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Author Topic: Ge_Grid by Sess1on  (Read 29375 times)

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WatchMyTrace

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Re: Ge_Grid by Sess1on
« Reply #30 on: March 14, 2010, 07:58:16 am »

Jeron [SharpSh00tah]:
Elevators are a bitch in the source engine. Just ask Spork

Yeah they sure are probably what I spent the majority of time on,  Expecially in a mp map they are very very breakable, so much trial and error but I finally came out with somehting that survived beta testing.  Definatly use func_tracktrain, the doors must be closed before and cannot be opened untill after moving and nothing from the outside can interfere. I think between the tracktrain, path tracks, doors and buttons I had over a dozen I/O's to make it work correctly.
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Sess1on

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Re: Ge_Grid by Sess1on
« Reply #31 on: August 07, 2010, 03:30:52 am »

Yeah so my hard drive died. Good news, though. I still have a copy of grid ready to go. I've been busy but plan on getting to finishing the map real soon. Thought I would let you guys know that it's going to get finished soonish.
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Level Designer: Ge_Grid

[GE:S Com] DF Ank1

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Re: Ge_Grid by Sess1on
« Reply #32 on: August 07, 2010, 09:35:05 am »

its easier for me to put an elevator in GE007, than in GE:S ???? There have to be something wrong
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Re: Ge_Grid by Sess1on
« Reply #33 on: August 07, 2010, 09:51:52 am »

Elevators are slightly easier of you leave the door you entered, instead of having a door on each side.
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Re: Ge_Grid by Sess1on
« Reply #34 on: August 07, 2010, 12:47:10 pm »

its easier for me to put an elevator in GE007, than in GE:S ???? There have to be something wrong

-> Proof that GE007 was ahead of its time? :D
Maybe it's also because elevators were not used as regularly by the people that developed the Source engine or because of some other dependencies of which I'm not aware of.
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Re: Ge_Grid by Sess1on
« Reply #35 on: August 07, 2010, 02:44:04 pm »

Elevators are trivial when you are dealing with non-networked code.

Networking makes an elevator (and any moving platform for that matter) tricky as hell!
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CCsaint10

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Re: Ge_Grid by Sess1on
« Reply #36 on: August 07, 2010, 09:52:35 pm »

Yet somehow, luchador seemed to get one that is almost unbreakable  ;)
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Brings back memories, doesn't it? :D

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Re: Ge_Grid by Sess1on
« Reply #37 on: August 07, 2010, 09:59:09 pm »

All credit goes to E-S on that elevator design, I just made the arrows and buttons haha

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Re: Ge_Grid by Sess1on
« Reply #38 on: August 08, 2010, 07:58:46 am »

Any chance he could write up a tutorial for "creating an unbreakable elevator in source"?
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Sess1on

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Re: Ge_Grid by Sess1on
« Reply #39 on: August 22, 2010, 11:29:36 pm »

A little update. Almost finished, soon :D.

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Re: Ge_Grid by Sess1on
« Reply #40 on: August 23, 2010, 12:13:28 am »

Looking really good, but I think there's a lot of potential for making sweet looking lights/shadows with some lightmap tweaking.
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Re: Ge_Grid by Sess1on
« Reply #41 on: August 23, 2010, 04:31:08 am »

Elevators are trivial when you are dealing with non-networked code.

Networking makes an elevator (and any moving platform for that matter) tricky as hell!
And yet, CliffyB figured it out in 1999.
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Re: Ge_Grid by Sess1on
« Reply #42 on: March 30, 2011, 01:10:25 am »

sorry to necropost but i was wondering if there are any updates to when the map will be released?

also i was wondering if the map would have some cool easter eggs (like a poster of Joanna Dark or some items like Qantum of Physics,etc)
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Re: Ge_Grid by Sess1on
« Reply #43 on: March 30, 2011, 05:03:58 am »

He hasn't logged onto the forums in almost 2 years now.
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Re: Ge_Grid by Sess1on
« Reply #44 on: March 30, 2011, 06:04:43 am »

Last Active: December 16, 2010, 03:37:13 AM

There's still hope.
With that, I level up to 007.
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