AliensINV

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adv1

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Dec 7, 2002
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EvilDrWong, you'll be pleased to hear that I just tried putting in the latest files from barnEbiss' link.. and saw lots of aliens crawling around, as well as some nasty big queen aliens :eek:

Thanks loads for fixing this, now I'm off to blast some aliens ;)
 

adv1

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Dec 7, 2002
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Hey barnEbiss I just tried the test build of your Colony map - it's very nice work so far, and I think when it's finished it could be a really great map and just right for AlienINV.
 

barnEbiss

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Jul 8, 2001
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I uploaded a new version ;) added more air ducts and the aliens now can get at you in med lab they will not just stick in the air ducts now :) right now working on the other rooms layouts so it will be a little bit before they are done.
 

adv1

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Dec 7, 2002
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Hi, here's a quick list of some problems/issues I had with the Colony map - although I know it isn't finished yet, so you're probably already aware of these points:

- no weapons/pickups
- bots sometimes seem to crowd together in one room and won't go anywhere else
- brush holes/gaps in some walls such as certain parts of the ducts
- yesterday I noticed one of the sliding doors slide backwards into the wall rather than sideways when I touched it

By the way, being chased by a crawling alien through those ducts is damn scary :)
 

barnEbiss

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Yah I know about those problems and some are already fixed ;) right now working on getting the last of the air ducts in then I am going to finish adding in the last of the rooms like "baths, Dinning rooms and Ops" then fix the lighting on the inside of the colony. then I am going to start work on the outside.

Also I have to find out how to make it so the aliens can activate the doors so once they drop into a room or spawn in it they are not stuck.

And yah I already fixed that door bug ;)

But you are happy with how it is turning out so far?
 

adv1

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Dec 7, 2002
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barnEbiss said:
But you are happy with how it is turning out so far?
Yeah - it's really got that 'Aliens' atmosphere, I like it a lot.

EvilDrWong, making the alien crawl is a great feature and makes it seem much more of an 'animal', and looks very cool :)
 

EvilDrWong

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barnEbiss said:
Also I have to figure out how to make it so the aliens can activate the doors so once they drop into a room or spawn in it they are not stuck.
Change the trigger's Trigger Type to TT_PawnProximity... or if youre not using a trigger to open the doors, change the mover's bump type to BT_PawnBump
 

EvilDrWong

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For anyone who cares, im making a Smartgun type weapon for ****s and giggles. Itll be included with the next update, along with one or two more goodies of which im not decided upon quite yet.
 

barnEbiss

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I don’t mean to rain on the party but I was just thinking it would be better to do a separate mutator that was a weapons mutator and then another one that was a motion tracker replacer. So this did not become a full-blown mod and stayed as simple mutators :D
 

barnEbiss

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ok here are some new pics :)
colony ops room is begining to shape up :)
and some pics of the temp APS I have added to the level when I am done I will replace the temp model there with a much better one ;)
 

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EvilDrWong

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Jun 16, 2001
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oh, hell yeah :D
I guess for convenience's sake I can keep the packages seperate... *grumble grumble grumble*

edit: I redownloaded the map and went cruisin around a little. I found three open seams in the vents, but i only managed to screenshot two of them with location info :(
first one's somewhere around X= -2960, Y= -2768, Z= -7145 (Big block of missing polies on the floor where the square vent section connects to the slanted vent section)
second one's around X= -3787, Y= -169, Z= -7391 (on the ceiling right next to the light where the two vent sections connect)
 
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