Task Sign-In Thread

Cold Hard Cash 2: For Firepower And Profit development forum

Moderator: wildweasel

Golden Heaven
Posts: 28
Joined: Mon Jun 25, 2007 19:04

Post by Golden Heaven » Sat Jun 30, 2007 17:02

I have no problem with anyone here or anything, and I'd love to work with you guys, but I just can't work if you don't answer my posts or anything. I understand that some of you may be on vacation or have better things to do, but I'm not waiting for a week for each reply, everything has to run smooth, so I suggest we start gathering up resources so everyone can start mapping a.s.a.p..

User avatar
wildweasel
Member, DRD Team
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel » Sat Jun 30, 2007 17:32

Well what exactly are you waiting on? I looked over all your posts here and I haven't seen what it is you need.

Golden Heaven
Posts: 28
Joined: Mon Jun 25, 2007 19:04

Post by Golden Heaven » Sat Jun 30, 2007 17:35

Well, I need resources, like ( if there are any ) new weapons this wad will use, so I can put the new weapons where I think the player needs them with appropriate ammo and new textures, so I know what kind of style I'm supposed to map in. If I do everything in advance, I'll just have to change all the textures and there is a great risk that the style of map will be completely wrong. Based on the textures and weapons I make a map. Monsters and decorations also take part of this.

User avatar
wildweasel
Member, DRD Team
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel » Sat Jun 30, 2007 18:11

I suppose I should make some things clear about the design of this mod...

- There are no weapon pickups. The player buys all his weapons from the hub map.
- Textures...currently we're only using the NMN Corporation 1 texture pack, for the hub map. Everything else is entirely up to you.
- To start with, just focus on the architecture and design of the map, and monsters and pickups will come later.
- I'm allowing quite a bit of creative freedom for each of the five missions, so if you need more than one map for a single mission, you can do that. If you want to pick a new set of textures, go ahead. Monster-wise, you can always ask another team member to design monsters for your mission.

Just keep in mind that we're still in a very early stage of development and don't have much to work with yet. I won't put any limits on your creativity though.

Golden Heaven
Posts: 28
Joined: Mon Jun 25, 2007 19:04

Post by Golden Heaven » Sat Jun 30, 2007 18:41

Alrighty, that's more like it :P. The monsters are limited to the ones made by teammembers or are we allowed to use monsters from say the beastiary/bestiary, other wads ( with permission of course ), etc...?

Second, does the player also buy his ammunition or does he get that from pick-ups? And can I find the textures you are using for the hub map on Doomworld ( in case I find some interesting textures )?

And last, this IS a DOOM 2 mod and is it for ZDOOM or GZDOOM or something else?

User avatar
wildweasel
Member, DRD Team
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel » Sat Jun 30, 2007 20:06

You can use whatever you need from the MRW, Bestiary, or any texture packs on Doomworld. This IS a Doom 2 mod, designed specifically for GZDoom, so you are allowed to use GL-specific effects such as 3D floors, hi-res textures, and the like.

As for ammunition, the player buys that too - if you have monsters drop anything, make them drop money. (If you need the money resource, I'll have to get on the FTP and upload it.)

Golden Heaven
Posts: 28
Joined: Mon Jun 25, 2007 19:04

Post by Golden Heaven » Sat Jun 30, 2007 20:10

I'll have to replace the default monsters so they drop money then, I can do that ( or I can just not use default monsters, but that's a bit too much :D ). So if you upload the resource, I'll replace the default ones ( unless tit's already done ).

User avatar
wildweasel
Member, DRD Team
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel » Sat Jun 30, 2007 20:34

chc2-money.rar is now uploaded to the FTP. However, I must ask that if you use default enemies, please don't use the zombies. Demons are okay (at least, they're okay for the Cult map, probably). Either I or somebody else here will probably be making human characters for the other missions.

Golden Heaven
Posts: 28
Joined: Mon Jun 25, 2007 19:04

Post by Golden Heaven » Sun Jul 01, 2007 10:18

Okay, I'll not use zombies ( sargeant and zombieman ). I've got an edit of the sargeant which is actually the sargeant with no blood on his clothes ( except on his arms ) and his eyes are still red, so he doesn't really look like a zombie anymore, but I'll wait with using him ( he's also in the wad I uploaded in the other thread ).

About the cash, I've looked at the DECORATE and everything seems fine, but it's all custominventory and I can't put it on the floor ( like if it should pop out of boxes or something ), is it ok if I add more DECORATE so I can put it on the floor ( like ammo pickups and such ), or did I oversee something? ( If I spawnspot it, I can pick it up and everything works fine but I can't actually see the sprite :P )

User avatar
wildweasel
Member, DRD Team
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel » Sun Jul 01, 2007 18:24

You can feel free to modify it, so long as you upload your modified wad to the FTP.

And about the invisibility error, I'll have a look at it tonight - I'm working most of the day and won't have much time to look into it now.

Golden Heaven
Posts: 28
Joined: Mon Jun 25, 2007 19:04

Post by Golden Heaven » Sun Jul 01, 2007 19:47

I've seen the error before, and the error was that the images were PNG and not sprites, so I used xWe to make sprites out of 'em ( which usually works perfectly ) but they kept switching back to PNG, after a while I gave up and found out that they suddenly worked :roll: . I've also started mapping, I don't know which mission it'll be yet.

Here's a screenshot ( in DoomBuilder ):
Image

I know that a screenshot from Doom Builder can be deceiving but I'm not going to reveal anything yet, I've only just stared ;). I use LDR sometimes to make things look more realistic, but I don't think that's a problem :). I'm going to search for tank/truck sprites soon, to make it look like you arrived at the 'deserted garage' by vehicle. Untill now everything is running very smooth, and I've also taken a look at the hub map, it needs a little more work I think ( the NPC's don't talk, I don't think that's been done yet, has it? :D ). When all the guns are done it would be handy to load 'em with my wad so I can see about how numerous and how strong the monsters have to be. For now I'll just use the ones on the server.

Maybe when I could improve the hubmap, but I'm not sure, I think I'm going to finish the mission first.

Golden Heaven
Posts: 28
Joined: Mon Jun 25, 2007 19:04

Post by Golden Heaven » Mon Jul 02, 2007 17:34

Sorry for bump, but I think I'm going to pick one of the mission's so I can set my mapinfo right as well. I'll take "- Mission A: The Cult" if that isn't taken yet, it fits a bit with my map :D.

User avatar
wildweasel
Member, DRD Team
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel » Mon Jul 02, 2007 18:35

Alright, I've signed you in. Feel free to start a new thread to detail your progress.

Locked

Return to “Cold Hard Cash 2”