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Re: Dark Tunnels

Posted: January 19th, 2011, 4:48 pm
by arcones
Ah.

Anyway, no new updates on DT, except... well, no, I don't think I'll tell you that. It's something really cool... I don't think you all could handle it :P

Re: Dark Tunnels

Posted: January 20th, 2011, 8:54 am
by InHumanUnit
Jeez people have been mean to me lately.....

Re: Dark Tunnels

Posted: January 20th, 2011, 1:15 pm
by arcones
Well, I didn't want to overwhelm you with awesomeness!! :P

I've been deciding whether there should be something called "streaming" versus "hard-read" both useful in their own way. But it may not even appear in DT as this is a concept idea :)

Who knows tho? I may surprise myself :P

Re: Dark Tunnels

Posted: January 20th, 2011, 3:46 pm
by cork279
Anyway, no new updates on DT, except... well, no, I don't think I'll tell you that. It's something really cool... I don't think you all could handle it
Why did you bother saying there was something secret in the first place, and type it into a message, that just makes us brag... :D
Could you tell us now? Now? What about now? Howsa-bout now? No? What about now? :lol:

Re: Dark Tunnels

Posted: January 20th, 2011, 4:45 pm
by arcones
Well it was basically an idea/debate I had with myself. Whether an echo message is better than a GUI message and what are the pro's and con's of each. To me it just really depended on the circumstances. For instance, if you're "streaming" something to your HUD, then it's going to be an echo prompt while a GUI would be in response to a "hard-read."

Re: Dark Tunnels

Posted: January 20th, 2011, 6:13 pm
by chocolatepie33
echos = tricks + tips
gui = character speech + response.

Re: Dark Tunnels

Posted: January 21st, 2011, 2:22 pm
by arcones
Very true, but I was thinking more along the lines of info besides thoughts. Kinda like having an HUD that would stream info to your visor.

To be honest, I usually use the one you mentioned CP :P

Re: Dark Tunnels

Posted: January 28th, 2011, 12:05 pm
by arcones
Well, new update... of sorts. I was able to do some heavy mapping... in L4D2 Authoring Tools. Meaning I can work on DT as a L4D2 campaign. Don't worry, I'm still working on DT as a Sandbox project :)

I'm still having trouble finding the right size (map, building, etc.)

Re: Dark Tunnels

Posted: January 29th, 2011, 7:01 am
by Leo_V117
Making DT into an L4D2 campaign would be fairly easy, once I find out how to correctly manipulate a Checkpoint Room and a "func_tracktrain", I can make loads of features for the L4D2 campaign.

Creating things in the L4D2 Authoring Tools is actually pretty straight forward. Elevators can have multiple stops, switches can be triggered when something breaks, Get the Idea?

Re: Dark Tunnels

Posted: January 29th, 2011, 12:08 pm
by arcones
Completely. I was talking about the SB DT. I have the size in mind for L4D2 DT :D