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The Mapcore Mod Team

  • Sprony
  • October 10, 2014 at 7:07 PM
  • RaVaGe
    • October 21, 2014 at 9:41 PM
    • #61

    Yeah if we go to UE4, don't count me in :<

  • TheOnlyDoubleF
    • October 21, 2014 at 10:38 PM
    • #62

    Copy/paste that from the doc:


    I have several questions that may not have answers right now but they could bring some ideas:

    • Do we play an adult? a child? a man? a woman? an alien?
    • Then, can we have particular powers or abilities ?
    • Do we want something deeply serious or can we do something with a little bit of humor ? I was thinking about some H2G2 stuff, that we could introduce the game with some character’s routine as if he/she was an engineer that travels from stations to station for some reason until this particular station.
    • Could we do something Portal style? alone in a space station with some simple gameplay mecanics, and bouncing and gravity dynamic change and opera music. That’d match with with the H2G2 humor.
    • So, humoristic space thriller ? We could meet silly aliens doing silly things


    I think it would be cool not to make a mainstream dark thriller in space with some scientists dudes in your crew that will die one after an other in mysterious ways. Hundreds of books are like this, like hundred of movies, and a bunch of games too.

    Writing a good scenario is difficult and it takes time. Humor is even more difficult but it’s worth it and that’s something that can really hook the player rather than telling him an umpeeth deep space tragedy.

  • blackdog
    • October 22, 2014 at 10:12 AM
    • #63

    I wouldn't start porting things in the forum from docs, makes a super-general discussion more confusing.

    Anyway, you have to be good writers to make something humorous. I also think that the whole setup needs to be eccentric (can't think of any better explanation) on it's own, I mean like "the common turned strange" that King uses for horror.

  • Sprony
    • October 22, 2014 at 11:08 AM
    • #64
    Quote from ics

    Wrote up some story in the Google drive page, as it's all i can do since people seem to go UE4 in which i have no experience of.


    Quote from RaVaGe

    Yeah if we go to UE4, don't count me in :<


    We are still brainstorming. Something you can be apart of (like ICS already did). Also, nothing is said in stone so don't walk just yet.


    Also, please refrain from cross posting. It's hard enough to keep track of things. Let's limit the discussion here until we got something to share.

  • Sprony
    • October 22, 2014 at 6:48 PM
    • #65

    I have no desire to forgot about the shared doc and what we've been up too. However, I see that it's driving Source people away and Source is strong here. I would love to keep those people involved as well. So I was wondering, we have Black Mesa and there have been several attempts at recreating Opposing Force (with one still in the works) but no one every tried to recreate Blue Shift (as far as I know). If I'm not mistaken modders are allowed to use the assets created by the Black Mesa team. Blue Shift isn't that big (but still loads of work) but we are not obligated to do the entire thing. There would be no discussion about setting, story, etc. It would be a great way for the Source crowd to shine. We could assign a chapter or part of a chapter to mapper and people could work on their own (as recommended earlier). I think it's a win win situation. What do you guys think?


    I there is enough interest I'll split it into a separate topic - doc.

  • tomm
    • October 22, 2014 at 7:22 PM
    • #66
    Quote from SpronyvanJohnson

    I have no desire to forgot about the shared doc and what we've been up too. However, I see that it's driving Source people away and Source is strong here. I would love to keep those people involved as well. So I was wondering, we have Black Mesa and there have been several attempts at recreating Opposing Force (with one still in the works) but no one every tried to recreate Blue Shift (as far as I know). If I'm not mistaken modders are allowed to use the assets created by the Black Mesa team. Blue Shift isn't that big (but still loads of work) but we are not obligated to do the entire thing. There would be no discussion about setting, story, etc. It would be a great way for the Source crowd to shine. We could assign a chapter or part of a chapter to mapper and people could work on their own (as recommended earlier). I think it's a win win situation. What do you guys think?


    I there is enough interest I'll split it into a separate topic - doc.


    Hard to say no to blue shift


    but I seriously hate the lighting in half life 2, perhaps we could use source sdk 2013 or something.

  • AlexM
    • October 22, 2014 at 8:19 PM
    • #67

    I would probably have to lean towards UE4 myself because I have to become quite good at it in the near future and the Source SDK is a little antiquated.


    As I level designer I understand though

  • Sprony
    • October 22, 2014 at 9:00 PM
    • #68

    Build on the latest version of Source of course and totally separate from what we are prepping for Unreal.

  • SuperDuperYeah
    • October 22, 2014 at 10:37 PM
    • #69

    MEN MEN MEN *running in circles*. COUNT ME IN. UE4 all the way. Any type of blueprint scripting, from networking implementation to core gameplay features and architecture building with Interfaces (even a little bit of Animation Blueprint). I'm your men . I'm reading a little about C++... but that would be more on Alex side I guess (Hey Alex lol).


    Anybody got an idea about what Source Control we should use ? (Was that discussed ? I should read the whole thread carefully).

  • AlexM
    • October 22, 2014 at 10:41 PM
    • #70
    Quote from SpronyvanJohnson

    Build on the latest version of Source of course and totally separate from what we are prepping for Unreal.


    Oh wait there's 2 projects now?


    Quote from SuperDuperYeah

    MEN MEN MEN *running in circles*. COUNT ME IN. UE4 all the way. Any type of blueprint scripting, from networking implementation to core gameplay features and architecture building with Interfaces (even a little bit of Animation Blueprint). I'm your men . I'm reading a little about C++... but that would be more on Alex side I guess (Hey Alex lol).


    Anybody got an idea about what Source Control we should use ? (Was that discussed ? I should read the whole thread carefully).


    Perforce is free if your team is small enough. That's the direction I'd lean.

  • TheOnlyDoubleF
    • October 22, 2014 at 10:47 PM
    • #71
    Quote from SuperDuperYeah

    MEN MEN MEN *running in circles*. COUNT ME IN. UE4 all the way. Any type of blueprint scripting, from networking implementation to core gameplay features and architecture building with Interfaces (even a little bit of Animation Blueprint). I'm your men . I'm reading a little about C++... but that would be more on Alex side I guess (Hey Alex lol).


    Anybody got an idea about what Source Control we should use ? (Was that discussed ? I should read the whole thread carefully).


    This is an excited guy


    Quote from AlexM

    Oh wait there's 2 projects now?


    Perforce is free if your team is small enough. That's the direction I'd lean.


    Perfore is great indeed

  • SuperDuperYeah
    • October 22, 2014 at 11:22 PM
    • #72

    Hum... With the current game team I'm on we're using SVN with Github and (that would make some people cringe the fuck out) it works pretty well... I guess. I think we should go with something where not everyone has full permissions on the project and something private ?

  • blackdog
    • October 23, 2014 at 10:23 AM
    • #73

    I'm not familiar with version control systems, but guess it's always better to not have full permissions, always better to limit the possible fuck ups by department(?).

    ~

    I still have to have a look at gdrive (I'm at my gf, unfortunately no internet yet and my phone coverage is rubbish - I'm on Edge!), but having two parallel project was the thing I was suggesting to keep more people active – if they wish to be of course.

    I wouldn't venture in in remaking such a big thing [like Blue Shift] but an idea could be to take a memorable level and redo it, or take poetic license and make something new revolving around a memorable scene, from BS or OP4 or HL…you know, one of those "how would this look like from another perspective?" things.

    Then as I said, I always wanted to see Riot Act get to completion (and the mod got solid reviews and +500k downloads – hope you all played or heard about it!) but I also drafted a couple of spin offs for HL2, rebels storylines and stuff.

    I'll drop the trailer of the mod just to spice it up if you don't know what I'm talking about:

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  • AlexM
    • October 23, 2014 at 7:10 PM
    • #74
    Quote from SuperDuperYeah

    Hum... With the current game team I'm on we're using SVN with Github and (that would make some people cringe the fuck out) it works pretty well... I guess. I think we should go with something where not everyone has full permissions on the project and something private ?


    you can use svn with github?


    edit: the issue with perforce is we would have to host it ourselves but then again I'm guessing github or bitbucket might not like the idea of putting game content in a repo because I believe distributed systems replicate the content for each commit.

  • SuperDuperYeah
    • October 24, 2014 at 7:16 AM
    • #75

    Yep ! It's hacky but it works. There's RiouxSVN too. They have quite a simple and solid framework. Super easy to use, it's private (I know we want this be as open as possible, but it's good to have the option) and 1$ = 10mb of space. There's no subscription whatsoever. I'm using it for small projects. Never had a problem.

  • blackdog
    • October 24, 2014 at 7:40 AM
    • #76

    1$ for 10mb doesn't seem cheap at all, a photoshop file is easily larger than that.

  • aaaaasdasdasdasdasda
    • October 24, 2014 at 8:02 AM
    • #77

    Why not have it split a little.

    • All the big binary stuff hosted on something simple like dropbox.
    • The smaller data stuff on whatever version control needed.


    I figure the things like models and textures would have less collaborative work than the code or levels.

  • TheOnlyDoubleF
    • October 24, 2014 at 8:06 AM
    • #78

    If we split, the risk is that people won't have the all project and we will surely face problems with objects references and integration etc

  • SuperDuperYeah
    • October 24, 2014 at 8:48 AM
    • #79

    Yep... the only true problem with each project I was on was texture weight. I'm slowly working onto integrating Substance Designer in our art pipeline for my current project and I think it might help us here too. Also this kind boils down at how good our tech art pipeline is going to be. I'm a pretty big fan of highly tweakable master materials that you can instance.


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  • tomm
    • October 24, 2014 at 9:08 AM
    • #80

    I'd much rather use a source control, but this seems like a pretty good solution too imo:


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    from: http://www.reddit.com/r/UE4Devs/comm…_control_using/

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