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  #61  
Old 01-09-2011, 12:55 AM
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Originally Posted by Phylum View Post
The sign doesn't make sense anyway.

You've combined "Any Mudokons caught with a grenade in their possession will face extreme consequences" with "Any Mudokons caught with a grenade in their possessions will be dealt with severely".
Makes sense to me, they're just different words. It's not that bad.
Still works the same way pretty much.
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  #62  
Old 01-09-2011, 01:22 AM
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It's grammatically incorrect to say "will be dealt".
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  #63  
Old 01-09-2011, 01:40 AM
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As I said in my previous post. I was tired, I didn't bother checking for spelling or grammar issues, and went to sleep... xD

[EDIT]

Anyway, The main reason why I havn't made anymore progress with these maps is because I'm lacking a good story/plot to base these maps upon and other future maps I intend to make. I'm basically going to remake my own oddworld game or at least try to!
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  #64  
Old 01-09-2011, 03:56 AM
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Originally Posted by SligValet View Post
Remaking shit with the Source Engine, compare it to the original screen if you want to pick out details I might've missed
But keep in mind there are alot more details to come to the background as it's still a WIP.


The only problem I have is the animated stuff from the original exit well, which isn't even there in Paul's 0.5 editor so I can't really move it... Any help on that would be nice.


To-do List
~ Better lighting
~ Fog (isn't showing for some reason)
~ More detail
~ MOAR BACKGROUNDS
Look for "BG Anim" objects, also I think there is an Anim id on the well object?
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  #65  
Old 01-09-2011, 05:08 AM
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Look for "BG Anim" objects, also I think there is an Anim id on the well object?
The only objects that exist on F1.lvl, Path 1, first screen, are

Shadow
Invisible Zone
Elum Wall
Express Well (Managed to remove the well's animation by changing "Resource Num" to 0, but theres still two bits left)
Continue Point
Music
Enemy Stopper
Dove
Continue Zone

I have absolutely no idea what causes the remaining two bits to be kept on the background. And entities shouldn't be hidden right?

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  #66  
Old 01-09-2011, 05:18 AM
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Originally Posted by SligValet View Post
The only objects that exist on F1.lvl, Path 1, first screen, are

Shadow
Invisible Zone
Elum Wall
Express Well (Managed to remove the well's animation by changing "Resource Num" to 0, but theres still two bits left)
Continue Point
Music
Enemy Stopper
Dove
Continue Zone

I have absolutely no idea what causes the remaining two bits to be kept on the background. And entities shouldn't be hidden right?

Silly question, did you also right click and use "Remove FG1", is that remaining stuff animated?
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  #67  
Old 01-09-2011, 05:23 AM
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Silly question, did you also right click and use "Remove FG1", is that remaining stuff animated?
The remaining bits aren't animated, but the grass turfs overlay Abe.

I have heard alot about FG1's in the .lvl files thread but haven't really found an explanation as of what they are.

EDIT: Removing FG1 worked. Never thought it could be so simple.
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  #68  
Old 01-09-2011, 05:44 AM
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That's another thing I've been meaning to ask. Would we be able to add our own FG1's (Foregrounds) at some point?
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  #69  
Old 01-09-2011, 05:47 AM
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@BlackVenom, you may as well make your level/game as long and as interesting as possible before uploading it here so that it is worth you uploading it and us playing it.

I really can't wait for it though! It looks like such a good level.

Also, try to post questions in other threads ('.lvl files' and Chubfish's 'Request for Help' thread); this thread is just for uploading levels and giving feedback for levels. Thank you.

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Old 01-09-2011, 05:58 AM
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Also, try to post questions in other threads ('.lvl files' and Chubfish's 'Request for Help' thread); this thread is just for uploading levels and giving feedback for levels. Thank you.
Yeah, sorry. But I thought I might aswell while I was still here, will keep it in mind in the future though
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  #71  
Old 01-09-2011, 06:02 AM
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@BlackVenom, you may as well make your level/game as long and as interesting as possible before uploading it here so that it is worth you uploading it and us playing it.

I really can't wait for it though! It looks like such a good level.
Actually working on it right now, An idea popped into my head out of the blue while I was playing Strangers Wrath earlier and god this idea is a good one. It's basically an area of the factory that has been totally over run by creatures that inhabit oddworld. Destroyed level segments here and there, blood splattered all over the place and so on, yet there will be some areas that are still secured by sligs and mudokons.

[EDIT]

Oh, By the way. It will be replacing the stockyard scene so it'll have that scary chase music when something is happening! xD
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  #72  
Old 01-09-2011, 06:47 AM
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Started on RuptureFarms I, first screen still WIP (Need to find a good barrel model to use for the background), first secret area finished (both screens).



Basically I'm just remaking screens in my own design, while still keeping their original objects in their places.

NOTE: All misplaced FG1's and floor collision lines have been dealt with since these screenshots were taken.

And a bonus of the fixed up first screen of Paramonia, now with 100% less ugly FG1 bits
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  #73  
Old 01-09-2011, 07:36 AM
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Paramonia looks much better with out the FG1 junk in front of it Are you remaking all screens in your own style?
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  #74  
Old 01-09-2011, 07:56 AM
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Paramonia looks much better with out the FG1 junk in front of it Are you remaking all screens in your own style?
Yeah been planning to. I'll remake as much as I can until I get bored and need a break
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  #75  
Old 01-09-2011, 07:59 AM
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I just thought I'd upload a sneak peak picture of my new area for my mapset before I head off to bed.

here we are! still needs some work though... :P

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  #76  
Old 01-09-2011, 08:11 AM
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I just thought I'd upload a sneak peak picture of my new area for my mapset before I head off to bed.

here we are! still needs some work though... :P

Nice! I love your style.
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  #77  
Old 01-09-2011, 08:53 AM
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Yeah been planning to. I'll remake as much as I can until I get bored and need a break
Can you remake necrum mines as crystal cavern?
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  #78  
Old 01-09-2011, 09:03 AM
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Can you remake necrum mines as crystal cavern?
I had a look in Abe's Exoddus with Paul's editor, but for some reason you can't right click to fiddle with the CAM's sadly And the CamTool can only edit CAM's from AO.
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  #79  
Old 01-09-2011, 09:29 AM
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I had a look in Abe's Exoddus with Paul's editor, but for some reason you can't right click to fiddle with the CAM's sadly And the CamTool can only edit CAM's from AO.
Bang on, compression algo hasn't and won't be reversed
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Old 01-09-2011, 09:33 AM
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Bang on, compression algo hasn't and won't be reversed
Then no one forever is able to completely reverse it propely with the worlds best executable decompilers.



Quicksave and Quickload is what is left in Abe's Oddysee.
Without it, my oddworld levels is going to be impossible to beat.

Last edited by NovaMan; 01-09-2011 at 09:43 AM..
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  #81  
Old 01-09-2011, 09:59 AM
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Then no one forever is able to completely reverse it propely with the worlds best executable decompilers.



Quicksave and Quickload is what is left in Abe's Oddysee.
Without it, my oddworld levels is going to be impossible to beat.
That makes no sense, you can't add something that isn't there. I've wasted enough of my time RE'ing these games. If you want to make these things happen there is nothing stopping you..
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Old 01-09-2011, 10:03 AM
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If you want to make these things happen there is nothing stopping you..
The game will instantly crash without any crash messages or crashlogs = Bug tracking is impossible = Problems can't be solved as wanted
Then something is wrong in the executable file in the first place. Mostly because it was ported from playstation to pc

Last edited by NovaMan; 01-09-2011 at 10:12 AM..
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  #83  
Old 01-09-2011, 10:10 AM
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I bet I could do any level without quiksave/load.

Also I'm going to point out that Paul is correct; you ask way too much for something that's only just coming to light, at least in my opinion. Silly things like Quiksave or Quikload aren't all too necessary; you could just add checkpoints anyway where you see fit. Sure, it's not Abe's Exoddus (and never will be) but deal with what you have in front of you, I'm pretty sure you wont need half the things you want.
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Old 01-09-2011, 10:22 AM
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I bet I could do any level without quiksave/load.
Then you hate Half-Life

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you could just add checkpoints anyway where you see fit.
Checkpoints can only be used one time and then it is driven


And if i can't delete, add and replace cams in abe's exoddus with bitmaps without crashes.
Then i would want to have quicksaving and quickloading in abe's oddysee. And then i maybe will go back to use pauls editor but with shift to duplicate objects and delete key to delete objects and such.

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Old 01-09-2011, 12:47 PM
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I'm going to waste no more time stating the same things over and over and making up excuses; just no.

Anyway, I'm progressing on the Harder Oddworld levels (Hardworld) by adding touching up of some of the screens. I might have screens tomorrow and the first level (not a beta!) fully playable by Friday or whenever my exams get out of the way.
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Old 01-09-2011, 07:51 PM
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Got some progress now. The map went from this:



To this:

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Old 01-09-2011, 10:35 PM
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nice map,cant wait for you to release it
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Old 01-09-2011, 10:58 PM
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I really love the style you've done your level BlackVenom, it's pretty wonderful!
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Old 01-09-2011, 11:49 PM
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Thanks everyone, I can't wait to see the completed project, although I still gotta get a story for this to follow along... still nothing... xD
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Old 01-10-2011, 12:13 AM
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Looks much more interesting than the first version eh?
I love Photoshop, the limited knowledge I have is perfect for these kindof things

Credit to griever m3n for the RuptureFarms logo found on Google.

Feel free to chip in your ideas on what you'd say would make it look even more interesting!

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Thanks everyone, I can't wait to see the completed project, although I still gotta get a story for this to follow along... still nothing... xD
You could go to the Fan Courner for some excellent stories, ask them if they can let you build levels out of their story
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