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 Post #1
 15th March 2009 Last edited by ShadowSand; 2 Weeks Ago at 11:25AM.. (Download location)
ShadowSand's Avatar
May 2007
621 Posts
Okay, so I'm very late making this, but it's finally here - The WIP thread for the real Planetfall V2. For those who don't know, this is the original:

http://www.facepunch.com/showthread.php?t=370174

You can get more information and pictures of it here:

http://www.planetfallrp.com/PFV1.htm

The new version is being completely remade from scratch with a different layout etc. Although most things will be changed, the underlying ideas are the same. If you go to the V2 section of www.planetfallrp.com then there's plenty of information there, so I won't copy all of it here. However, here's roughly how far I am at the moment:

Command Section: 18%
Civilian Section: 55%
Utility Section: 70%
Engineering Section: 87%
External Hull: 50%

Ground Base: 45%
Landscaping: 91%
3D Skybox: 0%
Abandoned Tunnels: 30%
Other Ground Stuff: 90%

Lua: 5%

Latest Pictures - Version 2 Beta 4-1. Lights, landscaping and most buildings are in place, though not all of them finished. Additional pictures on the PhotoBucket link at the bottom of this post.









Please keep this in mind for these pictures. In other words, yes I do know that a lot of it looks ugly. Oh, and these were taken from a version with no lights compiled, but rest assured there ARE lights in the map.








There are more up to date images here:

http://www.planetfallrp.com/PFv2Gal.htm

So far, there's only two working systems on the ship. The main shield (works pretty much the same as the original) and the power system which I am quite proud of. More details on that later. Please post questions, comments and suggestions!

Latest Download Links:
SVN (Addon Format): http://planetfall-rp.googlecode.com/svn/trunk
 Post #2
 15th March 2009
Gold Member
Pj The Dj's Avatar
August 2006
4,164 Posts
I always liked this map. Keep doing what you're doing :D
 Post #3
 15th March 2009
Gold Member
Floater's Avatar
April 2007
2,562 Posts
your texturing always makes my eyes bleed

but the brushwork looks good
 Post #4
 15th March 2009
Mackalda2k6's Avatar
January 2009
438 Posts
Thank god there are lights in this ship now!

Also looks great keep it up :D
 Post #5
 15th March 2009
nom nom im a sandvich's Avatar
January 2009
411 Posts
nom nom im a sandvich likes planetfall
 Post #6
 15th March 2009
Mackalda2k6's Avatar
January 2009
438 Posts
Great to know...so what are the types of ships in this map and are they easy to fly?
 Post #7
 15th March 2009
l337k1ll4's Avatar
September 2007
1,913 Posts
So the ship is being completely redone from scratch? Sounds good, the old layout was... complicated to figure out, took me like an hour to learn the layout.
 Post #8
 15th March 2009
Gold Member
smurfy's Avatar
October 2007
10,247 Posts
I got a 50 inch boner when I saw the pics.
 Post #9
 15th March 2009
l337k1ll4's Avatar
September 2007
1,913 Posts
I got a 50 inch boner when I saw the pics.
Good to know I wasn't the only one, whew.
 Post #10
 15th March 2009
Rocket Man's Avatar
August 2008
470 Posts
Looks good. Loved the old one. good luck keep it up
 Post #11
 15th March 2009
laptopman's Avatar
May 2008
2,304 Posts
Gotta improve the texturing. Love the brushwork though
 Post #12
 16th March 2009
ShadowSand's Avatar
May 2007
621 Posts
Well I certainly hope that I can improve the texturing on the outside of the ship, but it's not particularly easy with something that big.

I haven't actually made any of the pilotable ships yet, but I will let you know/post pictures of them once they're in. Nice to know my brushwork isn't hated anymore though ^^
 Post #13
 16th March 2009
Gold Member
noobcake's Avatar
November 2006
4,230 Posts
Please tell me you will be able to regenerate the big ship.

I want to break it, fix it, den break it again.
 Post #14
 16th March 2009
ShadowSand's Avatar
May 2007
621 Posts
There will be NO parts of the main ship that you can break off. However, there will be internal systems etc. that you can damage/saboutage.
 Post #15
 16th March 2009
nom nom im a sandvich's Avatar
January 2009
411 Posts
can we have a workshop like from cerebus i loved that
 Post #16
 16th March 2009
Gold Member
nardix's Avatar
December 2007
3,289 Posts
What I want to know, inside the garage inside the base, there are a couple of blocks with numbers on them, what are those for?
 Post #17
 17th March 2009
ShadowSand's Avatar
May 2007
621 Posts
There may be a workshop like in Cerberus. It depends how much I can optimize it. The blocks with numbers on are like remote controls. You weld them onto your car/vehicle, and when you go near the garage the door will open. The ones there at the moment are very simple test ones. At some point I will make the garages a little nicer.
 Post #18
 17th March 2009
nom nom im a sandvich's Avatar
January 2009
411 Posts
There may be a workshop like in Cerberus. It depends how much I can optimize it. The blocks with numbers on are like remote controls. You weld them onto your car/vehicle, and when you go near the garage the door will open. The ones there at the moment are very simple test ones. At some point I will make the garages a little nicer.
epic
 Post #19
 17th March 2009
Dennab
September 2005
1,155 Posts
I think i can see a WW1 tank in the first picture D:
 Post #20
 17th March 2009
Mackalda2k6's Avatar
January 2009
438 Posts
I think its his hovertank test.
 Post #21
 17th March 2009
ShadowSand's Avatar
May 2007
621 Posts
Yeah, it is. So far, it hovers, moves around and as soon as it hits a hill or a wall, it just floats up for absolutely ages... I may have to abandon the whole idea of tanks. I still have a couple of things to try though.
 Post #22
 17th March 2009
Gold Member
Foda's Avatar
April 2006
2,481 Posts
ackkk, those textures!
 Post #23
 17th March 2009
Simplemac3's Avatar
January 2009
714 Posts
Oh my. Oh my. Awesome.
 Post #24
 17th March 2009 Last edited by supatails; 17th March 2009 at 08:26PM..
supatails's Avatar
May 2008
838 Posts
and env_sun, light_environment, and env_cubemap, are ALWAYS the first thing I add to this map, also a 3D skybox would look really good for this map as well.
The brushwork is really great with this map though, and good texture placement as well! And I do understand this is W.I.P., this looks like something to look foreward to ^_^
 Post #25
 17th March 2009
ShadowSand's Avatar
May 2007
621 Posts
Yeah, I'm going to be adding all the sun lighting and stuff, I HAD already made a 3D skybox, but then I realised I would be changing the landscape so I would have to redo it anyways. I'm glad someone noticed how long I spent lining up some of those textures though :)
 Post #26
 17th March 2009
Gold Member
Dennab
September 2005
7,447 Posts
Whilst I can see you have put effort in, I'm hesitant to say it looks good. Because frankly, it looks horrible.

Which is a shame, you either need a texture that doesn't repeat so obviously, or vary your textures on the exterior a hell of a lot more.
 Post #27
 17th March 2009
ShadowSand's Avatar
May 2007
621 Posts
Whilst I can see you have put effort in, I'm hesitant to say it looks good. Because frankly, it looks horrible.

Which is a shame, you either need a texture that doesn't repeat so obviously, or vary your textures on the exterior a hell of a lot more.
I completely agree - the outside is hideous ^^

Thing is though, I didn't want to spend ages getting the outside all nicely textured when I was still building it, and even now I'm PROBABLY going to remake that front section because it's not looking right. The only places I can confidently say are not going to change much are engineering and the brig... maybe the living quarters. Everywhere else is WIP and needs fancying up, including the exterior and the ground.
 Post #28
 17th March 2009
Gold Member
Cheshire_cat's Avatar
September 2006
3,443 Posts
Do you still remember my old idea? ;)
 Post #29
 18th March 2009
ShadowSand's Avatar
May 2007
621 Posts
Not specifically no. There have been too many ideas from too many different people for me to remember which ones came from who ><
 Post #30
 18th March 2009
Gold Member
Dennab
January 2008
3,477 Posts
your texturing always makes my eyes bleed

but the brushwork looks good
Textures, are very sad. They are too repetitive.

Although, brushwork is VERY nice, and the layout looks very nice too! Looks very Combine-ish.
 Post #31
 18th March 2009
-AJ-'s Avatar
December 2007
1,141 Posts
First planetfall was great, i play on it from time to time, i look foward to V2!
 Post #32
 18th March 2009
Mackalda2k6's Avatar
January 2009
438 Posts
Not specifically no. There have been too many ideas from too many different people for me to remember which ones came from who ><
I'm workin on getting you a lua coder :D
 Post #33
 19th March 2009
ShadowSand's Avatar
May 2007
621 Posts
I've been meaning to talk to echo about the possible game mode, but I keep forgetting so I guess I may as well write it here and see what everyone else thinks. Basically, we were trying to decide whether there should be an actual gamemode or just scripts to make certain things better (like keycards). If we do have a gamemode, I was thinking that it would mostly be an RP script but with some differences.

For example, the jobs. Instead of 'anyone can get any job' (except for police etc. where you need votes) , I think that at least the military jobs should be in a military style. Basically, everyone starts as a civilian. From there, they can apply to join the military, and to be accepted they need a fairly high-ranking officer to agree. Then they choose their starting career path, and start at the lowest rank. Higher ranked people can promote them, and there could be a console variable to toggle whether they were promoted as soon as one person wanted them to be, or if you needed to have a vote among the officers, giving everyone a chance to say.

These are the career paths I came up with in a couple of minutes while playing L4D:

Civilian Pilot -> Combat Pilot -> Commander -> Captain

Marine -> Lieutenant -> Commander -> Captain

Mechanic -> Engineer -> Chief Engineer

Also, a civilian pilot can become a Lieutenant, and a Lieutenant can become a Security Chief. I wasn't sure if a Security Chief should be able to become a commander/captain or not. Civilian jobs would probably work in the same way as normal RP. Thoughts? Comments?
 Post #34
 19th March 2009
DaMastez's Avatar
October 2008
28 Posts
I never played rp in gmod so this may sound stupid. But how about some sort of Medic class, as in someone who can heal other players.

Besides that, sounds good.
 Post #35
 19th March 2009
dpedersen's Avatar
November 2006
26 Posts
I personally think that you should just get the map to a playable state before bothering to improve the textures. I want to try this out.
 Post #36
 19th March 2009
Mackalda2k6's Avatar
January 2009
438 Posts
Shadow thats a great idea and all...but what me and echo were talking about was that first you should make it so that classes are built in so people don't have to switch gamemodes to play this map...I'll talk to you later about some more ideas.
 Post #37
 20th March 2009
Gold Member
Cheshire_cat's Avatar
September 2006
3,443 Posts
Not specifically no. There have been too many ideas from too many different people for me to remember which ones came from who ><
The crashed fighter?
 Post #38
 20th March 2009 Last edited by nom nom im a sandvich; 20th March 2009 at 07:04AM..
nom nom im a sandvich's Avatar
January 2009
411 Posts
your critisising a map thats not out yet :P
 Post #39
 20th March 2009
nom nom im a sandvich's Avatar
January 2009
411 Posts
I never played rp in gmod so this may sound stupid. But how about some sort of Medic class, as in someone who can heal other players.

Besides that, sounds good.
um that has already been done
 Post #40
 20th March 2009
nom nom im a sandvich's Avatar
January 2009
411 Posts
I've been meaning to talk to echo about the possible game mode, but I keep forgetting so I guess I may as well write it here and see what everyone else thinks. Basically, we were trying to decide whether there should be an actual gamemode or just scripts to make certain things better (like keycards). If we do have a gamemode, I was thinking that it would mostly be an RP script but with some differences.

For example, the jobs. Instead of 'anyone can get any job' (except for police etc. where you need votes) , I think that at least the military jobs should be in a military style. Basically, everyone starts as a civilian. From there, they can apply to join the military, and to be accepted they need a fairly high-ranking officer to agree. Then they choose their starting career path, and start at the lowest rank. Higher ranked people can promote them, and there could be a console variable to toggle whether they were promoted as soon as one person wanted them to be, or if you needed to have a vote among the officers, giving everyone a chance to say.

These are the career paths I came up with in a couple of minutes while playing L4D:

Civilian Pilot -> Combat Pilot -> Commander -> Captain

Marine -> Lieutenant -> Commander -> Captain

Mechanic -> Engineer -> Chief Engineer

Also, a civilian pilot can become a Lieutenant, and a Lieutenant can become a Security Chief. I wasn't sure if a Security Chief should be able to become a commander/captain or not. Civilian jobs would probably work in the same way as normal RP. Thoughts? Comments?
so a modified versio0n of rp and with new weapons but i love the keycard idea love it so much
 Post #41
 20th March 2009
ShadowSand's Avatar
May 2007
621 Posts
MackAlda2k6 posted:
Shadow thats a great idea and all...but what me and echo were talking about was that first you should make it so that classes are built in so people don't have to switch gamemodes to play this map...I'll talk to you later about some more ideas.
I'm really not sure what you mean, but I will be Steam loads today so hopefully we will actually be able to talk.

Cheshire_Cat posted:
The crashed fighter?
That one! Yes I will likely make a crashed fighter, no it will not be repairable, no it will not have weapons you can take and use somewhere else. However, if I can fit in a workshop somewhere then it will have components for that.
 Post #42
 20th March 2009
Mackalda2k6's Avatar
January 2009
438 Posts
I'm really not sure what you mean, but I will be Steam loads today so hopefully we will actually be able to talk.
Well as of today I'm leaving for a week vacation but I'll try to stay in touch via facepunch.
 Post #43
 20th March 2009
johan svensk's Avatar
November 2008
1,409 Posts
it looks cool but the textures look like half life 1
 Post #44
 20th March 2009
ShadowSand's Avatar
May 2007
621 Posts
it looks cool but the textures look like half life 1
That's only because the pictures are taken from a long way away, and at the moment they are all just blocks of one texture across whole buildings. Hopefully it will look better once I put a little more work into making them look nice.
 Post #45
 20th March 2009
MattyK's Avatar
September 2006
1,876 Posts
I can't goddamn wait :3
 Post #46
 20th March 2009
ShadowSand's Avatar
May 2007
621 Posts
I have written all the code for an update to the website, including some news on the map, but the FTP server isn't working at the moment and Kraven (the guy who bought the webspace for me) isn't online, so I will just post a copy here:

I still haven't got that stupid tank working. However, I added a little bit to the
exterior of the ship and the ground base, started work on the landscaping (lots of hills in some places)
and made part of an entrance to an network of underground tunnels.

Also, I decided that rather than just making a crashed fighter, it will in fact be a frigate. These are slightly larger craft, usually with a 5-25 man crew. This will be one of the very small 5 man crew ones. Basically the same idea as the fighter, just it will take up a little more room, let people walk around in it a bit etc. Depending on how it ends up, I may well make it so the core in the frigate is leaking radiation, so when you first get there you slowly die, but you are able to fix it, thuse making the wreck into a handy base.
 Post #47
 21st March 2009
nom nom im a sandvich's Avatar
January 2009
411 Posts
1.YAY

2.oh no

3.Dead
 Post #48
 21st March 2009
ShadowSand's Avatar
May 2007
621 Posts
1.YAY

2.oh no

3.Dead
What?

I've been working more on the tunnels, fixing bugs, adding more lighting to unlit areas and hopefully put in the Core Dump button. I'm just about to text b2-3 with 'The Point of Building' group once they get their server working.
 Post #49
 21st March 2009 Last edited by The_Final_Stand; 21st March 2009 at 02:07PM..
The_Final_Stand's Avatar
February 2009
184 Posts
Planetfall V2? I. Want. It.
Seriously, I liked the older versions, and shall likely like this version too. Just as long as I don't need anything for it (other than itself and gmod, of course).
Will I need anything else for it?
If possible, i would gladly beta test it for you.
 Post #50
 21st March 2009 Last edited by Cheshire_cat; 21st March 2009 at 02:57PM..
Gold Member
Cheshire_cat's Avatar
September 2006
3,443 Posts
Make the control room more impressive, like a (reinforced) glass floor looking over the camps on the bottom.
And terrain. Rolling hills, etc.
And if the engines were damaged, add a couple of pipes askew, and one of the engines misfiring.
 Post #51
 21st March 2009
ShadowSand's Avatar
May 2007
621 Posts
Everything is Pakratted into my maps now, so you won't need anything extra. For information on beta testing, look here:

http://www.planetfallrp.com/PFV2.htm

The control room certainly will look nicer. It's at the top of the front section though, so it will have glass windows but facing up/forwards rather than down (remember it was designed as a space ship, not an air base). Terrain is already going in. I've done about 30-40% of it already. I will update the first post with some slightly nicer looking numbers...
 Post #52
 21st March 2009
nom nom im a sandvich's Avatar
January 2009
411 Posts
1 I have written all the code for an update to the website, including some news on the map, but the FTP server isn't working at the moment and Kraven (the guy who bought the webspace for me) isn't online, so I will just post a copy here:

2 I still haven't got that stupid tank working. However, I added a little bit to the
exterior of the ship and the ground base, started work on the landscaping (lots of hills in some places)
and made part of an entrance to an network of underground tunnels.

3 Also, I decided that rather than just making a crashed fighter, it will in fact be a frigate. These are slightly larger craft, usually with a 5-25 man crew. This will be one of the very small 5 man crew ones. Basically the same idea as the fighter, just it will take up a little more room, let people walk around in it a bit etc. Depending on how it ends up, I may well make it so the core in the frigate is leaking radiation, so when you first get there you slowly die, but you are able to fix it, thuse making the wreck into a handy base.
 Post #53
 21st March 2009
ShadowSand's Avatar
May 2007
621 Posts
I thought it might be that, but I couldn't see how you got 'oh no' from me adding landscaping and a tunnel network.

Anyway, we eventually got to do the TPOB group beta (we try to have one once every month or so to test it with more than 2 or 3 people), and we found several bugs, they suggested several improvements... I did some stuff, but I plan to get a LOT more done tomorrow.
 Post #54
 21st March 2009 Last edited by jwm96; 21st March 2009 at 10:59PM..
jwm96's Avatar
October 2008
289 Posts
Wow it looks amazing.
 Post #55
 22nd March 2009
RAYHALO's Avatar
March 2009
83 Posts
Also, I decided that rather than just making a crashed fighter, it will in fact be a frigate. These are slightly larger craft, usually with a 5-25 man crew. This will be one of the very small 5 man crew ones. Basically the same idea as the fighter, just it will take up a little more room, let people walk around in it a bit etc. Depending on how it ends up, I may well make it so the core in the frigate is leaking radiation, so when you first get there you slowly die, but you are able to fix it, thuse making the wreck into a handy base.
good to see that you when with my idea......the uss RAYHALO make a nice base
 Post #56
 22nd March 2009
rookieroo24's Avatar
January 2008
1,096 Posts
Shadow! You actually made a thread finally! Took you long enough! Love the versions so far, and like the pics you have for this version.
 Post #57
 22nd March 2009
ShadowSand's Avatar
May 2007
621 Posts
Most of the landscaping is finished now (at least to a basic level), the last of the unlit places have been lit, I added anti-noclipping to one of the main secrets on the ship, as well as the tower. Parts of the underground base are now there, the power system is a little more reliable and there's now a couple of hatches between the interior/exterior of the ship.

At first I wasn't sure if I should put the hatches on because they wouldn't have such things on a space ship except for if/when they land or for maintence. But then I decided that without them, it just wasn't Planetfall. I will try to remember to take some new pictures when we beta test in a couple of hours and post them here.
 Post #58
 22nd March 2009
Sharpshot123's Avatar
November 2005
318 Posts
I do have one question about the ability to disable/damage some of the interior systems. If we can damage them, can we repair them? You know, give engineering something to do.
 Post #59
 22nd March 2009
nom nom im a sandvich's Avatar
January 2009
411 Posts
i will beta test i need your steam account name plese
 Post #60
 22nd March 2009
rookieroo24's Avatar
January 2008
1,096 Posts
His steam name is the same as his steam name. He will give it to you(I know it, as hes my friend on steam, so i have added him.).
 Post #61
 22nd March 2009
Mackalda2k6's Avatar
January 2009
438 Posts
I've got a few ship ideas for you

1. Fighter-Should have 2 chainguns mounted on the wings no bombs.

2. Troop transport- Big ship that carries 2 heavy apcs to deploy troops.

3. Heavy Transport- Big ship that carries 1-2 tanks or artillery or something.

4. Command shuttle- Carries the important guys around and looks awesome with stealth capability?

Now we don't need bombers or random drop pods for soldiers because if the town rebels you should have to deploy your fighting force through ships.
 Post #62
 22nd March 2009
ShadowSand's Avatar
May 2007
621 Posts
My steam name is PeterAyrian, beta tests are usually around 6-8 pm GMT. I completely forgot to get those new pictures... damn. We were having and awesome time though, found loads of bugs, got loads of ideas, then I worked a load more on it once we finished. I'm amazed how fast the map comes along when I work on it almost solidly for a day or 2.

Anyway, for the ships, the main problem is the same problem with the tank:

I can't get weapons to work on them. The closest I have ever got to a working weapon embedded in a map is a rocket launcher turret, but although that could be deployed anywhere, once it was deployed it couldn't be moved and if the rockets hit the wall before they detonated then they just broke and didnt explode. Oh, and of course lasers work fine.

Stealth ships... *shudders*. I think I know a way it could work. Wait... Maybe not. Stealth ships are horrible things to make because you can't make pods go invisible, so they have to be fake pods, and that causes all sorts of other problems. What I could do is make a remote-controlled ship which can turn invisible, and then uncloak and deploy into a teleporter platform. Or maybe just decloak, drop a platform then cloak again and fly off, leaving the platform there.

Oh, and the engineering stuff... Yes, most/all that can be broken will be fixable. However, it wont always work as well. For example, after you eject the core, you will be able to replace it with a different one from one of the ground bases using a core-transport ship, but the second core will give something like half the power of the original.
 Post #63
 23rd March 2009
rookieroo24's Avatar
January 2008
1,096 Posts
It should give you problems like power surges, random power failments*, and lightning coming off of it if it isn't turned off once in a while.



*= not a real word.
 Post #64
 23rd March 2009
R2zoo's Avatar
October 2007
134 Posts
Oh, and the engineering stuff... Yes, most/all that can be broken will be fixable. However, it wont always work as well. For example, after you eject the core, you will be able to replace it with a different one from one of the ground bases using a core-transport ship, but the second core will give something like half the power of the original.
Now that is great to hear :) I really love the original, but wasn't a fan of having to reload the map after someone ejected the core to do most of the stuff the ship. However, this time around, would it be possible to completely shut down the ship in the event of the core going offline or whatever? Meaning, Lights go dark, alarms etc are disabled, certain doors/mechanisms are locked in their positions.

Understandably, that's a bit of work, but just adds to the feeling of the map. Another idea would be emergency reserve power, switching to a lower level light system and maintaining basic system, maybe with some sort of limited charge capacity through the core or external sources(like batteries for example).

Regardless, just random ideas I'm tossing out. Heres hoping the beta testing goes well, and the mapping goes smoothly.
 Post #65
 23rd March 2009
rookieroo24's Avatar
January 2008
1,096 Posts
And have the "emergency power" thing have the doors function too. So that if the core went offline because of a heavy attack, then people could evacuate still. It would suck being stuck in a part of the ship without being able to run from impending doom.
 Post #66
 23rd March 2009
ShadowSand's Avatar
May 2007
621 Posts
Ok, I'm going to run through the way power works at the moment very quickly, because I'm not sure I've actually posted it on this thread before.

The core generates 0.01 units of power per second (if it helps, imagine it as 100 units). This power is stored in a battery directly below the core, which holds a maximum of 1 unit (10000 units). Each system then drains power from the battery. The shield will drain 0.5 (5000) units as soon as it's turned on, then 0.01 (100) units each second - the same as the core generates. When the core ejection button is pressed, it takes one minute for the power system to 'disconnect', and the core stops generating power after this time and the ejection doors open. Once the doors are fully open, the core is ejected. During and after this time, the ship has to rely on the power stored in the battery. This means that you can either run the ship for quite a long time (at the moment the rest of the ship only takes 0.0005 (5) units per second), or run the shield for about 5-10 seconds or something. I haven't done the actual math, and I am still tweaking all the values, but that's the basic way it works at the moment.
 Post #67
 23rd March 2009
Harpuia's Avatar
July 2005
385 Posts
Stealth ships... *shudders*. I think I know a way it could work. Wait... Maybe not. Stealth ships are horrible things to make because you can't make pods go invisible, so they have to be fake pods, and that causes all sorts of other problems. What I could do is make a remote-controlled ship which can turn invisible, and then uncloak and deploy into a teleporter platform. Or maybe just decloak, drop a platform then cloak again and fly off, leaving the platform there..
Couldn't the player just use the color tool ingame to make the pod invisible?
 Post #68
 23rd March 2009
ShadowSand's Avatar
May 2007
621 Posts
Couldn't the player just use the color tool ingame to make the pod invisible?
In theory yes, but do you really want to be making the pod invisible every time you play?

I've been working on making the power system even better, and what I have so far is that every second the battery is holding less than 0.01 (100) units of power, it adds one to a 'youre in trouble' counter'. Each one added to that counter (up to 16) will shut down more and more systems until eventually the core itself fails and shuts down. Each second the power is above that level, it subtracts one from the coutner, but the systems won't turn themselves back on - the engineers have to do that.

Anyway, while I was working on this, I gave all the lights on the ship a name (so they can be turned off) and I was wandering which you guys think would take more power, a single lift or the lights of a space ship. To give you a better idea, there are about 350 lights, so I'm leaning towards them. However, they must have very efficient lightbulbs in the distant future, and the lift IS pretty fast... I'm not looking for specific numbers really, but at the moment I've got the lift taking 0.0001 (1) unit per second, and the lights taking double that.
 Post #69
 23rd March 2009 Last edited by nom nom im a sandvich; 23rd March 2009 at 04:13PM..
nom nom im a sandvich's Avatar
January 2009
411 Posts
ok ive asked for steam friend

and will you be able to turn on and off the lights?
 Post #70
 23rd March 2009
Gold Member
Cheshire_cat's Avatar
September 2006
3,443 Posts
Oh yeah, add elevator music to the tower elevator.
 Post #71
 23rd March 2009
ShadowSand's Avatar
May 2007
621 Posts
Oh yeah, add elevator music to the tower elevator.
Will Do!

Unfortunately, the whole switching on/off lights thing broke the source engine, so I've taken it out for now. I will take a look at it tomorrow, because I really want to get them turning off when the power goes off. However, here's a brief list of added stuff which does work:

A third tower. This one has an almost identical structure to the one in the base but with a few additions.
A new blast door on the entrance to the abandoned base/mines/tunnels (usually called tunnels now).
Working lift in the tunnels (once power is turned on)
Rounded two of the sides on the frigate wreck crater
Added anti-noclipping to the tunnels
Fixed the core eject (before you had to push it out the last little bit)
Numerous bug fixes and tweaks
 Post #72
 23rd March 2009
Mackalda2k6's Avatar
January 2009
438 Posts
Shadow I'll try to find a guide online for building in map weapons and I'll get back to you...I hope you have a beta on saturday because I'm getting home then and would love to see the map right now.
 Post #73
 23rd March 2009
gamer_lv's Avatar
November 2007
182 Posts
Love the progress i have seen so far. Great job and keep on going.
 Post #74
 23rd March 2009
R2zoo's Avatar
October 2007
134 Posts
Ok, I'm going to run through the way power works at the moment very quickly, because I'm not sure I've actually posted it on this thread before.

The core generates 0.01 units of power per second (if it helps, imagine it as 100 units). This power is stored in a battery directly below the core, which holds a maximum of 1 unit (10000 units). Each system then drains power from the battery. The shield will drain 0.5 (5000) units as soon as it's turned on, then 0.01 (100) units each second - the same as the core generates. When the core ejection button is pressed, it takes one minute for the power system to 'disconnect', and the core stops generating power after this time and the ejection doors open. Once the doors are fully open, the core is ejected. During and after this time, the ship has to rely on the power stored in the battery. This means that you can either run the ship for quite a long time (at the moment the rest of the ship only takes 0.0005 (5) units per second), or run the shield for about 5-10 seconds or something. I haven't done the actual math, and I am still tweaking all the values, but that's the basic way it works at the moment.
Very Nice, sounds exactly like an actual system give or take. Gives alot more playability then a dead ship with no features like it was before when the core was ejected. Off on another tangent, would separate sections of the ship be "disableable"(not a word, i know) to conserve power? Im thinking that might bit more complex then useful though.
 Post #75
 24th March 2009
ShadowSand's Avatar
May 2007
621 Posts
Ok, I wasn't going to post again tonight, but I just HAVE to say all this stuff....

1) I'm going to learn lua, so I will be able to convert most/all of the systems to that
2) LuaPineapple is going to show me how to get around the named-light error, so I can turn the lights on/off
3) Tomorrow I will mostly be working on making it look nicer rather than adding more functional stuff.
4) Me and Kaffo are planning a VERY large scale event for Saturday, but we need to check a couple of things before it's confirmed.
 Post #76
 24th March 2009
Mackalda2k6's Avatar
January 2009
438 Posts
Hope it's not late Saturday...cuz aparently I have to go see Jersey Boys. :/ wish me luck
 Post #77
 24th March 2009 Last edited by rookieroo24; 24th March 2009 at 04:07AM..
rookieroo24's Avatar
January 2008
1,096 Posts
@Shadow:

1) You definitely should do that.
2)Lpine is back on the team?!?!?!?!?!?
3)read "1)"
4) If its confirmed can I help??

[offtopic] Wow, 5 posts in one page, thats a record for me(Yeh I know I've done it in other threads, but never more than 5 on one page). Can I make it bigger without random crap posts?? We'll find out next time on Posts by roo!
 Post #78
 24th March 2009
gamer_lv's Avatar
November 2007
182 Posts
@Shadow:

1) You definitely should do that.
2)Lpine is back on the team?!?!?!?!?!?
3)read "1)"
4) If its confirmed can I help??

[offtopic] Wow, 5 posts in one page, thats a record for me(Yeh I know I've done it in other threads, but never more than 5 on one page). Can I make it bigger without random crap posts?? We'll find out next time on Posts by roo!
That last bit made me laugh. When will the next episode be? [jk]
4) Me and Kaffo are planning a VERY large scale event for Saturday, but we need to check a couple of things before it's confirmed.
What would that be . Well, i'm interested.
 Post #79
 24th March 2009
ShadowSand's Avatar
May 2007
621 Posts
Just a quick one before I get in some mapping before I have to go to college. If the event goes ahead, it will hopefully be all day Saturday, so it would be hard to miss. I'd rather not say any more though until I can talk to Kraven...
 Post #80
 24th March 2009
ShadowSand's Avatar
May 2007
621 Posts
Okay, I didn't want to get everyone hopes up until it was confirmed, but Kraven has not only done that, he has also extended it! The original plan was to borrow one of his servers for the whole of saturday, and have it running my maps non stop. Specifically, it would be running beta versions of maps I never released, including the latest beta of PFv2. He has agreed to let us use a 32-man server, but rather than just saturday, we will have it for a whole week, starting Friday evening!

His only condition is that the name includes 'GmodWorld.com', which is the homepage of his project, so it's fair enough. If enough people play, he will also extend the time we have it for, so feel free to invite everyone you know! However, I do ask that if you do play on it, you do at least visit his website, see what he's doing and consider donating, not just for the Companion, but also for the servers and webspace he's allowing Planetfall to use. It's not a requirement or anything, if nothing else, EVERYONE should be interested in something which reduces gmod load times drastically...

So, I will give you more information once we decide on details. The maps which we will be playing will be uploaded, and I will drop off a URL so you can all get them without having to wait for Gmod to download them for you.
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