I think it was empty
I think it was empty
If not, i can always use links to stuff like that. ;) Although I think I already know most of the available behind-the-scenes stuff.
All three shuttle bays are empty. I don't plan to change that. The shuttle is too detailed inside while not providing much to do in it. I don't think it's worth the effort.
if i ever had to choose between new-york, tokio, or vancouver... i'd choose the latter =D
just for the sake of having the chance, to sit in that bridge chair for once =P
I thought there weren't any shuttles left.
There were only 2 to start with weren't there?
Huge pictures below...
any new developements? on the map.... im getting impaitent lol
but on the other hand, it'd be kinda annoying to ask again and again xD
i'm wondering...is there only one way from the gate room to the observation deck (via the stairs)?
looks a bit unclear on the map-overview
But the latest episode inspired me to do those ancient cargo crates they used to build the barricade. So that I can use them to fill the cargo hold and go on from there.
I totally understand that you guys want the map badly. I want to release and play on it, too. I just can't stand releasing crap. I already had to make compromises in certain areas...
So... tikay.... What's next on your to do list?? :D
Well, I should probably start with actually continuing work on the map. According to my Steam profile, I had the SDK running for only 1 hour during the last 14 days...
Since the first day. But my intend to do this alone is still valid. I'm too proud and stubborn to give in and accept help. Yet.
EDIT: After writing that post yesterday, I fired up the tools and went on to further decorate the infirmary.
Featuring new blinds (I just now noticed that they are too transparent), the operating tables and an irritating lighting error on the door frames.
already know what i'm gonna do when the map's out sometime in the future
*grins and pushes the door button several times* xD
by the way...it sure has been some time since you worked on the map, but how's the ftl effect coming? ^^
Which part of the effect? The space effect with the blue clouds?
Well, I want it like it looks in the video I posted. But that was created in SG:TLS, a Mod for the Source 2007 engine. When I switched with development to the Source 2009 engine (Episode 2 and Gmod) the same particle effect turned out very thin. Despite it being the same file, the 2009 engine seems to interpret it differently.
I wasn't able to recreate the effect without raising the particle amount significantly and therefore heavily impacting performance.
Or the "shifting colors" effect when entering and leaving FTL?
No progress yet.
On a different note: Who of you pointed out that the ceiling of the observation deck ends after the "pillars" instead of extruding to the glass shield like I built it?
I'm sure I have a picture where one can see it quite good, but I can't find it anymore. :/
it will there be a beta test? because this map is really nice and I really want to use
its on the first page and everyone keeps on asking that arent people getting it?
Tikay, i have a question. If you noclip on your map and move out to the black areas, is Destiny and Icarus close to each other or are they far apart??
I'd say quite far apart. At least 2-3 lenghts of Destiny as seen on the overview. I'm not at home right now, so I have to pull that from my memory.
Those gates are not done yet, but their progress is quite far, Check out for yourselves http://www.carters-addons-pack.comez...php?f=17&t=107
I might be mistaken about the distance part..... But anyway, it would be cool to have those gates in your map :D
The amount of chevrons is decided by the types of gates connecting.
No, it's like this:
sg1->sg1 7 chevron
sg1->sga 8 chevron
sg1->sgu 9 chevron
sga->sga 7 chevron
sgu->sgu 7 chevron
It seems that "etc." wasn't clear enough so I'll continue the list:
sga->sg1 8 chevron
sga->sgu 9 chevron
sgu->sga 9 chevron
sgu->sg1 9 chevron
AFAIK, SGU gate is able to dial SG1 gate.
SGU gate can dial SGA and SG1 gates. Just takes 9 chevrons. Read post?
Ok, sorry for being confusing and/or not understanding.
This is an idea. Dont use it if you don't want to, but it will increase the "experience" much. (I think that atleast)
This may be a bad idea and may require very much coding, so use it only if you want to. Maybe I made it slightly wrong or something, but you get my idea I hope...Code:First of all, the SGU gate: SGU>SG1>fail SGU>SGA>fail SGU>SGAGalaxy>fail SGU>SG1Galaxy>fail SGU>SGU>connection And the SGA gate: SGA>SG1>connection SGA>SGA>connection SGA>SGAGalaxy>connection SGA>SG1Galaxy>connection SGA>SGU>fail And the SG-1 gate: SG1>SG1>connection SG1>SGA>connection SG1>SGAGalaxy>connection SG1>SG1Galaxy>connection SG1>SGU>fail And the SGA 8-9 chevron gate: SGAgalaxy>SG1>connection SGAgalaxy>SGA>connection SGAgalaxy>SGAGalaxy>connection SGAgalaxy>SG1Galaxy>connection SGAgalaxy>SGU>connection And the SG-1 8-9 chevron gate: SG1galaxy>SG1>connection SG1galaxy>SGA>connection SG1galaxy>SGAGalaxy>connection SG1galaxy>SG1Galaxy>connection SG1galaxy>SGU>connection
got an idea for a future release (REALLY far ahead release) a seeder ship which you can get to via the airlock where you can get a destiny spacesuit (not really, just a hud with air or something or then again someone could make a player model....)
That sounds like overkill. The thought of adding the seeder ship outside to the 3D skybox hurts so unbelievable...
As does figuring out where the airlock is located. :P
Why don't the CAP guys just turn around and make the 8 and 9 chevron dialing much more simple...?
For example, make the "Give the gate a name screen" (Great name, I know), have a 8 and 9 chevron symbol too, so:
Gate Name: Stargate
Gate Address: GATE01
Chevron 8 Code: @
Chevron 9 Code: 5
So, when someone types into a DHD, GATE01, it dials the 7 chevron address, but if they type in GATE01@5, then it dials the 9th chevron...?
As for quick dial, just add an extra check box that says "Dial Chevron 7, 8 or 9"...