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Re: 20th Anniversary of Trescom Community Level

Posted: Sun May 22, 2022 9:15 pm
by TheIdiot
Maybe we can put in a sign thing which lets people know that there is a town somewhere in the level. Thinking of the BE sign, but a lot smaller of course.
Considering the level is fairly open, I feel like addings signs or some similar form of guidance is a good idea in order to make sure the player is pointed in the correct direction.

Re: 20th Anniversary of Trescom Community Level

Posted: Mon May 30, 2022 4:02 pm
by Draconisaurus
Claiming! :statue:

Re: 20th Anniversary of Trescom Community Level

Posted: Tue May 31, 2022 6:53 pm
by Draconisaurus
Done! Concentrated on the road out from the Aviary.

https://www.mediafire.com/file/xykqvjdf ... 16.7z/file

Re: 20th Anniversary of Trescom Community Level

Posted: Wed Jun 01, 2022 1:52 am
by TheIdiot
Nice idea with the rock-jumping puzzle, helps to break up the otherwise puzzle-less areas we've built so far. I like the giant ribcage as well, glad to see that theme continued.

Re: 20th Anniversary of Trescom Community Level

Posted: Wed Jun 01, 2022 9:03 pm
by Rebel
Watching ShadeFyre's vid of the prequel, I did that loading the spas (while stored) with a box of ammo (16shots). I'll upload the small test level with it
if you guys wanted to use it (I did include it in the anthology (final patched version) I'll release whenever I get the chance, but I'd assume most people
are pretty much done playing the tc_series).

Re: 20th Anniversary of Trescom Community Level

Posted: Sat Jun 04, 2022 12:21 pm
by Draconisaurus
Rebel, that'd be great to add to the level. We have an emphasis on melee combat, but a single reloadable spas sounds like a nice reward to the Player for some puzzle or exploration. And, I myself haven't finished playing TC Prequel! Due to personal oddities I still haven't actually gotten to open the gate with that bulldozer yet...

At any rate. Am claiming the level again, let's keep the ball rolling.

Re: 20th Anniversary of Trescom Community Level

Posted: Sat Jun 04, 2022 10:00 pm
by Rebel
Link: https://www.mediafire.com/file/arwm2qm6 ... x.zip/file

You gents can check it out if you want to use it or not. I put it into the prequel, but the triggers are scattered and you'd never find them all.
As far as how this works, you grab the spas, store it, then grab the closed ammo box. Do the 'useobject', it'll load 16shots. The ammo box
itself uses subanims, so once it's used it appears empty and the lid is open.

The shell eject is on the spas as well. I also inclosed the tcr_load gun audio is case you decide to use it. T.I., you guys can obviously alter it
any way you like, as I just set it up as I envisioned it being used -

*The ammo box also has a CEntityAttached model to it, so if you do export be certain to export both so alignment doesn't get messed up -

Re: 20th Anniversary of Trescom Community Level

Posted: Sun Jun 05, 2022 12:40 pm
by Draconisaurus
Just went and played this, VERY nice. Slugger once made a Spas which ejects shells, did you do this one up from scratch? Anyway works great thanks.

Re: 20th Anniversary of Trescom Community Level

Posted: Sun Jun 05, 2022 9:24 pm
by Rebel
Draconisaurus wrote:Just went and played this, VERY nice. Slugger once made a Spas which ejects shells, did you do this one up from scratch? Anyway works great thanks.
I'm not certain if Slugger or I did it first, Drac (my memory isn't what it used to be). All I know is the 1st time I implemented it was in tc_rescue. You can actually do the same thing
for say the desert eagle or whatever, just model a shell casing to match the gun (obviously, revolvers (ie. redhawk) don't eject shell casings).

Re: 20th Anniversary of Trescom Community Level

Posted: Sun Jun 05, 2022 9:26 pm
by Draconisaurus
I don't remember when he made it, lots of years ago. But you can have a look here - https://www.trescom.org/download/spaz-eject/

Re: 20th Anniversary of Trescom Community Level

Posted: Sun Jun 05, 2022 9:32 pm
by Rebel
Draconisaurus wrote:I don't remember when he made it, lots of years ago. But you can have a look here - https://www.trescom.org/download/spaz-eject/
Ok, it appears it was my doing. I don't want to be cluttering up your guys thread here, so I'll stop here. ;)

Re: 20th Anniversary of Trescom Community Level

Posted: Sun Jun 05, 2022 9:37 pm
by Draconisaurus
Oye! Didn't look closely enough, I thought I'd linked to Slugger's level. So now I've remembered, his was in the same level as his working coke machine. Here - https://www.trescom.org/download/cokenmore/

Re: 20th Anniversary of Trescom Community Level

Posted: Mon Jun 06, 2022 2:38 pm
by Draconisaurus
Alright, did another pass. The spas is now just inside the town, though without the reloading sound yet. But all script works. Also did some environmental work, including the burnt blighted forest.

https://www.mediafire.com/file/sobmvg6k ... 16.7z/file

Re: 20th Anniversary of Trescom Community Level

Posted: Mon Jun 06, 2022 9:05 pm
by Rebel
I had to take a peek at this; looking very cool. You gents are doing a damn good job with this collaboration. Very expansive and quite diverse
as well. I like it. :)

*A few notes about my mansion; it's missing some wall parts (they were mia in the prequel too, but since restored, you may want to import those).
Also, in the attic there's a board that can be lifted and something can be put inside (I never used it). At one point I had a hot water heater inside of
the small cubby leading to the attic's opening, with a few boxes in the hall that could've been moved & used to hop up and through the hole.

Re: 20th Anniversary of Trescom Community Level

Posted: Mon Jun 06, 2022 9:49 pm
by Draconisaurus
Glad to hear. 8)

Huh, I'll add it to the to-do list, may wait to actually do since the town is mostly waiting for us to fill in the empty space of the map.