I haven't heard of the guy improving on geometry apart from patching but I don't know really, you probably know more about this.Victor Delacroix wrote: ↑Fri Oct 22, 2021 9:03 pmIMO bundling more standalone levels into a pack is risky. There's one guy specializing in this already, Stvaan Ivanhoe, and depending on who you ask, opinions vary. While I really appreciate his remixes of existing maps with new storyline twists, some others outright call it stealing maps. So these types of releases may occasionally draw community ire. While FLP didn't, more... would end up attracting undue attention IMO.
Plus, while compact (just 8 main SP levels!), Steele Dawn is really tightly knit and finalizing such a pack really isn't such a challenge after you look at the levels more closely.
Fact is it wouldn't be stealing, as always the original authors get spotlight and I would make sure to try to ask as many of them as possible too. The levels I'd choose were prominently featured already on cover disc releases/other discs and since they are not campaigns of their own they received very little attention plus some of them even come from the SD developers or associates. Like between river ruins and lavaplant there is no smooth transition now but imagine putting gramercy in between, it ends in a mountain corridor just like lavaplant starts, there's lava all around only the beginning needs to be modified and the level tweaked up to standards with some things taking from the common version and the other from the special CD version. Many people didn't know the maps featured in FLP well before that pack was released and I can tell you it had much more positive responses outside of USP etc which is a closeted community and people playing co-op often disagree with their views. Besides it was based on something already pre-existing even though there was supposed to be more coming out of that and another contest that didn't get finalized sponsored by french gti, votlan plus the link to old classic contest levels (outside of the contest that they were going to hold themselves with xanaweb cooperation) is all they put out in the end as the venture closed prematurely.
you mean like a dm level or something? I doubt it but you can look ofc. But yea I had planned that liberation could start after the original textured jollyroger. As in you'd escape and crash land in liberation ep1 and it would match thematically.While I am unsure about Liberation specifically, you just gave me an idea. I'll check Steve's maps overall... maybe there is a more completed, personalized Old Township out there? That would be a huge burden lifted off our backs. Since the two first levels, Parde's and Farrow's are larval, having access to a more completed Old Township made by the original author would help immensely. I haven't thought of checking that. Will do so on Monday.
that's why I usually handled the ut weapons conversions myself, even though some of them are more of quickjob than the others (noticable on dedicated servers where some guns animate buggily on the client, but it all is gameplay functional which matters the most).For the time being we are making sure to keep it 225-onwards compatible, however an UT version of SteeleDawn.u with weapons classed as TournamentWeapons and olWeapons would be a nice touch. However that is for another day. For now, 225 U1, then we'll see. I won't toss everything on Yrex' head. Also, could you kindly ask JackHonda to contact me? If he's handling your releases now and helping with projects, we'll coordinate better if we're all in touch.
But for packs like flp we didn't end up making the ut counterparts so I had them replaced via a server side mutator for 3's for example.
but making it at least basically run on ut without a full support should be tried with the 225 being the target obviously so i approve.
dude, sure it wouldn't cut developement of SD in half, but it would cut developement of BOTH packs in half. Because the cover cd pack is something I had planned for a long time and when the SD content suddenly became avaiable I thought of merging the projects and since SD is so short on itself it couldn't hurt I thought. It would be especially for my purposes more efficient. And for servers like 3's which have limited slots for packs now and the mutator became enormous to the point of engine not handling more lines within a function as there's a hard limit.In my opinion, not only it wouldn't cut the development time but it would even extend it. Handling TWO JollyRogers, additional maps in-between while finalizing those that are in decent shape or have the potential to quickly become such (I'm lookin' at ya, Starport!) is a lot and IDK how exactly it would help with Vegra or Old Township, which are the only ones completely larval.
The resources are already compatible except for sounds which i've already extracted, but Marissa should still be informed/asked of course since she animated the mesh. The mesh was avaiable but no skin so marissa did that obviously (and based on the original uv maps mind you). I talked about this before including above the link to the post in this very thread.I somehow missed it, or haven't noticed there is one. I'll check this out. You're saying it doesn't even have a mesh? I'll check what would fit but to be honest I'd rather avoid Unreal II weapons, even if alpha ones. I think they wouldn't fit thematically. I'll look into that Demolisher from DoomReal instead, maybe I can extract/convert that model somehow. It wasn't with any Unreal alphas or source codes, was it? So, Demolisher with 220UTFlakCannon look, am I getting this right?
like here viewtopic.php?p=98961#p98961
but yes basically that look
I wanted to avoid using as much of the botpack resources as possible maybe except for impact hammer which I already see being used too.Since this is very clearly a mini-nuclear-warhead launcher, yeah, a flak cannon mesh wasn't going to cut it. For the time being I asked Yrex to give it a miniaturized Redeemer look. If you insist on a peacemaker mesh... I don't know, it could always be switched but I honestly don't think this is a good idea. The peacemaker is the peacemaker and works completely differently. For now I'd rather keep the 'deemer mesh on it, it honestly fits once you think of it, it's the only canon nuke weapon so it makes sense.
Fact is, they planned the nuke (read the sdeightball script) differently to redeemer. It was supposed to be more like an extra ammo/item that you'd activate in combination with the eightball but its better to use it with the f3 grenadelauncher and have the altfire alternate between ammos/firing modes. One of the modes is seven mini grenades, other is one bigger grenade and last is the nuke, that's what I propose and how I basically finalized it, so of course the nuke's final apperance should be altered peacemaker mesh and the nuke should be possible to be used separately outside of f3 grenade launcher but WITH the option of using it with that weapon making it somewhat unique concept. So you can use the nuke standalone ala peacemaker AND separately as alt ammo with the f3 grenade launcher.
And as I said there's already a "portable nuke" in one of the games, the bomb in Unreal Championship Alpha in that version of Bombing run before it became the ball...
the genius of this decision is also that the f3 grenadelauncher name will become true to the name, it will have three functions as suggested.