Blog

Post by Tiger » Sat Aug 02, 2014 9:19

I am going to hold off on the preview release for awhile; I need to think about what weapons and items will be included into the project and how.... This is turning into a confusing mess at the moment....
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Re: Development (or offtopic) Blog

Post by Tiger » Sun Aug 03, 2014 23:16

As soon as I begun adding weapon markers, I quickly noticed that - some ideas I have with use of Dependencies are not going to work as well as I hoped.... For awhile, I am going to focus on the map designs and worry about adding in the weapons and items later.
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