Developer Journals

Developer Journal: Mulchman

Posted 1 decade ago Programmer
So I'm playing with material proxies experimenting with team coloring and I just wanted to point out that VALVe left out a brace ( "}" ) in the file "models\props_lab\Tank_Glass001_dx60.vmt" - it's in the source materials GCF.

Anyway, if you're getting some error talking about this particular file (or perhaps another) - like "KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname" etc etc - it might be a typo or missing character in the file!

So uh, just extract that file into the correct directory structure in your local mod directory and fix it (add the brace) to make it work.

Developer Journal: Mulchman

Posted 1 decade ago Programmer
The detpack will use shaders. That is all.

Developer Journal: Defrag

Posted 1 decade ago Lead Map Design
Uni just started back, so I've been somewhat distracted for the last few days. I just need to spend a bit more time on bases to polish up the RR & Water entrance. The rest of it is basically done, but I keep tinkering with stuff. I'm never happy with anything as it can always be better. I've been working on the water entrance for the last few days, and it's ~Q3F style (I can't remember what the original QWTF bases water ent looks like, as I can't pretend to have played QWTF more than a handful of times) in that there's a couple of bounce pads; bounce pads are more interesting than ladders, I guess. The water entrance is situated in a damp cavern with metallic supports and all that good stuff -- I'm just working on the general ambience and details before I rubber stamp it as satisfactory.

The response to push has been very good, with even push-whores like Nar voicing their approval. The few gripes I've heard pertained to the fact that I used CS:S content in places, or that the style of map was ~HL2ish. The former can hopefully be addressed in due course; the latter is more down to a subjective opinion. I personally like the fact that TFC and FF both afford level designers the ability to craft their own theme and take players to a series of varied environments / situations. Levels can be removed from reality (pretty much the majority of Team Fortress maps), gritty and pseudo-realistic (push), realistic (hunted), exotic (avanti) or just plain.. weird. TF has never had any rules or stringent style guides, unlike a lot of game types. It keeps things fresh. In my opinion, the original push for TFC was more of a pseudo-realistic experience (well, as realistic as initial release maps could get considering they used two megs of texture memory and many people were still playing using software rendering). It was a fairly bland, functional and industrial affair, with little evidence of flair or nods to the surreal. Since the HL2 resources complement this approach, I felt it was a good idea to continue push in this vein. Believe me when I say that the realistic(ish) maps are in the minority, just as with TFC. Quite a few people complaining about the style weren't too familiar with the original map, so I'm hoping that's not a coincidence. Thankfully, the response of the majority would appear to suggest that I've done Push justice on the Source engine.

Anyway, what we really need is a texture artist that doesn't get abducted by aliens.

Rest assured we want to recruit Texture Artists, but finding applicants of a decent quality is difficult indeed. A lot of people seem to assume that we can conjure quality textures from thin air! Not so! If only it were that easy.

Developer Journal: Mulchman

Posted 1 decade ago Programmer
Hey, I'm back working on stuff. BF2 has been fun, but I've gotten all the ribbons/badges I wanted to get and the rest need a billion hours of play time. So...

Anyway, the scout feature (that I re-wrote last night) and the sniper feature are basically done. And unless people decide to change things, they should stay done.

I've also started to finish the sg buildable slot stuff that has needed to be done for a while now. Pending approval from the rest of the team, it'll basically be done - or if they say it sucks then the visuals will (of course) need to be redone. :P And I added some stuff so the spanner gives armor and fixes dispensers & sentry guns but it has a ways to go to be considered done.

Let's see... after that I plan/need to go back through and finally add the nitty gritty stuff that I keep not wanting to do to finally call the dispenser, detpack, and my part of the spanner code DONE FOR REAL.

Um, yeah!

This is like the 5th edit so it's been nice that Schtoofa hasn't yet approved this otherwise the info would be wrong!

Developer Journal: Ghroth

Posted 1 decade ago Lead Sound Design
Hello All,

It has been a while at the very least, but as of late I have been working on several types of menu music. I am also working with the Source sound system to learn its pros and cons.

Shoot me a pm in the forums if you've any technical questions regarding composition or tools and/or the Source sound system.

Cheers.