The Infested City Mod

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Postby Ultradad on 21 Sep 2008 09:15

Hello there :bom:

I watched the zombie video :hello1:, wow i am in zombie heaven :bounce: , i got all excited about which one i was gonna shoot first :drunken:

Looking great jamie, cant wait to play this mod, are you gonna be tighter with your food than FATRAP, am i gonna have to kill hordes of monsters and eat grass and hope to see another day :bounce:
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Postby Nightwatch on 22 Sep 2008 00:40

jamie1992 wrote:It sure is hard jumping between them sometimes. :D

EDIT:

BTW all check GSC thread for the new Latest Concept and Video Compilation Post :D

http://www.gsc-game.com/main.php?t=comm ... &sec_id=16


Great, going very good as it seems. :thumbright:
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Postby jamie1992 on 23 Sep 2008 11:02

@UltraDad

Yep food and ammo and medicine will be scarce but it is obtainable.

Thanks for kind words.

@Nightwatch

Yep its all coming along slowly even though im doing pretty much all of it. :rr:
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Postby VINTAR on 23 Sep 2008 11:07

Jamie, posted to you at gsc saying that I wish I could mod cause I would defo help with anything. Anyway, why you posting, you should be modding .HA HA :geek:
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Postby jamie1992 on 23 Sep 2008 11:12

Yep saw it an replyed, im modding but i got alot of other things to do aswell wish i could mod 24/7
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Postby Nightwatch on 25 Sep 2008 21:27

Jamie check your email please... :)
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Postby jamie1992 on 26 Sep 2008 22:26

http://i34.tinypic.com/2liu69z.jpg

Yes walls are big but i like it like that.

Also ill be adding some statues and benches and trees and so on.

Keep eyes open for updates.
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Postby jamie1992 on 28 Sep 2008 00:32

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Postby Kanyhalos on 28 Sep 2008 00:36

jamie1992 wrote:New concept art. :D

http://i37.tinypic.com/fwsnpe.jpg


How would it come with the Marsh Church??? :-O
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Postby EggChen on 28 Sep 2008 00:43

Gotta agree with Kany your concept art should include the wheel in Prypriat, or the flats at least.
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Postby jamie1992 on 28 Sep 2008 00:44

Because i have the church all ready to implement if i want to i just used it to make a cool poster. :D

Good idea Eggchen.
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Postby MeanderingBeing on 30 Sep 2008 03:33

Soooooooo, did you integrate the Awesome Mushrooooms bit? Any final word on that? :colors:
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Postby jamie1992 on 30 Sep 2008 09:00

Been thinking and so on and i thought of a good way to implement then so atm its 50/50. :D
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Postby MeanderingBeing on 30 Sep 2008 09:34

COOL! Sounds fun! So you've been workin on the pripyat map in 3dsMax, right?
LOOK! It says gullible on the ceiling!!!
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Postby jamie1992 on 30 Sep 2008 09:47

Yup at the moment nothing but, except the art thing i posted awhile ago and some random story i been writing.

Hopefully the map will get done soon (Month or 3 :P), then i can get back to the scripting side of things. :D
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Postby EggChen on 30 Sep 2008 21:56

Jamie, I'd send you an e-mail with a small attachment, if the address was in your profile :geek:

Send me one please, mine is in the profile.
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Postby jamie1992 on 30 Sep 2008 22:05

Eggchen, you got mail. :D
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Postby EggChen on 30 Sep 2008 22:18

So have you... here is something from my PE thread on GSC that may be of use when using the files I sent.... it is help with the snow, but if you didn't know already, will explain how you use weather to spawn particles.

Little help with using the snow effects, as requested by ZaGaR

You basically need to either create new weather or change existing weather. I'll just change it, just replacing rain with snow, but you could make it snow more often.

- Open weather_default.ltx and look at times when it is raining (rain_density is higher than 0)
- You will see at the end of that time period it has this line env_ambient = ambient_env_rain
- Now open env_ambient.ltx in the same config\weather folder and look at the section ambient_env_rain
- You will see it calls many effects like this effects = ae0_effect_1,ae0_effect_2, ae0_effect_3...
- These are shared with other ambient effects so its best to create a new one
- Go to the end of the file and copy [ae0_effect_9] and call it [snow_effect_heavy]

[snow_effect_heavy]
life_time = 1000
particles = _ecp\nature_snow_heavy
sound = ambient\rnd_outdoor\rnd_wind_3
offset = 0,0,0
wind_gust_factor = 0.03

- Obviously you can do the same with medium and light snow effects.
- Then add snow_effect_heavy to the effects line in ambient_env_rain
- Now I think these are randomly called, so for testing at least, remove all the other ae0_effects
- Remember to remove the rain, by changing all rain_density lines to 0.

This is just a quick way to get it spawning, it would be better to create new env_ambient sections rather than use the rain one. That way you can have different density of snow using the three particles. You could then call these in weather_default in the right order to have smoother transitions.
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Postby jamie1992 on 30 Sep 2008 22:25

Yo, yep got it and replied to it, problem is i cant overwrite existing weather unless i can just merge it in, however i want it to be permenant so i suppose Spawning it around the player would be the best option.

I have never spawned particles so have no idea what the hell i have to do. got any tips? :S :D
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