· 9 years ago · Sep 30, 2016, 06:50 AM
1[9/5/2016 5:00:46 AM] Eetu Heikkilä: Apparently I've forgotten the messagemodule.hps file from perditio..
2[9/5/2016 5:02:07 AM] Eetu Heikkilä: Where do I throw it in perditio's folder? /scripts?
3[9/5/2016 6:57:58 AM] Draugemalf: Try throwing it in scripts and see if it loads then? Sometimes it only has to be somewhere to overwrite things, not in the same location
4[9/5/2016 7:14:50 AM] Eetu Heikkilä: ok thanks
5[9/5/2016 7:15:14 AM] Eetu Heikkilä: can someone pls resub my mod and see if it works now? It'd be REALLY appreciated :/
6[9/5/2016 7:15:23 AM] Eetu Heikkilä: I'd*
7[9/5/2016 7:15:41 AM] (Romulator)Lachlan C.: Just need to make sure it runs the first map?
8[9/5/2016 7:15:49 AM] Eetu Heikkilä: Yeah, pls
9[9/5/2016 7:15:51 AM] Eetu Heikkilä: it's Perditio
10[9/5/2016 7:15:57 AM] (Romulator)Lachlan C.: Gotchu fam
11[9/5/2016 7:16:00 AM] Eetu Heikkilä: Wait hold up, it's still private
12[9/5/2016 7:16:08 AM] (Romulator)Lachlan C.: No problem!
13[9/5/2016 7:16:13 AM] Eetu Heikkilä: can't make it public cause workshop doesn't load :/
14[9/5/2016 7:16:17 AM] (Romulator)Lachlan C.: Steam's being Steam anyway :P
15[9/5/2016 7:16:23 AM] Eetu Heikkilä: Yeah :D
16[9/5/2016 7:16:26 AM] (Romulator)Lachlan C.: Yep, same. Time to restart Steam P:
17[9/5/2016 7:17:49 AM] (Romulator)Lachlan C.: Let me know when it's up!
18[9/5/2016 7:18:02 AM] Eetu Heikkilä: Sure thing!
19[9/5/2016 7:18:35 AM] Eetu Heikkilä: It should be up now
20[9/5/2016 7:19:20 AM] (Romulator)Lachlan C.: Subbed and downloading!
21[9/5/2016 7:20:05 AM] Eetu Heikkilä: Cool, I hope it works now :/ It's like living hell when you're in school and realize that your just-released mod is unplayable and turning possible players away!
22[9/5/2016 7:24:35 AM] (Romulator)Lachlan C.: Testing now. Just a bit~
23[9/5/2016 7:26:42 AM] (Romulator)Lachlan C.: Huh, I can't remember the last time I saw the vanilla loading screen... :P
24[9/5/2016 7:27:30 AM] Eetu Heikkilä: :D
25(Romulator)Lachlan C.
26[9/5/2016 7:30:43 AM] (Romulator)Lachlan C.: Yep, working!
27[9/5/2016 7:30:53 AM] Eetu Heikkilä: Awesome! Thanks :-)
28[9/5/2016 7:30:59 AM] (Romulator)Lachlan C.: No problem :3
29[9/5/2016 7:31:07 AM] (Romulator)Lachlan C.: Back to Osu!
30[9/5/2016 9:57:13 AM] Aidan Maxwell: I'm thinking of sealing storage for the Tau map, what do you guys think?
31[9/5/2016 10:56:28 AM] Aidan Maxwell: It is the room with the two shelves and it's a dead end.
32[9/5/2016 12:57:48 PM] TiMan: So I thought about something:
33What if instead creating a gui script that will create some ui animations and stuff like that, we could just create a video (like Abion showed us before) and put that animation on it.
34[9/5/2016 12:57:53 PM] TiMan: For example
35[9/5/2016 12:57:58 PM] TiMan: I can create motion graphic thingy
36[9/5/2016 12:58:03 PM] TiMan: of some computer animation
37[9/5/2016 12:58:05 PM] TiMan: and use the video
38[9/5/2016 12:58:10 PM] TiMan: instead of creating full script for it
39[9/5/2016 12:58:29 PM] TiMan: that will include a lot of vectors and math and stuff I don't want to work with really
40[9/5/2016 12:59:15 PM] Aidan Maxwell: I tried to make a gun in SOMA. Never again.
41[9/5/2016 12:59:48 PM] Aidan Maxwell: Don't get into anything until someone does it first.
42[9/5/2016 1:00:15 PM] TiMan: Well someone HAS to do it in order to be the first one to do it, right? :P
43And abion kinda did it already
44[9/5/2016 1:01:14 PM] Abion47: well the problem with the video is that the size of the files is massive
45[9/5/2016 1:01:16 PM] Aidan Maxwell: [Monday, September 05, 2016 12:59 PM] Aidan Maxwell:
46
47<<< Don't get into anything until someone does it first.*someone else
48[9/5/2016 1:01:47 PM] Abion47: i wouldn't recommend doing a video that way unless it was to do something visual that can't be done with script
49[9/5/2016 1:02:21 PM] TiMan: Well
50[9/5/2016 1:02:46 PM] TiMan: I don't really know how much the hpl3 engine is capable with this stuff
51[9/5/2016 1:02:55 PM] TiMan: I want to create motion graphics of computer ui and stuff
52[9/5/2016 1:03:18 PM] TiMan: Data bars, random data in the background, startups..
53[9/6/2016 11:16:02 AM] Aidan Maxwell: When people get scared of your spider and it feels good: https://youtu.be/KH1kVZC2XBA?t=673
54[9/6/2016 11:16:07 AM] Aidan Maxwell: 11:13
55[9/6/2016 11:17:21 AM] Draugemalf: also the moment when you find out that the lever resets the spider's patrol everytime it's interacted with and you're too lazy to try and fix it
56[9/6/2016 11:18:01 AM] Draugemalf: I've learned of two major-ish bugs from that video alone
57[9/6/2016 11:19:04 AM] Aidan Maxwell: Oh, well at least he rated it 8/10.
58[9/6/2016 12:26:15 PM] Aidan Maxwell: I edited the Robothead to look more like the concept art with a pupil, extra blood and flesh seeping in from the metal.
59[9/6/2016 12:26:49 PM] Aidan Maxwell: I think it looks more than horrifying. Especially since the blood has extra specular brightness on it to make it look new.
60[9/6/2016 12:26:53 PM] Aidan Maxwell: Thoughts?
61[9/6/2016 1:57:54 PM] Aidan Maxwell: New texture removes the redness of the skin to make it more blue and the skin is less specular.
62[9/6/2016 2:49:41 PM] Abion47: i think its interesting that guy ran from the spiders and ended up in the exact same room i did
63[9/6/2016 2:49:52 PM] Abion47: does that lever even do anything?
64[9/6/2016 2:51:46 PM] Abion47: also looking at the video, i think it would probably be a good idea to add debris or something to the fake tunnel to make it more obvious that its not something you can go through
65[9/6/2016 2:59:07 PM] Aidan Maxwell: And there should be some sound where the door is because the lever opens the door.
66[9/6/2016 2:59:29 PM] Abion47: is that what happens?
67[9/6/2016 2:59:40 PM] Abion47: i legitimately thought it was just a red herring
68[9/6/2016 3:02:09 PM] Aidan Maxwell: Could you spawn objects in HPL3 that go in a straight line and can you program it to detect if it is hit and what hit it?
69[9/6/2016 3:02:46 PM] Abion47: yep
70[9/6/2016 3:03:22 PM | Removed 3:22:57 PM] Aidan Maxwell: This message has been removed.
71[9/6/2016 3:23:26 PM] Aidan Maxwell: Do you know where I can find scripts that would help me?
72[9/6/2016 3:24:38 PM] Aidan Maxwell: Not the preser Entity_ but the ones that are hardcoded into the engine and it's helpers, modules, ect?
73[9/6/2016 3:31:52 PM] Abion47: there are a couple of ways i imagine
74[9/6/2016 3:31:58 PM] Abion47: (sorry, was distracted)
75[9/6/2016 3:32:05 PM] Abion47: first is you can use a raytrace approach
76[9/6/2016 3:32:16 PM] Abion47: second is you can handle collisions on the object itself
77[9/6/2016 3:32:52 PM] Aidan Maxwell: I would prefer something that I can see in Debug mode.
78[9/6/2016 3:33:26 PM] Aidan Maxwell: So I would say the second approach.
79[9/6/2016 3:34:51 PM] Abion47: you could probably just use the regular collision callback then
80[9/6/2016 3:34:51 PM | Edited 3:35:25 PM] Aidan Maxwell: And how would I do that?
81[9/6/2016 3:35:03 PM] Abion47: i believe
82[9/6/2016 3:36:16 PM] Abion47: yeah, i remember doing something like this
83[9/6/2016 3:36:22 PM] Abion47: under CC_Entities, put "*"
84[9/6/2016 3:36:27 PM] Abion47: so it collides with everything
85[9/6/2016 3:38:20 PM] Aidan Maxwell: And then I can just spawn it using Entity_PlaceAtEntity? But how would I get it to regognise what it has hit and how would I use it as data in my script?
86[9/6/2016 3:39:01 PM] Abion47: the callback has a string parameter that is the name of the entity it hit
87[9/6/2016 3:41:32 PM] Aidan Maxwell: So I can use that to see what it hit? If I can do that not only could I see it in Debug but also have it spawn particle effects, sounds and more.
88[9/6/2016 3:42:25 PM] Abion47: you could do all that with the raytrace method too
89[9/6/2016 3:42:40 PM] Abion47: though the "see it in debug" part would take some setup
90[9/6/2016 3:43:50 PM] Abion47: there is also another way of creating entities ive found
91[9/6/2016 3:45:13 PM] Abion47: i havent messed with it yet, so im not sure exactly how it works, but it lets you create an entity at a point rather than an entity
92[9/6/2016 3:45:47 PM] Aidan Maxwell: And by a point you mean XYZ coodinates?
93[9/6/2016 3:45:54 PM] Abion47: cLux_GetCurrentMap().CreateEntity(const tString&in asName, const tString&in asFile, const cMatrixf&in a_mtxTransform, const cVector3f&in avScale)
94[9/6/2016 3:49:04 PM] Aidan Maxwell: I think I would rather have it coming from an entity rather than a point in the map. I don't want it to spawn from the body but rather the tool in the player's hands.
95[9/6/2016 3:51:26 PM] Abion47: except if you spawn it at an entity, then it will immediately collide with that entity
96[9/6/2016 3:51:57 PM] Aidan Maxwell: Oh, now I get you.
97[9/6/2016 3:53:21 PM] Abion47: rather than have to go through and have it ignore the entity you spawned it with, it would be easier to get the position of the entity, offset it by a particular amount (so it spawns in front of it rather than right on top of it), and spawn it at that point
98[9/6/2016 3:54:37 PM] Abion47: there is an Entity_CreateAtEntityExt that allows you to specify an offset vector, but the offset rotation parameter doesnt work, which means if you use that function the rotation of the entity you spawn will be the same as the rotation of the entity you spawned it at
99[9/6/2016 3:55:42 PM] Aidan Maxwell: It isn't meant to be seen. Just a pink blockbox that can delete itself on impact.
100[9/6/2016 3:56:11 PM] Abion47: what's the point of that?
101[9/6/2016 3:57:09 PM] Aidan Maxwell: What do you mean?
102[9/6/2016 3:57:50 PM] Abion47: i mean, depending on what your intended use is, there's probably a simpler way to accomplish the same thing
103[9/6/2016 3:58:00 PM] Abion47: like if its not intended to be seen, then use a raytrace
104[9/6/2016 3:59:17 PM] Aidan Maxwell: But wouldn't the raytrace be more complicated to code in then using entiy collision? I was just thinking about the simpler solution for me.
105[9/6/2016 4:01:15 PM] Abion47: the object collision requires creating the entity, giving it a trajectory, and assigning it a collision callback, and then in the collision callback, you destroy the entity, get the entity it collided with and the point it collided at, then play the effects
106[9/6/2016 4:01:40 PM] Abion47: the raytrace reduces all that to around 6 lines of code, and you don't need to bother with the dummy entity at all
107[9/6/2016 4:02:42 PM | Edited 4:03:13 PM] Aidan Maxwell: Oh. I didn't know that. :x
108[9/6/2016 4:06:31 PM] Aidan Maxwell: So with this raytrace how would it detect entities? Is there a specific code that is needed? Do I need to make a Handler for this or is it self contained in the script?
109[9/6/2016 4:11:24 PM | Edited 4:12:37 PM] Abion47: bool cLux_GetClosestEntity(
110 const cVector3f&in avStart,
111 const cVector3f&in avDir,
112 float afRayLength,
113 int alIteractType,
114 bool abCheckLineOfSight,
115 cLuxClosestEntityData @apOutput);
116[9/6/2016 4:12:50 PM] Abion47: avStart is the starting point of the ray
117[9/6/2016 4:13:10 PM] Abion47: avDir is a vector that describes the direction the ray will travel
118[9/6/2016 4:13:27 PM] Abion47: afRayLength is the max distance the ray will travel
119[9/6/2016 4:14:24 PM] Abion47: alInteractType is a flag that describes the interaction
120[9/6/2016 4:15:08 PM] Abion47: abCheckLineOfSight is whether the ray should also consider if like of sight should be considered (so it will still fire on entities that have no physics body)
121[9/6/2016 4:15:34 PM] Abion47: apOutput is an output parameter that stores the information about the ray collision
122[9/6/2016 4:15:47 PM] Abion47: the function then returns whether or not a collision was detected
123[9/6/2016 4:17:23 PM] Abion47: cLuxClosestEntityData @collisionData;
124if (cLux_GetClosestEntity(avStart, avDir, 1000, 0, true, collisionData))
125{
126 // Do Stuff...
127}
128[9/7/2016 7:10:39 AM] Aidan Maxwell: How do you do the 'if collisionData = Entity then do stuff'? That'll probably be all I need.
129[9/7/2016 2:13:10 PM | Edited 2:13:48 PM] Abion47: if (collisionData.mpEntity.GetName() == "entity_name")
130{
131
132}
133[9/7/2016 2:13:33 PM] Aidan Maxwell: Thank you so much!
134[9/7/2016 2:13:52 PM] Aidan Maxwell: Really, this means a lot.
135[9/7/2016 3:02:39 PM] Icosahedron: happy b day timan!
136[9/7/2016 3:03:06 PM] Aidan Maxwell: Is it really? HAPPY BIRTHDAY! (holidayspirit)
137[9/7/2016 3:03:30 PM] Icosahedron: it says so on his skype
138[9/7/2016 3:03:50 PM] Aidan Maxwell: Oh, not for me.
139[9/7/2016 3:04:10 PM] Icosahedron: maybe the messages were just sent at different times? could just be your skype or something
140[9/7/2016 3:14:20 PM] Aidan Maxwell: Abion, what would you declare for avStart and avDir?
141[9/7/2016 3:14:27 PM] Aidan Maxwell: So far I have this:
142[9/7/2016 5:56:22 PM] (Romulator)Lachlan C.: Happy anniversary of your birth Timan. Have a good one!
143[9/7/2016 9:59:08 PM] TiMan: Thank you guys! :D
144Today is a long day in school but I hope it'll go Smooth :p
145[9/7/2016 10:06:06 PM] Michael "Robosprog" Reeve: it'll go fine i'm sure
146[9/7/2016 10:06:12 PM] Michael "Robosprog" Reeve: happy birthday man
147[9/7/2016 10:08:03 PM] Abion47: Abion, what would you declare for avStart and avDir?it depends on what youre doing all this for
148[9/7/2016 11:11:44 PM] Aidan Maxwell: Hitscan weapon.
149[9/8/2016 12:08:43 AM] Abion47: avStart = position of the player (or more accurately the camera)
150[9/8/2016 12:08:51 AM | Edited 12:09:32 AM] Abion47: avDir = direction the player is facing (in XYZ vector format)
151[9/8/2016 12:09:57 AM] Abion47: also, the "if collisionData" block goes inside the "if GetClosestEntity" block
152[9/8/2016 12:10:26 AM] Abion47: thats the whole point of having an if block so that anything inside the block only happens if the ray trace actually hits something
153[9/8/2016 12:10:42 AM] Abion47: otherwise collisionData is going to be null and youre probably going to have errors thrown
154[9/8/2016 2:54:38 AM | Edited 2:56:43 AM] Aidan Maxwell: So would avStart be GetCamera(); then since we are getting it's position? I don't know what to put in avDir though.
155[9/8/2016 2:56:17 AM] Aidan Maxwell: I know it is a Vector3 but I'm guessing we want to get our camera's direction all the time in order to have aiming.
156[9/8/2016 3:00:34 AM] (Romulator)Lachlan C.: Player_GetCameraPosition and Player_GetCameraYawPitchRoll
157
158To my understanding.
159[9/8/2016 3:00:51 AM] (Romulator)Lachlan C.: in helper_player.hps
160[9/8/2016 3:01:26 AM] Aidan Maxwell: Player_GetCameraPosition(); Player_GetCameraYawPitchRoll();
161[9/8/2016 3:01:35 AM] Aidan Maxwell: But like that?
162[9/8/2016 3:01:37 AM] (Romulator)Lachlan C.: Yes, but no semi-colon
163[9/8/2016 3:01:52 AM] Aidan Maxwell: Oh Ok. I'll try that.
164[9/8/2016 3:02:37 AM] (Romulator)Lachlan C.: Unless of course, you do something like cVector3f PlayerPos = Player_GetCameraPosition();
165[9/8/2016 3:03:58 AM | Edited 3:04:05 AM] Aidan Maxwell: But I'm afraid this is will just point to where the body is moving rather thancwhere the camera is moving.
166[9/8/2016 3:04:53 AM] (Romulator)Lachlan C.: avDir is your direction of where your ray trace starts, is it not? YawPitchRoll dictates that.
167[9/8/2016 3:05:03 AM] (Romulator)Lachlan C.: Or rather, which way it is facing
168[9/8/2016 3:05:32 AM | Edited 3:05:52 AM] Aidan Maxwell: So this will point to where the camera is LOOKING then?
169[9/8/2016 3:06:01 AM] (Romulator)Lachlan C.: Well, if that's what the CameraYawPitchRoll is.
170[9/8/2016 3:06:04 AM] (Romulator)Lachlan C.: It's supposed to
171[9/8/2016 3:06:46 AM] (Romulator)Lachlan C.: Turn your head left and right, that's your Yaw.
172Up and down is Pitch,
173Roll is when you rotate your head. Like, to look at something sideways
174[9/8/2016 3:08:10 AM | Edited 3:08:30 AM] Aidan Maxwell: I'll give it a shot. So I just put the two in the same avDir slot? Do I seperate them with a , ?
175[9/8/2016 3:08:29 AM] (Romulator)Lachlan C.: Not quite~
176[9/8/2016 3:09:17 AM] (Romulator)Lachlan C.: Player_GetCameraPositionIs your avStart - since that's the origin of your ray trace,
177
178[Thursday, September 08, 2016 3:00 AM] (Romulator)Lachlan C.:
179
180<<< Player_GetCameraYawPitchRollis your avDir - since that's the direction you want the ray trace to travel in
181[9/8/2016 3:09:43 AM] (Romulator)Lachlan C.: But you'll need brackets on the end of them, but no semi-colon~
182[9/8/2016 3:10:34 AM] Aidan Maxwell: Sorry, I misunderstood. I didn't know they were seperate. Thank you.
183[9/8/2016 3:10:42 AM] (Romulator)Lachlan C.: Ahh, no problem :)
184[9/8/2016 3:45:15 AM] Aidan Maxwell: Where would I put this in my script? OnAction? Should it be on it's own?
185[9/8/2016 3:45:37 AM] (Romulator)Lachlan C.: How do you plan to call it?
186[9/8/2016 3:46:01 AM] (Romulator)Lachlan C.: OnAction(); should be used if say, you add a new keystroke.
187[9/8/2016 3:46:13 AM] Aidan Maxwell: cLuxClosestEntityData @collisionData;
188
189cVector3f PlayerPos = Player_GetCameraPosition();
190[9/8/2016 3:46:20 AM] Aidan Maxwell: This is what I called.
191[9/8/2016 3:46:35 AM] (Romulator)Lachlan C.: No no, like, how do you plan on starting the ray trace?
192[9/8/2016 3:46:48 AM] (Romulator)Lachlan C.: If it's constant, it should be in OnUpdate(); I believe
193[9/8/2016 3:47:18 AM] Aidan Maxwell: I thought I could set it so that on LeftM it appears for a split second.
194[9/8/2016 3:47:28 AM] Aidan Maxwell: In the OnAction.
195[9/8/2016 3:47:37 AM] (Romulator)Lachlan C.: Yep, that you can do!
196[9/8/2016 3:48:11 AM] Aidan Maxwell: But where should I put the code dump then?
197[9/8/2016 3:48:14 AM] (Romulator)Lachlan C.: [Thursday, September 08, 2016 3:46 AM] Aidan Maxwell:
198
199<<< cVector3f PlayerPos = Player_GetCameraPosition();Just asking though, do you understand what this is doing?
200[9/8/2016 3:48:53 AM] (Romulator)Lachlan C.: Because based on your codedump, you don't need it :P
201[9/8/2016 3:50:26 AM | Removed 6:32:35 AM] Aidan Maxwell: This message has been removed.
202[9/8/2016 3:50:27 AM | Removed 6:32:32 AM] Aidan Maxwell: This message has been removed.
203[9/8/2016 3:51:01 AM | Removed 6:32:30 AM] Aidan Maxwell: This message has been removed.
204[9/8/2016 6:55:58 AM | Edited 6:57:27 AM] Aidan Maxwell: I got it to run without crashing, it's just that it now says:
205[9/8/2016 6:57:20 AM] Aidan Maxwell: Exception at line 93 col: 2 in Void cScrMap::OnAction(int, bool) at section 'evac_test.hps
206[9/8/2016 6:57:34 AM] Aidan Maxwell: Any ideas why?
207[9/8/2016 6:57:44 AM] (Romulator)Lachlan C.: Have you checked the hpl.log?
208[9/8/2016 6:57:53 AM] (Romulator)Lachlan C.: Might have a little more information.
209[9/8/2016 7:24:45 AM] Aidan Maxwell: Nope, just the same error spammed in the hpl.log.
210[9/8/2016 7:29:20 AM] (Romulator)Lachlan C.: Could you post your OnAction() code block?
211[9/8/2016 7:29:59 AM] Aidan Maxwell: void OnAction(int alAction, bool abPressed)
212 {
213
214 cLux_GetClosestEntity(Player_GetCameraPosition(), Player_GetCameraYawPitchRoll(), 20, 0, true, collisionData);
215
216 if (!cLux_GetClosestEntity(Player_GetCameraPosition(), Player_GetCameraYawPitchRoll(), 20, 0, true, collisionData))
217 {
218
219 if (collisionData.mpEntity.GetName() == "monster_test")
220 {
221
222 cLux_AddDebugMessage("Patrol: end of tracks!");
223
224 }
225
226 }
227
228 }
229[9/8/2016 7:30:19 AM] (Romulator)Lachlan C.: My first guess is you haven't got an action
230[9/8/2016 7:30:27 AM] (Romulator)Lachlan C.: Give me a bit~
231[9/8/2016 7:44:24 AM] (Romulator)Lachlan C.: void OnAction(int alAction, bool abPressed)
232 {
233 if(alAction == eMouseButton_Left)
234 {
235 cLux_GetClosestEntity(Player_GetCameraPosition(), Player_GetCameraYawPitchRoll(), 20, 0, true, collisionData);
236
237 if(!cLux_GetClosestEntity(Player_GetCameraPosition(), Player_GetCameraYawPitchRoll(), 20, 0, true, collisionData))
238 {
239 if (collisionData.mpEntity.GetName() == "monster_test")
240 {
241 cLux_AddDebugMessage("Patrol: end of tracks!");
242
243 }
244
245 }
246 }
247
248 if(!abPressed) return;
249 }
250[9/8/2016 7:44:29 AM] (Romulator)Lachlan C.: Untested.
251[9/8/2016 7:44:53 AM] (Romulator)Lachlan C.: But the difference here is you now have an action - which in this case, eMouseButton_Left
252[9/8/2016 8:13:47 AM] Aidan Maxwell: Thanks! Will test out in a while.
253[9/8/2016 8:23:25 AM] Draugemalf: How do you delete a terrain and create a new one without crashing the editor?
254[9/8/2016 8:32:05 AM | Edited 8:32:11 AM] (Romulator)Lachlan C.: Backup and delete the *.hpm_Terrain?
255[9/8/2016 8:36:20 AM] Draugemalf: I already restarted the map, luckily it was a testing map. Do you know how to switch fro raise terrain to lower terrain?
256[9/8/2016 8:37:12 AM] (Romulator)Lachlan C.: I haven't really played around with the tool myself to try it out honestly
257[9/8/2016 8:37:35 AM] (Romulator)Lachlan C.: I believe there's a value, perhaps Depth or something, which creates lower based terrains.
258[9/8/2016 8:37:42 AM] Draugemalf: It's exteremely buggy and crashy
259[9/8/2016 8:38:00 AM] (Romulator)Lachlan C.: In the preview image that gets generated, the darker areas are lower, and the whiter areas are higher.
260[9/8/2016 8:41:36 AM] (Romulator)Lachlan C.: might help
261[9/8/2016 8:41:52 AM] Draugemalf: I found out how to do it, there's a height slider
262[9/8/2016 8:42:07 AM] Draugemalf: i think it adjusts max heignt / depth on the brush
263[9/8/2016 8:42:08 AM] (Romulator)Lachlan C.: Ahh, so there is!
264[9/8/2016 8:42:29 AM] Draugemalf: also if you click on noise frequency it crashes the editor
265[9/8/2016 8:42:40 AM | Edited 8:43:12 AM] (Romulator)Lachlan C.: It's either that or the inner most radii tries to reach max/min of the height value defined
266[9/8/2016 8:43:23 AM] (Romulator)Lachlan C.: I have got to start reading my sentences >>
267[9/8/2016 1:08:21 PM] Draugemalf: Is there a way to increase shadow render distance?
268[9/8/2016 1:09:40 PM] Draugemalf: nvm found it in the global directional light settings
269[9/8/2016 3:44:04 PM] Abion47: Exception at line 93 col: 2 in Void cScrMap::OnAction(int, bool) at section 'evac_test.hpswhich line is line 93
270[9/8/2016 3:45:57 PM] Aidan Maxwell: OnAction()
271[9/8/2016 3:52:08 PM] Aidan Maxwell: Also the same error appears with Rom's script, but it doesn't crash.
272[9/8/2016 4:04:21 PM] Abion47: my guess is because "collisionData" isnt declared
273[9/8/2016 4:04:39 PM] Aidan Maxwell: cLuxClosestEntityData @collisionData;
274[9/8/2016 4:04:52 PM] Aidan Maxwell: Is this the right declaration?
275[9/8/2016 4:05:04 PM] Abion47: yep
276[9/8/2016 4:05:27 PM] Aidan Maxwell: Then that isn't the problem.
277[9/8/2016 4:05:38 PM] Aidan Maxwell: As I already declared it.
278[9/8/2016 4:05:53 PM] Abion47: where
279[9/8/2016 4:06:43 PM] Aidan Maxwell: The place between the helpers and class cScrMap : iScrMap. Ya know, the place where you usually put the declarations.
280[9/8/2016 4:34:11 PM] Abion47: thats where you declare global variables
281[9/8/2016 4:35:04 PM] Abion47: first, global variables cant have their values changed, that's why the auto-generated comment in that part of the map script says to only to use global variables as constants
282[9/8/2016 4:35:45 PM | Edited 4:38:28 PM] Abion47: second, this shouldn't be used as a class-level variable either, since its only purpose is to store output information from the function call, not to hold persistent data
283[9/8/2016 4:36:40 PM] Abion47: i don't know if this is the case for angelscript, but in c# you can only use these kinds of parameters with a variable that has just been freshly declared, and will throw an error if you supply a variable that has already been assigned a value
284[9/8/2016 4:37:15 PM] Abion47: that is why in the code snippet i gave you before, i declared the variable immediately before the call to GetClosestEntity
285[9/8/2016 4:39:14 PM] Abion47: you also are calling GetClosestEntity twice and are essentially ignoring the output of the first call
286[9/8/2016 4:39:58 PM] Abion47: this is all your function needs to look like at this point:
287[9/8/2016 4:41:25 PM | Edited 4:45:56 PM] Abion47: void OnAction(int alAction, bool abPressed)
288{
289 if (!abPressed) return;
290
291 if (alAction == eAction_Interact)
292 {
293 cLuxClosestEntityData @collisionData;
294 if (cLux_GetClosestEntity(Player_GetCameraPosition(), Player_GetCameraYawPitchRoll(), 20, 0, true, collisionData))
295 {
296 if (collisionData.mpEntity.GetName() == "monster_test")
297 {
298 cLux_AddDebugMessage("Patrol: end of tracks!");
299 }
300 }
301 }
302}
303[9/8/2016 4:43:33 PM] Aidan Maxwell: Unfortunately, when I press any button it states the same error.
304[9/8/2016 4:44:04 PM] Aidan Maxwell: Also I double-checked that the entity is called monster_test.
305[9/8/2016 4:45:53 PM] Abion47: using the wrong name wouldnt cause the error
306[9/8/2016 4:46:00 PM] Abion47: send the script
307Aidan Maxwell
308[9/8/2016 4:47:36 PM] Abion47: which line is it saying is throwing the error
309[9/8/2016 4:47:52 PM] Aidan Maxwell: Line 93.
310[9/8/2016 4:56:26 PM] Abion47: alright, found a couple problems
311[9/8/2016 4:56:42 PM] Abion47: first, collisionData shouldnt be a pointer
312[9/8/2016 4:57:00 PM] Abion47: so its only cLuxClosestEntityData collisionData;
313[9/8/2016 4:57:33 PM] Abion47: second, avDir doesnt want the direction in an angle, but in a vector
314[9/8/2016 4:57:57 PM | Edited 4:58:31 PM] (Romulator)Lachlan C.: ^error on my part, sorry!
315[9/8/2016 4:58:25 PM] Abion47: the difference being that say you had a point on a graph at (1,1), and you want the direction to that point from the origin
316[9/8/2016 4:58:40 PM] Abion47: the angle to the point is 45 degrees, but the vector direction is the vector (1,1)
317[9/8/2016 4:59:21 PM] Abion47: to get the direction the player is facing as a vector, you use cLux_GetPlayer().GetCamera().GetForward();
318[9/8/2016 5:00:03 PM] Abion47: so the full script should look like this:
319[9/8/2016 5:01:15 PM | Edited 5:03:03 PM] Abion47: void OnAction(int alAction, bool abPressed)
320{
321 if (!abPressed) return;
322
323 if (alAction == eAction_Interact)
324 {
325 cVector3f vPos = Player_GetCameraPosition();
326 cVector3f vDir = cLux_GetPlayer().GetCamera().GetForward();
327
328 cLuxClosestEntityData collisionData;
329 if (cLux_GetClosestEntity(vPos,vDir, 20, 0, true, collisionData))
330 {
331 if (collisionData.mpEntity.GetName() == "monster_test")
332 {
333 cLux_AddDebugMessage("Patrol: end of tracks!");
334 }
335 }
336 }
337}
338[9/8/2016 5:02:14 PM] Abion47: hush you
339[9/8/2016 5:02:25 PM] *** (Romulator)Lachlan C. raises hand ***
340[9/8/2016 5:02:47 PM] Abion47: yes?
341[9/8/2016 5:04:12 PM] Abion47: i cannot hold the class up forever
342[9/8/2016 5:06:30 PM] (Romulator)Lachlan C.: Sorry - internet.
343
344Just wondering, why eAction_Interact and not the MouseButton_Left? Wouldn't Interact only apply when he is interacting?
345[9/8/2016 5:06:52 PM] Abion47: because alAction is an action value, not an input value
346[9/8/2016 5:06:57 PM] Abion47: so you need to use an action enum
347[9/8/2016 5:07:03 PM] (Romulator)Lachlan C.: Aight!
348[9/8/2016 5:07:09 PM] *** (Romulator)Lachlan C. goes back to the corner ***
349[9/8/2016 5:08:03 PM] Abion47: eAction_Interact fires whenever the input corresponding to "interact" fires, which by default is the left mouse button
350[9/8/2016 5:08:16 PM] Aidan Maxwell: Just so you know line 98 is now causing the same error.
351[9/8/2016 5:08:32 PM] Abion47: which one is 98
352[9/8/2016 5:08:55 PM] Aidan Maxwell: if (cLux_GetClosestEntity(Player_GetCameraPosition(), Player_GetCameraYawPitchRoll(), 20, 0, true, collisionData))
353[9/8/2016 5:09:10 PM] Abion47: what does line 97 say
354[9/8/2016 5:09:26 PM] (Romulator)Lachlan C.: [Thursday, September 08, 2016 5:08 PM] Aidan Maxwell:
355
356<<< Player_GetCameraYawPitchRoll()
357[9/8/2016 5:09:26 PM] Abion47: also, check my edit
358[9/8/2016 5:10:02 PM] Aidan Maxwell: Oh.
359[9/8/2016 5:10:12 PM] Aidan Maxwell: :|
360[9/8/2016 5:10:21 PM] Aidan Maxwell: Forgot to delete the @.
361[9/8/2016 5:10:46 PM] Abion47: if (cLux_GetClosestEntity(vPos,vDir, 20, 0, true, collisionData))
362[9/8/2016 5:11:02 PM] Abion47: also that
363[9/8/2016 5:12:29 PM] Aidan Maxwell: OK, so good news: it doesn't cause any errors when moving or pressing LeftM. Bad news is that it doesn't show the Debug message. And yes I have double-checked if I have Debig messages on.
364[9/8/2016 5:13:06 PM] Abion47: add more debug messages so you know where the code is reaching
365[9/8/2016 5:14:03 PM] (Romulator)Lachlan C.: In my experience with getting your old ray trace thing working on one of my old maps, some entities didn't return their name when interacted with.
366[9/8/2016 5:14:31 PM] Abion47: well in order for an entity to fire, it needs to have a physics body
367[9/8/2016 5:14:45 PM] Aidan Maxwell: I have added an else function but nothing has appeared with the else's debug message.
368[9/8/2016 5:15:05 PM] (Romulator)Lachlan C.: What happens when you instead return collisionData?
369[9/8/2016 5:15:13 PM] (Romulator)Lachlan C.: In your debug message.
370[9/8/2016 5:15:22 PM] Aidan Maxwell: ?
371[9/8/2016 5:15:44 PM] Abion47: its working fine for me
372[9/8/2016 5:15:57 PM] (Romulator)Lachlan C.: cLux_AddDebugMessage(collisionData);
373[9/8/2016 5:16:03 PM] Abion47: for entities that have physics bodies, that is
374[9/8/2016 5:16:12 PM] Abion47: also that wont compile rom
375[9/8/2016 5:16:31 PM] (Romulator)Lachlan C.: It's 9:15am and haven't had coffee yet P:
376[9/8/2016 5:16:35 PM] Abion47: AddDebugMessage only takes values of tString
377[9/8/2016 5:16:59 PM | Edited 5:17:34 PM] (Romulator)Lachlan C.: <inserts TotString code>
378[9/8/2016 5:17:13 PM] Abion47: you can get around it with value types by doing cLux_AddDebugMessage("" + some_int_value);
379[9/8/2016 5:17:25 PM] Abion47: but not for other types
380[9/8/2016 5:17:58 PM] (Romulator)Lachlan C.: Yeah - I knew it could work with ints. Pretty sure it can work with floats too (at least, it did in Amnesia)
381[9/8/2016 5:18:07 PM] Abion47: any value type
382[9/8/2016 5:18:17 PM] Abion47: ints, floats, bool, or stuff
383[9/8/2016 5:18:23 PM] Abion47: enums too
384[9/8/2016 5:18:46 PM | Edited 5:19:16 PM] (Romulator)Lachlan C.: Would it then work if you say, returned the x value of a cVector3f?
385[9/8/2016 5:19:01 PM] (Romulator)Lachlan C.: Just curious now
386[9/8/2016 5:19:12 PM] Abion47: yep
387[9/8/2016 5:19:18 PM] (Romulator)Lachlan C.: Interesting~
388[9/8/2016 5:19:51 PM | Edited 5:20:29 PM] Abion47: you can print the value of a vector by doing
389[9/8/2016 5:20:03 PM] Abion47: cLux_AddDebugMessage("" + vec.x + ", " + vec.y + ", " + vec.z);
390[9/8/2016 5:21:08 PM] (Romulator)Lachlan C.: Yep! I can see that working. I can also look at how classes are structured (thanks to you :3 ) to figure out how to output specific values
391[9/8/2016 5:22:51 PM] Aidan Maxwell: OK, so with a physics body the code works! But with monsters this doesn't happen. There's a reason why you can throw stuff at the Amnesia enemies but they go through SOMA enemies. This is kinda a big problem with what I am trying to do.
392[9/8/2016 5:23:31 PM] Abion47: monsters have character bodies i guess
393[9/8/2016 5:23:53 PM] Abion47: interesting how a character body and a physics body arent interchangable for stuff like this
394[9/8/2016 5:24:30 PM] Aidan Maxwell: Is there a way around this? Like adding physics bodies to enemies and rigging them to bones?
395[9/8/2016 5:24:33 PM] (Romulator)Lachlan C.: Non-char collider which follows the enemy?
396[9/8/2016 5:24:45 PM] Abion47: there are also cLux_GetClosestBody and cLux_GetClosestCharCollider functions you could play with
397[9/8/2016 5:25:45 PM] Abion47: you can also use cLux_GetBodyEntity to get the entity that owns a particular body (untested)
398[9/8/2016 5:26:03 PM] Abion47: ive gotta run
399[9/8/2016 5:26:06 PM] Abion47: be back later tonight
400[9/8/2016 5:26:18 PM] (Romulator)Lachlan C.: I'll see if I can help here in the meantime :P
401[9/8/2016 5:26:20 PM] Abion47: or whatever that means to all yall fureners
402[9/8/2016 5:26:27 PM] Aidan Maxwell: See you, and thanks for helping me.
403[9/8/2016 5:26:40 PM | Edited 5:27:15 PM] Aidan Maxwell: Also it's 12:30 PM here.
404[9/8/2016 5:27:50 PM] (Romulator)Lachlan C.: 9:26am here. Got up at 5:30am for a bus at 5:55am to go out for a breakfast before high school starts for a friend. Now I'm at Uni contemplating what to do for an hour and a bit~
405[9/8/2016 5:33:38 PM] Abion47: get coffee?
406[9/8/2016 5:34:09 PM] (Romulator)Lachlan C.: I don't know... I've had coffee for breakfast for 4 days straight and skipped lunch.. P:
407[9/8/2016 5:37:25 PM] Abion47: dunno then
408[9/8/2016 5:38:26 PM] Aidan Maxwell: Well the two functions that you have listed either don't have any output areas or are too complex to tackle for tonight. Heading to bed, good night everybody!
409[9/8/2016 5:41:41 PM | Removed 5:42:25 PM] (Romulator)Lachlan C.: This message has been removed.
410[9/8/2016 5:41:44 PM] (Romulator)Lachlan C.: Never mind, I'm amusing myself now. rip
411[9/8/2016 5:42:09 PM] (Romulator)Lachlan C.: Oh lel, can't just post videos to be viewed in Skype. ;-;
412[9/8/2016 7:33:28 PM] Abion47: those other two functions don't seem to be able to detect character bodies either
413[9/8/2016 7:33:44 PM] Abion47: in fact, they really just seem like two other methods of doing the exact same thing
414[9/8/2016 7:34:17 PM] Abion47: i opened up munshi's ent file (since thats what i was using) and its true
415[9/8/2016 7:34:22 PM] Abion47: not a single body in the entire thing
416[9/8/2016 7:34:35 PM] Abion47: all he has are meshes and a skeleton
417[9/8/2016 7:36:10 PM] Abion47: looking through a bunch of monster ent files, they are all the same story - mesh and skeletons only, no physics data
418[9/8/2016 7:36:40 PM] Abion47: i wonder if there's a reason for that
419[9/8/2016 7:45:02 PM] (Romulator)Lachlan C.: That would explain why the objects pass through, since there isn't a collider
420[9/9/2016 4:11:35 AM] Aidan Maxwell: Would I be able to write down monster_test_* with the script in order for it to read multiple entities? Because I tried to do that and it didn't quite work.
421[9/9/2016 4:17:00 AM] (Romulator)Lachlan C.: If I recall, no you couldn't, since it looks for a match, wildcard included
422[9/9/2016 4:17:56 AM] Aidan Maxwell: So something like (monster_test + _*)?
423[9/9/2016 4:40:58 AM | Edited 4:41:03 AM] Aidan Maxwell: ^ That doesn't work but on the bright side I can code some noises and PS files to the static object and make it look cool. The only problem is that the particle plays from the INSIDE of the object and not on top of it.
424[9/9/2016 4:51:23 AM] Aidan Maxwell: I set up a script to make a gun sound more of a priority to enemies than the bullet impact so it comes towards you first rather than the impact first.
425[9/9/2016 6:45:43 AM] Aidan Maxwell: It's looking pretty good so far. Just need to add the physics bodies to the enemies.
426[9/9/2016 11:38:18 AM] TiMan: Where are the danger/chase music files for the monsters?
427[9/9/2016 11:43:19 AM] Aidan Maxwell: They should be in music/NPC.
428[9/9/2016 11:47:42 AM] Draugemalf: Any tips on how I could improve the lighting in this area? http://i.imgur.com/jvQFoyK.png
429[9/9/2016 11:48:56 AM] Aidan Maxwell: Make the water less dark and the lights less bright. Have brighter white lights over the doors: that'll show the player where the doors are.
430[9/9/2016 11:51:55 AM] Draugemalf: ligts less bright as the lamp ilum, or the actual spot/point/box lights? both?
431[9/9/2016 11:52:46 AM] Aidan Maxwell: Both.
432[9/9/2016 12:09:19 PM | Edited 12:09:40 PM] TiMan: http://puu.sh/r5sAh/91dad847cb.jpg Tips?
433[9/9/2016 12:10:06 PM] Draugemalf: Add more stuff? The lighting looks nice, with that blue-red contrast
434[9/9/2016 12:10:25 PM] Draugemalf: how did you get the lights to be so... foggy?
435[9/9/2016 12:11:05 PM] Aidan Maxwell: Illumination.
436[9/9/2016 12:11:31 PM] TiMan: Yeah and also the alpha channel
437[9/9/2016 12:11:50 PM] TiMan: and fog areas
438[9/9/2016 12:11:56 PM | Edited 12:12:01 PM] Aidan Maxwell: Maybe add some more concrete cracks and some rock/metal debris around the floor?
439[9/9/2016 12:11:57 PM] TiMan: and really dark box light
440[9/9/2016 12:12:03 PM] TiMan: Yeah that's a good idea
441[9/9/2016 12:12:51 PM] Draugemalf: what did you do to the alpha channel?
442[9/9/2016 12:13:02 PM] TiMan: A: 0
443[9/9/2016 12:13:12 PM] TiMan: It makes the light look more natural
444[9/9/2016 12:20:11 PM] TiMan: What do you guys think
445[9/9/2016 12:20:17 PM | Edited 12:21:57 PM] TiMan: i'm searching for stalking music
446[9/9/2016 12:20:46 PM] Aidan Maxwell: Hold on real quick...
447[9/9/2016 12:21:21 PM] Draugemalf: It's sounds like the ambient music in a combat level that plays when there's some exploration before combat
448[9/9/2016 12:21:25 PM] Draugemalf: also sounds very urban
449[9/9/2016 12:21:47 PM] TiMan: I mean, I tested it on the deepsea diver monster, it fits it pretty good imho
450[9/9/2016 12:25:53 PM] Draugemalf: where did you find the music? or did you make it?
451[9/9/2016 12:27:02 PM] TiMan: Nah I found it
452[9/9/2016 12:33:20 PM] Aidan Maxwell: Hey Timan, I made a quick test to see if you want more of it for your mod. It's rendering now.
453[9/9/2016 12:34:46 PM] Aidan Maxwell: Any feedback?
454[9/9/2016 12:35:55 PM] Hardarm: HI
455[9/9/2016 12:36:00 PM] Hardarm: I should really be more active here
456[9/9/2016 12:36:07 PM] Aidan Maxwell: Yes you should! :p
457[9/9/2016 12:36:08 PM] TiMan: Yeah you shoulld
458[9/9/2016 12:36:14 PM] Aidan Maxwell: JINX!
459[9/9/2016 12:36:30 PM] TiMan: I think you should decrease the buzzing a bit
460[9/9/2016 12:36:35 PM] TiMan: But it has its beat
461[9/9/2016 12:37:03 PM] TiMan: This could fit to some enemy I want to use in my mod
462[9/9/2016 12:37:25 PM] TiMan: like it would be good for more aggressive one
463[9/9/2016 12:37:47 PM] TiMan: I'm trying to have 2-3 new enemies :P
464[9/9/2016 12:37:55 PM | Edited 12:38:09 PM] TiMan: my scp, and some others from the scp universe
465[9/9/2016 12:37:56 PM] Draugemalf: It sounds like it'd be for some sort of robot enemy
466[9/9/2016 12:39:41 PM] TiMan: I want scp 173 to be in my mod
467[9/9/2016 12:39:48 PM] TiMan: But idk how to program its AI
468[9/9/2016 12:40:21 PM] Aidan Maxwell: Tau monster + Sanic speed
469[9/9/2016 12:40:50 PM] TiMan: I wonder if some of you guys could program it for me
470I guess the enemy is the opposite of the flesher. It teleports when you DON'T look at it
471[9/9/2016 12:41:04 PM] TiMan: unlike the flesher, it teleports when you LOOK at it
472[9/9/2016 12:41:31 PM] Draugemalf: the flesher can teleport when you look at it
473[9/9/2016 12:41:42 PM] TiMan: I know
474[9/9/2016 12:41:59 PM] TiMan: But 173 does the opposite :P
475[9/9/2016 12:42:01 PM] Draugemalf: and also when you don't
476[9/9/2016 12:42:02 PM] Aidan Maxwell: I VOLENTER AS TRIBUTE
477[9/9/2016 12:42:04 PM] TiMan: oh
478[9/9/2016 12:42:40 PM] TiMan: Really? thanks :3
479I think I can take care for the model itself, I want to re edit some of its textures and add some more shaders to it too
480[9/9/2016 12:43:02 PM] Draugemalf: I've toyed a bit with the fleshers in the mod i'm working in
481[9/9/2016 12:43:10 PM] TiMan: And it's pretty simple enemy since it doesn't even have animations :P
482[9/9/2016 12:43:20 PM] Aidan Maxwell: I need the model though. And also it can't be lightning fast as you need to turn around for the door switch.
483[9/9/2016 12:43:21 PM | Edited 12:43:38 PM] Draugemalf: they have a tendency to teleprt in front of you when you're running from them
484[9/9/2016 12:43:46 PM] TiMan: oh
485[9/9/2016 12:43:47 PM] TiMan: right
486[9/9/2016 12:44:52 PM] TiMan: wew
487[9/9/2016 12:45:48 PM] Aidan Maxwell: These models are ass.
488[9/9/2016 12:45:52 PM] Aidan Maxwell: I'll take it!
489TiMan
490[9/9/2016 12:46:39 PM] TiMan: lol I copied the text and saved as .obj
491[9/9/2016 12:46:41 PM] TiMan: it actually worked
492[9/9/2016 12:46:45 PM | Edited 12:46:47 PM] TiMan: I have the model now
493[9/9/2016 12:46:57 PM] TiMan: but not the textures
494[9/9/2016 12:49:35 PM] TiMan: Also I think this enemy should not have any ambient music
495[9/9/2016 12:49:40 PM] TiMan: so it can surprise the player
496[9/9/2016 12:49:46 PM] Draugemalf: oh it's the weird wood toy scp, I was looking at scp 137 and was wondering how the hell you're supposed to implement that in the game
497[9/9/2016 12:50:10 PM] TiMan: lol
498[9/9/2016 12:52:03 PM] Draugemalf: so I just toyed around in the map and fog areas + ilum + no alpha does indeed look awesome.
499[9/9/2016 12:52:38 PM] Aidan Maxwell: Screen? Also Timan will you send the .dae/.ent file to me via PM? Thanks.
500[9/9/2016 12:53:51 PM] TiMan: Sure thing
501[9/9/2016 12:56:37 PM] Draugemalf: before:
502http://i.imgur.com/ul13qN3.png
503after (also changed boxlights):
504http://i.imgur.com/LM2dBEL.png
505[9/9/2016 12:56:58 PM] Aidan Maxwell: Much better!
506[9/9/2016 1:01:20 PM] Draugemalf: is there a way to disable the screen shake effect that happens when you look at monsters?
507[9/9/2016 1:02:18 PM] Aidan Maxwell: I'm guessing just messing around with the helpers? Also me, Rom and Abion made a working gun system:
508[9/9/2016 1:03:02 PM | Edited 1:03:09 PM] Aidan Maxwell: When you hit the LeftM it creates a gun shot that attracts the monster but far away it attracts the monster to where your bullet landed.
509[9/9/2016 1:03:40 PM] Aidan Maxwell: Also I had it create a sound and particle effect when you shot at the other rock.
510[9/9/2016 1:04:38 PM] Aidan Maxwell: The only problem is that it only detects physics bodies. Monsters don't have any of those. So they have to be manually added.
511[9/9/2016 1:04:43 PM] Aidan Maxwell: Thoughts?
512[9/9/2016 1:05:03 PM] Draugemalf: It seems to have a lot of potential
513[9/9/2016 1:05:39 PM] Aidan Maxwell: I'll be using it for a test mod I'm working on.
514[9/9/2016 1:06:29 PM | Edited 1:06:42 PM] Aidan Maxwell: I'll be releasing it on Steam Workshop as a concept so I can expand it to a better mod later down the line.
515[9/9/2016 1:16:14 PM] Draugemalf: not related to soma, but tropico 4 is free on humble store today
516[9/9/2016 1:17:09 PM] Aidan Maxwell: Cool.
517[9/9/2016 1:46:20 PM] Draugemalf: area's still unfinished, but i like this screenshot for some reason: http://i.imgur.com/IHM85WU.png
518[9/9/2016 1:47:06 PM] Aidan Maxwell: Maybe have the main lights a little dimmer.
519[9/9/2016 1:54:49 PM] Draugemalf: well, they kind of stop looking like lights at that point :/ http://i.imgur.com/cBxujDp.png
520[9/9/2016 1:56:43 PM] Aidan Maxwell: Maybe have the lights and lamps Illumination and brightness to 1 and the lights more narrow. You would want to make the wall darker.
521[9/9/2016 1:57:07 PM] Aidan Maxwell: But not pitch dark. Like this screen: http://i.imgur.com/LM2dBEL.png
522[9/9/2016 2:08:33 PM] TiMan: This area looks very interesting
523[9/9/2016 2:08:38 PM] TiMan: Is that a new mod?
524[9/9/2016 2:08:48 PM] Draugemalf: yes
525[9/9/2016 2:08:55 PM] TiMan: Nice :3
526[9/9/2016 2:08:56 PM] Draugemalf: I'm trying to make a multi-map mod
527[9/9/2016 2:09:00 PM] Draugemalf: like a campaign
528[9/9/2016 2:09:21 PM] Draugemalf: also track a few player choiches throughout the campaign
529[9/9/2016 2:09:21 PM] TiMan: Also what is that asset?
530[9/9/2016 2:09:26 PM] Draugemalf: which one?
531[9/9/2016 2:09:38 PM] TiMan: But not pitch dark. Like this screen: http://i.imgur.com/LM2dBEL.png
532[9/9/2016 2:09:48 PM] Draugemalf: teaser corpse room
533[9/9/2016 2:09:58 PM] TiMan: Ah
534[9/9/2016 2:09:59 PM] Draugemalf: with a plane added from the robot texures
535[9/9/2016 2:10:02 PM] Draugemalf: the rusty grating
536[9/9/2016 2:10:25 PM] Draugemalf: doorframes are also from the robot set
537[9/9/2016 2:11:06 PM] Draugemalf: floor is bathroom tiles damaged, with color mul set to brown
538[9/9/2016 2:11:21 PM] TiMan: Wonder why they didn't use it in the final game
539[9/9/2016 2:14:01 PM] Draugemalf: Well, having the wau be a sadistic british ai and perform experiments on many simons to see what it means to be human didn't fit in the story anymore.
540[9/9/2016 2:20:51 PM] Aidan Maxwell: Hey guys, how do you attach physics bodies to characters?
541[9/9/2016 2:23:12 PM] Aidan Maxwell: My bodies either fall down through the world or stay static in the world.
542[9/9/2016 2:30:19 PM] Abion47: you add shapes in the model editor then convert them into bodies
543[9/9/2016 2:30:40 PM] Abion47: you can also attach the body to other objects on the entity like skeleton nodes
544[9/9/2016 2:31:00 PM] Aidan Maxwell: Yes but how do you get them to follow the characters movements?
545[9/9/2016 2:31:10 PM] Abion47: you can also attach the body to other objects on the entity like skeleton nodes
546[9/9/2016 2:31:47 PM | Edited 2:32:23 PM] Aidan Maxwell: Oh that, well do you mean the 'attach' button? If so I already tried that.
547[9/9/2016 2:32:09 PM] Abion47: iirc, the attach button is a bit janky
548[9/9/2016 2:32:29 PM] Abion47: you have to select the type of object you are attaching to in that grid of buttons or something
549[9/9/2016 2:33:07 PM] Aidan Maxwell: Yse, like the Submesh or the bone. Except when you press bone it doesn't select the bones it selects the submesh.
550[9/9/2016 2:33:48 PM] Abion47: then move the submesh out of the way
551[9/9/2016 2:34:24 PM] Aidan Maxwell: I didn't know you could do that. (facepalm)
552[9/9/2016 2:35:05 PM] Aidan Maxwell: Well I tried that and it isn't selecting any bone.
553[9/9/2016 2:35:40 PM] Abion47: are you selecting the bones or the bone nodes
554[9/9/2016 2:35:52 PM] Abion47: (aka joints)
555[9/9/2016 2:36:16 PM] Aidan Maxwell: Wait, for some strange reason it highlight the joints like a Sound symbol. 0_0
556[9/9/2016 2:36:29 PM] Aidan Maxwell: I'm guessing I can now attach stuff.
557[9/9/2016 2:40:17 PM | Edited 2:40:55 PM] Aidan Maxwell: Testing out the monster fails as the bodies are still stationary.
558[9/9/2016 2:42:55 PM | Edited 2:43:33 PM] Aidan Maxwell: I'm going to try making a blockbox and having it follow the enemy. The gun will then shoot the block box, not the enemy.
559[9/9/2016 2:43:01 PM] Draugemalf: any thoughts on this? http://i.imgur.com/P13uaNZ.png
560[9/9/2016 2:43:58 PM] Aidan Maxwell: Damn! Pretty dope! I would recommend that you have some directional lighting and some form of skybox if you can. The fogs pretty nice too.
561[9/9/2016 2:44:17 PM] Draugemalf: i have both of those
562[9/9/2016 2:44:54 PM] Aidan Maxwell: Maybe have it more brighter?
563[9/9/2016 2:45:12 PM] Draugemalf: the skybox is a bit plain, but the better looking ones have very obvious corners
564[9/9/2016 2:45:22 PM] Draugemalf: idk, it's supposed to be early morning
565[9/9/2016 2:45:57 PM] Draugemalf: this is how it looked like when it was brighter: http://i.imgur.com/wlifYfc.png
566[9/9/2016 2:47:09 PM] Aidan Maxwell: That looks a lot better but if it's early morning it should be more of an orangy type light.
567[9/9/2016 2:51:15 PM] Abion47: it looks nice, but i feel like the fog could be turned up to be even more ominous
568[9/9/2016 2:52:00 PM] Abion47: the sky is also really gray
569[9/9/2016 2:52:03 PM] Draugemalf: yeah, but in some places there's distant objects that I want the player to see
570[9/9/2016 2:52:24 PM] Abion47: dont use the fog in those areas then
571[9/9/2016 2:53:54 PM] Draugemalf: also, it's basically one big open area with trees, it'd be a bit awkward if you didn't see stuff in some places like this: http://i.imgur.com/EdMdie0.png
572[9/9/2016 2:54:03 PM] Draugemalf: you're supposed to see the entrance from far away
573[9/9/2016 2:54:29 PM] Aidan Maxwell: Maybe have a less powerful fog area there instead of none at all?
574[9/9/2016 2:54:57 PM] Draugemalf: Well, I used the global fog here. Might switch to fog areas
575[9/9/2016 3:01:12 PM | Edited 3:01:54 PM] Draugemalf: how hard would it be to implement a GUI thing similar to a health bar?
576[9/9/2016 3:01:38 PM] Draugemalf: Like you have a bar that's % full depending on a variable
577[9/9/2016 3:01:45 PM] Draugemalf: like the player's hit points
578[9/9/2016 3:02:09 PM] Draugemalf: and by GUI i don't mean terminals, I mean player screen
579[9/9/2016 3:04:17 PM] Aidan Maxwell: Would a hard boiled egg do anything bad to a dog?
580[9/9/2016 3:04:30 PM] Aidan Maxwell: If it was thrown at it?
581[9/9/2016 3:04:37 PM] Aidan Maxwell: With force?
582[9/9/2016 3:04:53 PM] Draugemalf: probably not
583[9/9/2016 3:05:03 PM] Draugemalf: it might be bad for the one who throws it
584[9/9/2016 3:05:17 PM] Aidan Maxwell: My dog just got pelted with eggs by a neighbours kids.
585[9/9/2016 3:05:27 PM] Abion47: call the cops
586[9/9/2016 3:06:05 PM] Aidan Maxwell: I don't know which neighbour did it. All I know is that it was by a bunch of young kids.
587[9/9/2016 3:06:23 PM] Aidan Maxwell: It was over a garden wall.
588[9/9/2016 3:06:41 PM | Edited 3:07:17 PM] Aidan Maxwell: All I heard was large bangs and ran to my dog hearing them laugh.
589[9/9/2016 3:06:55 PM] Abion47: i'll say it again
590[9/9/2016 3:06:57 PM] Abion47: call the cops
591[9/9/2016 3:07:17 PM] Abion47: the kids are assholes who need to learn that is not okay
592[9/9/2016 3:07:34 PM] Abion47: if for no other reason than an authority figure needs to look them in the eye and scare the jesus into them
593[9/9/2016 3:09:27 PM] Aidan Maxwell: It's too late now, they probably left the whole area. What would I tell the Garda? They would say that it was just a once off.
594[9/9/2016 3:10:27 PM] Aidan Maxwell: My dog is safe and it probably won't happen again.
595[9/9/2016 3:10:37 PM] Abion47: it will definitely happen again
596[9/9/2016 3:10:42 PM] Abion47: just maybe not to your dog
597[9/9/2016 3:15:56 PM] Aidan Maxwell: "Calling the police is pointless for things like this, as you've already found. I don't blame them for this, quite honestly - this is an irritation rather than a serious crime and (depending on where you live) chances are they simply don't have the time/ability to investigate it." A person who got their house egged
598[9/9/2016 3:16:09 PM | Edited 3:16:44 PM] Aidan Maxwell: That is what I'm trying to say.
599[9/9/2016 3:16:35 PM] Aidan Maxwell: Thanks for letting me rant. I guess I just needed it off my chest.
600[9/9/2016 3:18:00 PM] Abion47: 1] it is animal abuse, which is in fact a crime
601[9/9/2016 3:18:25 PM] Abion47: 2] the reason they keep doing it is because they keep getting away with it
602[9/9/2016 3:18:58 PM] Abion47: and they will continue to keep doing it and getting away with it until someone decides to shove the proverbial boot up their asses
603[9/9/2016 3:19:26 PM] Abion47: the fact that they were doing it while laughing means that it's not going to be a one-off thing
604[9/9/2016 3:19:50 PM] Abion47: yelling at them is the least that you should do
605[9/9/2016 3:20:10 PM] Abion47: im speaking from experience here
606[9/9/2016 3:20:23 PM] Abion47: when i was a kid, i was a little shit, and i tormented our dog all the time
607[9/9/2016 3:20:52 PM] Abion47: i only stopped is when one of the neighbors yelled at me from their window
608[9/9/2016 3:22:00 PM] Abion47: they need to be told that what they are doing is bad or there is nothing to stop them from doing it again
609[9/9/2016 3:22:48 PM] Abion47: call the cops, call their parents, or something, but doing nothing helps nothing
610[9/9/2016 3:23:53 PM | Edited 3:24:33 PM] Abion47: it just perpetuates the bad
611[9/9/2016 3:24:01 PM] TiMan: Does anybody know how to export models from SCP containment breach?
612[9/9/2016 3:24:11 PM] Abion47: find the model files and convert them?
613[9/9/2016 3:24:36 PM] TiMan: Oh wait a sec i'm so stupid
614[9/9/2016 3:24:47 PM] Abion47: its in the blitz3D engine if that helps
615[9/9/2016 3:25:02 PM | Edited 3:25:40 PM] Aidan Maxwell: Look I'm coming clean here: I'm a teenager and I have the house to myself up until 12 PM. I'm going to wait until my family arrives back before I do anything. That is why I'm being hesitant on calling the Garda.
616[9/9/2016 3:37:50 PM] Draugemalf: just discovered that the teaser room assets look very ancient temple-ish when creating muliple floor rooms
617
618http://i.imgur.com/nNxdjoP.png
619[9/9/2016 3:38:30 PM] Aidan Maxwell: Yeah, they do.
620TiMan
621[9/9/2016 3:58:51 PM] TiMan: suggestions for detailing?
622[9/9/2016 3:58:56 PM | Edited 3:59:02 PM] TiMan: or/and lighting
623[9/9/2016 3:59:49 PM] Aidan Maxwell: Maybe some rust/concrete cracks on the pathway to make it more desolate?
624[9/9/2016 4:00:24 PM] TiMan: Umm where can I find the cracks and rust decals
625[9/9/2016 4:00:32 PM] Draugemalf: textures decals rust ?
626[9/9/2016 4:00:51 PM] TiMan: right
627[9/9/2016 4:00:58 PM] TiMan: sorry i'm very tired now
628[9/9/2016 4:20:38 PM | Edited 4:20:49 PM] Aidan Maxwell: Do you want the player to be killed in one hit by SCP 173 or just come back up like a normal enemy?
629[9/9/2016 4:22:16 PM] TiMan: for now like a normal enemy
630[9/9/2016 4:22:34 PM] Aidan Maxwell: OK.
631[9/9/2016 4:57:26 PM] Icosahedron: either add some cracks or rust decals and such on the floor or keep it as is, it look really good too. sometimes decals are needed to make something not as plain but it could just be a plain floor with some stuff scattered around
632[9/9/2016 4:58:17 PM] Icosahedron: maybe just add a few dirt decals because it looks like tons of people and possibly monsters have walked there
633[9/9/2016 4:58:52 PM] Aidan Maxwell: Also Timan, the monster is coming together nicely as it now moves only if you look away from it. The only problem is that it slides everywhere like it's made of ice.
634[9/9/2016 5:01:37 PM] Draugemalf: I just saw that there are camera enter and camera exit functions for liquid areas. That hepls a lot :D
635[9/9/2016 6:17:09 PM] TiMan: [Friday, September 09, 2016 4:58 PM] Aidan Maxwell:
636
637<<< The only problem is that it slides everywhere like it's made of ice.It happens even if it moves through scripted patrol path?
638[9/9/2016 9:53:08 PM | Edited 9:53:16 PM] (Romulator)Lachlan C.: [Friday, September 09, 2016 3:18 PM] Abion47:
639
640<<< the reason they keep doing it is because they keep getting away with it
641and they will continue to keep doing it and getting away with it until someone decides to shove the proverbial boot up their asses
642the fact that they were doing it while laughing means that it's not going to be a one-off thing[Friday, September 09, 2016 3:22 PM] Abion47:
643
644<<< they need to be told that what they are doing is bad or there is nothing to stop them from doing it again
645Just a head's up, it's a good idea to remember this
646[9/9/2016 9:53:40 PM | Edited 9:54:19 PM] (Romulator)Lachlan C.: Children are amused by the experience of things - and since they replicate what they've seen or what they have been taught by others, they're only going to continue to do things due to their innocence in decision making and misunderstanding of morals
647[9/9/2016 9:55:49 PM] (Romulator)Lachlan C.: Doing Child Abuse Prevention and Child Protection classes at University, you hear some pretty fucked up stories and stuff; but the basic premise to preventing an action from continuing is to ensure the child is reminded or taught that the action they performed is bad.
648[9/9/2016 9:56:38 PM] (Romulator)Lachlan C.: Also - hope your dog's okay TDP. Might take a bit of time for it to recover depending on how trusting it is of others~
649[9/9/2016 10:35:12 PM] Abion47: just discovered that the teaser room assets look very ancient temple-ish when creating muliple floor rooms
650
651http://i.imgur.com/nNxdjoP.pngthat looks sick
652[9/10/2016 3:19:03 AM] Aidan Maxwell: Just to end all the kerfuffle that I caused:
653[9/10/2016 3:19:51 AM] Aidan Maxwell: My dog is OK, I brought him in, washed him with some warm water and comforted him up until I went to bed.
654[9/10/2016 3:20:19 AM] Aidan Maxwell: He's wagging his tail when he sees me so I'm guessing that's a good sign.
655[9/10/2016 3:21:30 AM] Aidan Maxwell: My family told me that it was a good idea not to call the Garda but instead call them, it is quite common on the weekend for drunk people to be walking up and down our neighbourhood.
656[9/10/2016 3:22:09 AM] Aidan Maxwell: There isn't enough resources for the Garda to come over and sort stuff like this out.
657[9/10/2016 3:22:37 AM] Aidan Maxwell: But next time I'll threaten to call the cops on them, that should scare them off. :)
658[9/10/2016 3:24:35 AM] Aidan Maxwell: Also I was thinking of using a different alias than TheDoctorPoo. Maybe I should use my name (Aidan Maxwell)?
659[9/10/2016 3:25:06 AM] Aidan Maxwell: The reason being it is 'too childish', like I came up with it for Adventure Quest! :D
660[9/10/2016 3:25:36 AM] Aidan Maxwell: Based on a character I came up with when I was 10 or something.
661[9/10/2016 3:25:41 AM] Aidan Maxwell: Thoughts?
662[9/10/2016 3:56:02 AM] (Romulator)Lachlan C.: Up to you about changing your alias. Mine's been Romulator for 7 years now :p
663[9/10/2016 3:56:23 AM] (Romulator)Lachlan C.: Albeit, it was "ROMul8r" because Romulator was taken on the PSN :p
664[9/10/2016 3:57:17 AM | Edited 3:57:57 AM] Aidan Maxwell: OK, also I'm taking a break working on Da and EVAC and I will come back to it. I'm just going to finish SCP-173 and then do a smaller, simpler project.
665[9/10/2016 4:05:35 AM] heisenberg: regarding childish nicknames
666[9/10/2016 4:05:39 AM] heisenberg: i was Lazzer once
667[9/10/2016 4:05:44 AM] heisenberg: then i switched to Slanderous
668[9/10/2016 4:09:57 AM] (Romulator)Lachlan C.: I don't really see the childish side of Lazzer personally :3
669[9/10/2016 4:10:07 AM] (Romulator)Lachlan C.: But Slanderous in itself sounds cool x)
670[9/10/2016 4:10:17 AM] heisenberg: i do see the childish side of Lazzer
671[9/10/2016 4:10:20 AM] heisenberg: it just seems... lame
672[9/10/2016 4:10:25 AM] heisenberg: i came up with it when i was 12
673[9/10/2016 4:11:25 AM] heisenberg: Slanderous is stolen from a song XD
674[9/10/2016 4:12:08 AM] (Romulator)Lachlan C.: Romulator is just Rom and Emulator xD
675[9/10/2016 4:12:53 AM] heisenberg: Remulator
676[9/10/2016 4:13:27 AM] (Romulator)Lachlan C.: Emulatorom
677[9/10/2016 4:15:25 AM] heisenberg: Rotalumer
678[9/10/2016 4:15:44 AM] heisenberg: Reew-Meee-Leeter
679[9/10/2016 4:28:00 AM] Draugemalf: i used to be flameguard up till 2015
680[9/10/2016 4:28:07 AM] Draugemalf: then I changed my username to draugemalf
681[9/10/2016 4:30:48 AM] heisenberg: "Draugemalf" seems pretty badass
682[9/10/2016 4:30:51 AM] heisenberg: very viking
683[9/10/2016 4:30:52 AM] heisenberg: xD
684[9/10/2016 4:34:32 AM] Draugemalf: it's flameguard spelled backwards
685[9/10/2016 4:36:11 AM] Aidan Maxwell: (cwl)
686[9/10/2016 5:37:06 AM] TiMan: Hey aidan, did you manage to fix the bug with the enemy?
687[9/10/2016 5:37:46 AM] TiMan: Some stuff i'm working on
688[9/10/2016 5:40:21 AM] Draugemalf: omg, that looks a lot like my map
689[9/10/2016 5:40:32 AM] Draugemalf: tunnel assets + corpse room assets
690[9/10/2016 5:40:40 AM] Draugemalf: :D
691[9/10/2016 5:42:19 AM] TiMan: yeah I really like that assets
692[9/10/2016 5:42:32 AM] TiMan: :P
693[9/10/2016 5:42:42 AM] TiMan: I want to create a sewer like part in my mod
694[9/10/2016 5:42:46 AM] TiMan: It can be creepy af
695[9/10/2016 5:42:53 AM] TiMan: now that I think about it
696[9/10/2016 5:43:02 AM] TiMan: especially with this assets
697[9/10/2016 5:43:04 AM | Edited 5:43:28 AM] Draugemalf: cough me too cough
698[9/10/2016 5:43:10 AM] Draugemalf: dammit skype
699[9/10/2016 5:43:12 AM] Draugemalf: *
700[9/10/2016 5:43:15 AM] TiMan: lol
701[9/10/2016 6:54:59 AM] TiMan: umm
702[9/10/2016 6:54:59 AM] TiMan: guys
703[9/10/2016 6:55:05 AM] TiMan: I just managed to rotate BoxLight
704[9/10/2016 6:55:06 AM] TiMan: O_O
705[9/10/2016 7:49:26 AM] Aidan Maxwell: How?
706[9/10/2016 7:49:53 AM] Aidan Maxwell: Also I'm still working on tweaking stuff but I did fix the problem.
707[9/10/2016 7:50:16 AM] TiMan: I just created a compund with box light and some other entites
708[9/10/2016 7:50:18 AM] TiMan: and I could rotate it
709[9/10/2016 7:50:44 AM] Aidan Maxwell: Wow, that's pretty dope! :)
710[9/10/2016 7:52:49 AM | Edited 7:53:15 AM] TiMan: Now it really makes me wonder why I just can't rotate the LightBox without making it compund with other objects. And I don't think it's because "it takes way more effort to calculate than normal point light"
711[9/10/2016 7:52:54 AM] TiMan: It works just fine in the game
712[9/10/2016 7:53:01 AM] TiMan: I don't even have fps drops
713[9/10/2016 8:51:46 AM] Aidan Maxwell: Packing the SCP monster now, you can edit him, giving him extra/lower speeds or giving him music but he is good to go.
714[9/10/2016 8:55:13 AM] Aidan Maxwell: Sent, hope you like it! :)
715[9/10/2016 9:12:20 AM] TiMan: Holy shit
716[9/10/2016 9:12:21 AM] TiMan: it's creepy af
717[9/10/2016 9:12:55 AM] Aidan Maxwell: I know right!?
718[9/10/2016 9:13:01 AM] Aidan Maxwell: :O
719[9/10/2016 9:13:17 AM] TiMan: God damm scp 173 was a good idea xD
720[9/10/2016 9:13:28 AM] TiMan: I actually got jumpscared from this
721[9/10/2016 9:13:45 AM | Edited 9:13:53 AM] Aidan Maxwell: What about 096!? (shock)
722[9/10/2016 9:13:57 AM] TiMan: I WAS JUST ABOUT TO ASK YOU THE SAME
723[9/10/2016 9:14:04 AM] Aidan Maxwell: (cwl)
724[9/10/2016 9:14:19 AM] TiMan: This scp would fit perfectly to my tunnel map
725[9/10/2016 9:14:32 AM] TiMan: But the problem is idk how to import the animations from the game
726[9/10/2016 9:15:01 AM] Aidan Maxwell: Well if you can I'll be more than willing to try it out!
727[9/10/2016 9:16:16 AM] TiMan: If you can
728[9/10/2016 9:16:22 AM] TiMan: download SCP containment breach
729[9/10/2016 9:16:30 AM] TiMan: and look through the files
730[9/10/2016 9:16:35 AM] TiMan: I can import the models
731[9/10/2016 9:16:36 AM] TiMan: and textures
732[9/10/2016 9:16:43 AM] TiMan: but I can't find the animations
733[9/10/2016 9:17:12 AM] Aidan Maxwell: Well if they could do it for Garry's Mod I'm sure we can do it for SOMA.
734[9/10/2016 9:18:26 AM] TiMan: oh wait
735[9/10/2016 9:18:33 AM] TiMan: maybe I can export it from garry's mod
736[9/10/2016 9:18:53 AM] Aidan Maxwell: Make sure to ask for permission first.
737[9/10/2016 9:19:35 AM] TiMan: There are so many scp 096 pages in the workshop
738[9/10/2016 9:19:46 AM] TiMan: idk which is the original page
739[9/10/2016 9:19:53 AM] TiMan: so I can ask the author permission
740Aidan Maxwell
741[9/10/2016 9:22:27 AM] Aidan Maxwell: He's online btw.
742[9/10/2016 9:25:06 AM] Draugemalf: so you have an enemy that you're supposed to look at and another one that you're not supposed to?
743[9/10/2016 9:25:41 AM | Edited 9:25:43 AM] Aidan Maxwell: SCP 173 = LOOK AT OR HE MOVES REALLY FAST TOWARDS YOU
744[9/10/2016 9:25:55 AM | Edited 9:26:04 AM] Aidan Maxwell: SCP 096 = DON'T LOOK HIM STRAIGHT IN THE FACE OR HE CHARGES AT YOU
745[9/10/2016 9:26:26 AM] Draugemalf: so basically kind of like yoshida and the flesher?
746[9/10/2016 9:26:49 AM] Aidan Maxwell: Sometimes SCP 096 is sitting so it is easy to leave him be while other times he is walking around a locked room with you in it.
747[9/10/2016 9:27:07 AM] Aidan Maxwell: And to answer your question: yes, but a lot more aggressive.
748[9/10/2016 9:27:28 AM] Draugemalf: til i'm making the same mod as timan but not scp
749[9/10/2016 9:28:18 AM] Aidan Maxwell: Not really, Timan doesn't have a forest area and there is only one segment with the tunnels in his mod so...
750[9/10/2016 9:28:33 AM] Aidan Maxwell: It is mostly spent with Theta assets.
751[9/10/2016 9:29:15 AM] TiMan: Yeah. Although I want to create a really small part in the mod which the player goes outside and explores a bit. But then imideatly enters to another facility
752[9/10/2016 9:30:39 AM | Edited 9:30:48 AM] Draugemalf: lol
753My mod is kind of like this:
754
755Urban area -> Forest Area with facility entrance -> Tunnels -> Tunnels Exit(Powerplant assets ->Forest Exit ( more rainy/foggy than the entrance) -> Urban area (storm outside)
756[9/10/2016 9:31:06 AM] Draugemalf: But the actual gameplay is only in the tunnels and tunnels exit areas
757[9/10/2016 9:31:15 AM] Draugemalf: the others are more for exposition and stuff
758[9/10/2016 9:31:21 AM] Draugemalf: like the underwater segments in soma
759[9/10/2016 9:31:25 AM] Draugemalf: where nothing really happens
760[9/10/2016 9:35:45 AM] TiMan: My mod for now is like this:
761
762Lab area(like in theta) -> Big halls area (like in theta_inside) -> Tunnels -> Tunnels Exit(also power plant assets) and a really small forest part -> Another lab area (or some research baes) ->underwater part (with some little sub stations like lambda -> end
763[9/10/2016 9:36:53 AM] TiMan: The big halls area, tunnels area, secondary lab area, sub stations and ending will include monsters
764[9/10/2016 9:36:55 AM] TiMan: I think
765[9/10/2016 9:37:09 AM] Draugemalf: how much of the mod is done?
766[9/10/2016 9:38:07 AM] TiMan: Hmm the lab area is almost done, just need some scripting and fix lighting, the halls area is 40% done i'd say, and the tunnels part is far from finished
767[9/10/2016 9:38:13 AM] TiMan: so i'd say 25% of the mod is done
768[9/10/2016 9:38:16 AM] TiMan: idk
769[9/10/2016 9:41:39 AM] Draugemalf: For me the tunnels area is around 60% done (it's Leucos sized), the forest area is just missing the scripts and a car asset that I can't figure out how to import, the urban area around 70% done, the Tunnels Exit area isn't done yet, but it's a really small map, the other two are reused areas but with changed scripts and other minor atmospheric changes. I also need to record some voices for a few characters. So maybe my mod is at around 30-40% done.
770[9/10/2016 9:42:56 AM] Draugemalf: the thing that I'm still working on right now is the layout for one of the puzzle areas
771[9/10/2016 9:46:51 AM] Aidan Maxwell: I'm starting a smaller mod to take a break from making the gun and Death Arena. It takes place in the unused mindcoral assets.
772[9/10/2016 9:47:21 AM] Draugemalf: Nice... can't wait to see that.
773Aidan Maxwell
774[9/10/2016 9:47:50 AM] Aidan Maxwell: Working on the starting area now.
775[9/10/2016 9:48:07 AM | Edited 9:48:11 AM] Aidan Maxwell: You come out through the hole! :)
776[9/10/2016 9:48:26 AM] Draugemalf: But how do you get in the hole in the first place?
777[9/10/2016 9:48:34 AM] TiMan: Through the hole ( ͡° ͜ʖ ͡°)
778[9/10/2016 9:48:51 AM | Edited 9:48:54 AM] Aidan Maxwell: Well when a man and a women love each other very much-
779[9/10/2016 9:49:14 AM] TiMan: In this case is the wau and akers
780[9/10/2016 9:49:14 AM] Draugemalf: Oh, so you're some kind of mindcoral foetus ?
781[9/10/2016 9:49:17 AM] TiMan: oh my god
782[9/10/2016 9:49:23 AM] TiMan: this is not a fanfic i'd like to read xD
783[9/10/2016 9:49:39 AM] Aidan Maxwell: Actually come to think of it the mindcoral assets look like the inside of a human. 0_0
784[9/10/2016 9:49:59 AM] Draugemalf: yeah, there's even a stomach acid water texture
785[9/10/2016 9:50:21 AM | Edited 9:50:24 AM] Aidan Maxwell: But yes, you are a Dreamer that has been awoken in my mod, with mindcorally hands too!
786[9/10/2016 9:51:05 AM] Draugemalf: are you implementing the screaming dreamers that call out for the puppets and the ceileing hang animations for the puppets?
787[9/10/2016 9:51:32 AM] Aidan Maxwell: Yep! I'm also experimenting with puppets going through vents.
788[9/10/2016 9:57:30 AM] TiMan: I wonder if the puppet screams would suit scp 096
789[9/10/2016 9:57:35 AM | Edited 9:57:50 AM] TiMan: because 096 also screams
790[9/10/2016 9:57:45 AM] TiMan: but fg have done it better :P
791[9/10/2016 9:58:09 AM | Edited 9:58:13 AM] Aidan Maxwell: Yeah. Also have you contacted that guy yet?
792[9/10/2016 9:58:26 AM] TiMan: Yeah he said it's fine
793[9/10/2016 9:58:34 AM] TiMan: he told me also how he got the animations
794[9/10/2016 9:58:43 AM] TiMan: he used a program that can work only on windows xp
795[9/10/2016 9:58:49 AM] TiMan: to export the animations
796[9/10/2016 9:58:55 AM] TiMan: but since I have it on gmod I can just take it from there
797[9/10/2016 10:00:16 AM] Aidan Maxwell: Cool, if you can send me working SOMA animations and the model I can get started programming it.
798[9/10/2016 10:00:55 AM] TiMan: Sure. I'll start digging in it
799[9/10/2016 10:20:14 AM] Draugemalf: should I use billboards for underwater lights?
800[9/10/2016 10:20:45 AM] Aidan Maxwell: Idk, look at FG's maps and see what they did.
801[9/10/2016 11:06:58 AM] Draugemalf: does this look underwater-y?
802[9/10/2016 11:07:29 AM] Aidan Maxwell: Metal debris and some bubbles would make it look like a warty area.
803[9/10/2016 11:17:51 AM] TiMan: Aidan, if I give you the dae files of the model and the animations, will you be able to create the entity?
804[9/10/2016 11:18:13 AM] Aidan Maxwell: Yes, that's what I did for SCP 173.
805[9/10/2016 11:18:17 AM] TiMan: I imported the model through blender but i'm not really familiar with this program
806[9/10/2016 11:18:27 AM] TiMan: so idk how to tweak it
807[9/10/2016 11:18:29 AM] TiMan: how to add textures
808[9/10/2016 11:18:44 AM] TiMan: how to fix animations if needed
809[9/10/2016 11:18:45 AM] Aidan Maxwell: Send it to me anyways.
810[9/10/2016 11:18:52 AM] Aidan Maxwell: Through PM.
811[9/10/2016 11:18:52 AM] TiMan: alright
812[9/10/2016 11:19:05 AM] TiMan: just one question
813[9/10/2016 11:19:13 AM] Aidan Maxwell: (listening)
814[9/10/2016 11:19:14 AM] TiMan: do you have smd import tools for blender?
815[9/10/2016 11:19:25 AM] Aidan Maxwell: No. Brb.
816[9/10/2016 11:21:03 AM] Draugemalf: there's a wau morse sound file
817[9/10/2016 11:21:08 AM] Draugemalf: does anyoneknow what it says?
818[9/10/2016 11:28:26 AM | Edited 11:30:43 AM] Aidan Maxwell: .-- .- ..- .-.-.-
819[9/10/2016 11:30:13 AM | Edited 11:30:38 AM] Aidan Maxwell: W A U ?
820[9/10/2016 11:34:09 AM] Draugemalf: that's ... realy not as interesting as i thought it would be :D
821[9/10/2016 11:34:35 AM] Aidan Maxwell: :P
822[9/10/2016 12:02:10 PM] Draugemalf: did soeone mention flickering lights and billboards a few days ago?
823[9/10/2016 12:02:20 PM] Draugemalf: how do you get the billboards to flicker with the lgihts?
824TiMan
825[9/10/2016 12:20:20 PM] TiMan: Added a bit more detail :P
826[9/10/2016 12:21:36 PM] Draugemalf: nice, I like the ideea of using pipes like that in the tunnels
827[9/10/2016 12:21:57 PM] Draugemalf: also speaking of pipes, the ones sitting on the shelf look a bit out of place
828[9/10/2016 12:22:53 PM] TiMan: Alright
829Any more tips on the first room?
830[9/10/2016 12:23:01 PM] TiMan: I mean the start room
831[9/10/2016 12:23:21 PM | Edited 12:23:27 PM] Aidan Maxwell: Not really, it looks really superb.
832[9/10/2016 12:23:48 PM] Draugemalf: indeed
833[9/10/2016 12:23:57 PM] Draugemalf: Anyway, I've noticed that frictional used a lot of DoF in the underwater parts of the game. So I've tried applying that to the underwater segment in my map
834[9/10/2016 12:24:13 PM] Draugemalf: first one is with no dof
835[9/10/2016 12:24:18 PM] Draugemalf: second one has dof
836[9/10/2016 12:24:22 PM] Draugemalf: which one looks better?
837[9/10/2016 12:25:30 PM] Aidan Maxwell: A more boarder DOF would work well.
838[9/10/2016 12:25:55 PM] TiMan: Umm the second one I think
839[9/10/2016 12:43:30 PM] Aidan Maxwell: Do you have any enemy models you want me to program AI for? I also have a normal/spec/height map baker if you want me to do that.
840[9/10/2016 12:43:40 PM] Aidan Maxwell: I just want work! :p
841[9/10/2016 12:47:07 PM] TiMan: Well now that you mention it
842[9/10/2016 12:47:15 PM] TiMan: When I get too close to scp 173 it knocks me down
843[9/10/2016 12:47:18 PM] TiMan: even though i'm looking at it
844[9/10/2016 12:47:24 PM] TiMan: is this suppose to happen in the original game?
845[9/10/2016 12:48:52 PM] Aidan Maxwell: Yes.
846[9/10/2016 12:49:12 PM] Aidan Maxwell: But I can always remove it.
847[9/10/2016 12:50:06 PM] TiMan: Ohh ok so it's fine
848[9/10/2016 12:51:29 PM | Edited 12:52:03 PM] TiMan: Also:
849While looking at it, then closing a door so after a few sec it will start give chase and teleport itself to my position. In the original game if you closed a door while looking itat it behind it, it will leave you alone.
850I can fix this through a script in the map itself, but I wonder if this can be fixed in other ways
851[9/10/2016 12:51:35 PM] TiMan: Like modifying the ai
852[9/10/2016 12:52:01 PM] Icosahedron: would definitely make it easier
853[9/10/2016 12:52:12 PM] TiMan: Yeah but it just doesn't make much sense
854[9/10/2016 12:52:13 PM] TiMan: I mean
855[9/10/2016 12:52:15 PM] TiMan: the door is closed
856[9/10/2016 12:52:20 PM] TiMan: and it just pops out in the air
857[9/10/2016 12:52:37 PM] TiMan: Well a script will fix it :P
858[9/10/2016 12:52:50 PM] Aidan Maxwell: You need to lower the speed of the monster.
859[9/10/2016 12:53:09 PM] Aidan Maxwell: The reason it does that is that it clips through the walls to get to a path node near YOU.
860[9/10/2016 12:53:27 PM] Icosahedron: because you can easily walk away from scp 173 for like 5 seconds without looking and then he'll kill you
861[9/10/2016 12:53:36 PM] Icosahedron: in scp cb
862[9/10/2016 12:54:14 PM] Icosahedron: well actually also depends on the distance you are from it sooo it's kinda hard to judge
863[9/10/2016 12:54:29 PM] Aidan Maxwell: Just so you know, SCP MOVES is where the custom code is.
864[9/10/2016 1:07:23 PM] TiMan: If i'll script scp 173 to move only in a certain pathnode when it sees me, can it fix the problem?
865[9/10/2016 1:08:46 PM] Icosahedron: just use the regular pathfinding system, like how the only way it can get to you is to open the door. slow down its speed and edit the code so that it can only teleport to a certain distance to you, and by that point it is allowed to kill you. possible?
866[9/10/2016 1:09:24 PM] TiMan: Or I can write a script like this:
867
868If (MonsterIsOutsideTheRoom && DoorIsClosed)
869{
870 3 seconds timer...
871 .
872 .
873 .
874 Disable monster
875}
876[9/10/2016 1:09:34 PM] TiMan: Though maybe it will make things a bit easeir
877[9/10/2016 1:09:45 PM] Icosahedron: why disable monster?
878[9/10/2016 1:09:54 PM] TiMan: So it won't magically teleport into the room
879[9/10/2016 1:10:16 PM] Icosahedron: all you have to do is give it a timer to make sure I doesn't move for like 5 or 3 seconds, and if the player gets far enough away it'll despawn
880[9/10/2016 1:10:18 PM] Aidan Maxwell: [Saturday, September 10, 2016 12:52 PM] Aidan Maxwell:
881
882<<< You need to lower the speed of the monster.
883[9/10/2016 1:10:22 PM] Aidan Maxwell: The reason it does that is that it clips through the walls to get to a path node near YOU.
884[9/10/2016 1:10:31 PM] TiMan: Oh I didn't see that message
885[9/10/2016 1:10:38 PM] Aidan Maxwell: (ok)
886[9/10/2016 1:10:39 PM] Icosahedron: huhuh
887[9/10/2016 1:39:29 PM] Aidan Maxwell: Hey guys, I'm now A.M Team on the FGF. Just a heads up!
888[9/10/2016 1:42:35 PM] Icosahedron: alright
889[9/10/2016 1:48:18 PM] Aidan Maxwell: Thomas Grip is reading my thread! :)
890[9/10/2016 1:49:18 PM] Icosahedron: sweet
891[9/10/2016 1:49:22 PM] Icosahedron: that's awesome
892[9/10/2016 2:02:25 PM] Icosahedron: lol
893[9/10/2016 2:03:45 PM] Aidan Maxwell: I get it! :p
894Icosahedron
895[9/10/2016 2:05:37 PM] Icosahedron: there's a huge cave in right behind that as well
896[9/10/2016 2:05:58 PM] Aidan Maxwell: Wow, that'll be a fun little shock moment in your mod.
897[9/10/2016 2:06:06 PM] Aidan Maxwell: Brb.
898[9/10/2016 2:06:42 PM] Icosahedron: the thing is that I had to put a ton of decals over that sign so it doesn't say "lambda" on it
899[9/10/2016 2:08:46 PM] Aidan Maxwell: Oh,
900[9/10/2016 2:09:07 PM] Aidan Maxwell: That's pretty clever, I would've not used the sign entirely.
901[9/10/2016 2:09:20 PM] Icosahedron: see I don't want to go retexture all the signs just for that one purpose
902[9/10/2016 2:09:51 PM] Draugemalf: why did you put a block box in the vent?
903[9/10/2016 2:12:54 PM] Icosahedron: because you don't climb in that one
904[9/10/2016 2:12:58 PM] Icosahedron: and it's broken
905[9/10/2016 2:13:30 PM] Icosahedron: there are already lockers blocking you from reaching it but people can still find ways so ill make that more obvious you can't get in it
906[9/10/2016 2:31:22 PM] Icosahedron: just finished detailing that with debris and stuff
907[9/10/2016 2:32:59 PM] Icosahedron: here's a better angle:
908[9/10/2016 3:45:19 PM] Abion47: so the r/SOMA guys are starting a discord channel
909[9/10/2016 3:46:13 PM] Aidan Maxwell: Are they? The reddit is pretty baren, it seems like only 4 people will enter or something. Smaller than our one at least.
910[9/10/2016 3:46:57 PM] Abion47: i dunno
911[9/10/2016 3:47:21 PM] Abion47: i forgot that the forum discord server even was
912[9/10/2016 8:03:01 PM] Icosahedron: huhuh romulator yeah I'm gonna use that "do not hide in the lockers for pranking other employees" or whatever. I'm gonna put it in a readable, why not :P. do you want to be credited?
913[9/11/2016 2:48:17 AM] Draugemalf: any tips for this?
914[9/11/2016 2:48:41 AM] Draugemalf: I'm planning on making a moddb page soon, and I'll finish a few small areas for screenshots
915[9/11/2016 2:50:23 AM] Aidan Maxwell: Badass lighting for a start, everything looks so detailed like you ripped it straight from an FG game. The only thing I would add would be more detail on the ceiling like pipes or wires being covered by the metal fencing.
916[9/11/2016 2:53:16 AM] Draugemalf: they're there, i'll just add a few pointlights to make them more obvious
917[9/11/2016 2:54:42 AM] Aidan Maxwell: Also you could change the titles if you want to, they look all blurry and stretched.
918Draugemalf
919[9/11/2016 3:04:16 AM] Draugemalf: pipes above grating should be a bit more lit up, changed tile strecthing
920[9/11/2016 3:04:42 AM] Aidan Maxwell: Looks perfect! (ok)
921[9/11/2016 3:09:15 AM] Draugemalf: this one?
922[9/11/2016 3:09:56 AM | Edited 3:10:04 AM] Aidan Maxwell: Further the DOP so you can see further.
923[9/11/2016 3:16:11 AM] Draugemalf: I tweaked the DoF a bit , but if i change the values a lot it starts to get strange, like not blurring the screen around the edges
924[9/11/2016 3:16:23 AM] Draugemalf: are theese angles better?
925[9/11/2016 3:17:47 AM] Aidan Maxwell: Well I can see why you would want that DOF now. I would change the water color to match the platforms though: greens/blues for sand/rocks/moss/ect. Orangey/Brown for Rust, Pipes, Facility Water.
926[9/11/2016 3:19:44 AM] Draugemalf: that's actually a great ideea
927[9/11/2016 3:24:08 AM] Aidan Maxwell: It is still a bit too green, try using the water in Theta Exit B.
928[9/11/2016 3:24:26 AM] Draugemalf: it's not from the water, it's from the fog
929[9/11/2016 3:24:30 AM] Draugemalf: i mean the color
930[9/11/2016 3:25:22 AM] Aidan Maxwell: Well judging from your previous screenshot it is looking pretty great.
931[9/11/2016 4:01:59 AM] Draugemalf: any ideeas on how to make this better?
932http://i.imgur.com/Un7pulZ.png
933[9/11/2016 4:02:52 AM | Edited 4:02:56 AM] Aidan Maxwell: Adding some falling dust to the hole that is tinted yellow will the give the impression that the light is shining on the dust in the cave making it look a lot cooler.
934Draugemalf
935[9/11/2016 4:09:24 AM] Draugemalf: should i replace the rocks on the left with something else?
936[9/11/2016 4:10:13 AM] Aidan Maxwell: I was more looking for the falling dust cloud rather than the dust specs you see at the bottom of lights. Also yeah you should remove the rock.
937[9/11/2016 4:10:39 AM] Aidan Maxwell: Remember to change the alpha and tint it yellow.
938Draugemalf
939[9/11/2016 4:22:07 AM] Draugemalf: the actuall falling dust things don't really look that great
940[9/11/2016 4:22:11 AM] Draugemalf: used the window dust thing
941[9/11/2016 4:22:33 AM] Draugemalf: also changed the rocks
942[9/11/2016 4:22:38 AM] Aidan Maxwell: Oh OK, the rocks look better now.
943[9/11/2016 4:25:00 AM] Draugemalf: is this better?
944
945http://i.imgur.com/EMtSwpJ.png
946[9/11/2016 4:28:14 AM] Aidan Maxwell: It does look better, just the ground texture beside the catwalk looks god awful.
947[9/11/2016 4:28:42 AM] Draugemalf: *water
948[9/11/2016 4:28:49 AM] Draugemalf: i want to add some lights for reflections
949[9/11/2016 4:28:53 AM] Draugemalf: so that it loks like water
950[9/11/2016 4:29:51 AM] Aidan Maxwell: I didn't know it was water, sorry. (facepalm)
951Draugemalf
952[9/11/2016 4:50:56 AM] Aidan Maxwell: That looks pretty cool. I like the details on the roof too.
953[9/11/2016 4:57:23 AM] Draugemalf: this http://i.imgur.com/K6unZp2.png or this http://i.imgur.com/KpdYUG0.png ?
954[9/11/2016 4:58:26 AM] Aidan Maxwell: A.
955[9/11/2016 5:08:57 AM] Draugemalf: okay, and last one:
956this:
957[9/11/2016 5:09:00 AM] Draugemalf: or this:
958[9/11/2016 5:39:05 AM] Aidan Maxwell: B, sorry for the late response.
959Draugemalf
960[9/11/2016 5:40:37 AM | Edited 5:42:10 AM] Aidan Maxwell: Maybe you want to use " Naturally you and your friends decided to investigate it. "?
961[9/11/2016 5:40:51 AM | Edited 5:41:55 AM] Aidan Maxwell: Rather than " Naturally you and your friends decided to explore it. "
962[9/11/2016 5:42:26 AM] Aidan Maxwell: Tracking btw.
963[9/11/2016 5:44:57 AM] Draugemalf: does it have a mod icon on this page?
964[9/11/2016 5:45:05 AM] Draugemalf: for some reason it doesn't show for me
965[9/11/2016 5:45:38 AM] Aidan Maxwell: It has a banner and for an icon it has the SOMA logo mushed up into a 200x200 ball.
966[9/11/2016 5:45:51 AM] Draugemalf: I mean http://www.moddb.com/games/soma/mods
967[9/11/2016 5:46:18 AM] Draugemalf: the preview icon is blank for me
968[9/11/2016 5:46:23 AM] Aidan Maxwell: Oh, well no it isn't showing up.
969[9/11/2016 5:46:32 AM] Draugemalf: I've tried updating it 3 times
970[9/11/2016 5:46:44 AM] Aidan Maxwell: Use a different icon?
971[9/11/2016 5:46:56 AM] Draugemalf: yeah, i tried that too
972[9/11/2016 5:49:02 AM] Draugemalf: resized it, it works now
973[9/11/2016 5:50:49 AM] Aidan Maxwell: Cool! :)
974[9/11/2016 5:51:11 AM] Aidan Maxwell: How long till release? How much have you created so far?
975[9/11/2016 5:58:18 AM] Draugemalf: well, the main area has it's layout and puzzle ideas/design finished as of today, now I only need to decorate stuff, and then to implement stuff using scripts.
976Then I need to add another small map for it's own puzzle that can play out in 2 different ways, but I haven't done anything on that map yet.
977
978Then there are 4 other maps.
979One is the apartment map in which i need to add 2 more smaller rooms, so design-wise it's ata around 60-70% done.
980
981Then there is the forest map, which is kind of done, I still need to implement the script but otherwise it's a simple map.
982
983The other 2 are copies of the forest/apartment but with different weather/time/scripts, you basically revisit them after the facility areas.
984
985I also need to get some voices recorded after I write the dialogues.
986
987Scripting should be easier this time, since there aren't as many terminals. The only thing that will be more difficulty is keeping track of what the player did do in one map or another. (Multiple endings)
988
989So idk, I hope it'll be done in 3-6 weeks
990[9/11/2016 6:00:12 AM] Aidan Maxwell: Sweet, so mind if I ask is it more exploration/puzzles or are there going to be monsters like in Leucos.
991[9/11/2016 7:25:51 AM] Aidan Maxwell: The Tumor Tuner album is complete!
992[9/11/2016 11:29:38 AM] Icosahedron: oh nice.
993[9/11/2016 11:30:17 AM] Icosahedron: cool
994[9/11/2016 11:30:31 AM] Aidan Maxwell: I might release it today but I want to send physical CD's out to my friends first.
995[9/11/2016 12:43:14 PM] Abion47: Scripting should be easier this time, since there aren't as many terminals. The only thing that will be more difficulty is keeping track of what the player did do in one map or another. (Multiple endings) you can use the global variable system
996[9/11/2016 12:43:47 PM] Abion47: cScript_GetGlobalVar and cScript_SetGlobalVar family of functions
997[9/11/2016 1:24:10 PM | Edited 1:24:26 PM] TiMan: Hey, I have a quick question in grammar :P
998
999"we are eager to explore the very changes and patterns of the society"
1000Is this sentence can be written like that?
1001[9/11/2016 1:24:38 PM] Icosahedron: the very bottom sentence cannot be written like that
1002[9/11/2016 1:24:45 PM] Draugemalf: :D
1003[9/11/2016 1:24:59 PM] Draugemalf: the quoted sentence seems okay, if a bit awkward
1004[9/11/2016 1:25:15 PM] Draugemalf: I mean, gramatically
1005[9/11/2016 1:25:15 PM] Icosahedron: depends on what you use it for, though.
1006[9/11/2016 1:25:23 PM] TiMan: the part with the: "Very changes" is the awkaard isn't it
1007[9/11/2016 1:25:32 PM] TiMan: I used it to explain a reason for a research motive
1008[9/11/2016 1:26:15 PM] Draugemalf: wouldn't the changes and patterns ... themselvs sound better?
1009[9/11/2016 1:26:21 PM] Icosahedron: I agree though it's okay but feels awkward. it could be written better a bit
1010[9/11/2016 1:26:48 PM] Draugemalf: also, check this out : https://discord.gg/gSAyu3z, It's a soma discord server that has a modding channel, Imo Discord has a better interface than skype.
1011[9/11/2016 1:27:05 PM] TiMan: "we are eager to explore the changes and patterns of the society"
1012Now it's better?
1013[9/11/2016 1:27:20 PM | Edited 1:27:27 PM] Aidan Maxwell: "We are eager to study the changes and patterns of their society".
1014[9/11/2016 1:27:58 PM] TiMan: Ops forgot to mention I am researching about our society as a whole
1015[9/11/2016 1:28:01 PM] Icosahedron: saying "the" society is kinda hard to say whether it's good or not
1016[9/11/2016 1:28:10 PM] TiMan: "we are eager to study the changes and patterns of our society"
1017[9/11/2016 1:28:12 PM | Edited 1:28:16 PM] TiMan: what about this one
1018[9/11/2016 1:28:15 PM] Icosahedron: yes
1019[9/11/2016 1:28:34 PM] Icosahedron: or "we are eager to study the changes and patterns in our society"
1020[9/11/2016 1:28:42 PM] Icosahedron: wait no
1021[9/11/2016 1:28:54 PM] Icosahedron: nevermind actually
1022[9/11/2016 1:29:18 PM] Icosahedron: that wouldn't work
1023[9/11/2016 1:29:48 PM] TiMan: So it stays "of"
1024[9/11/2016 1:30:13 PM] Icosahedron: yep
1025[9/11/2016 1:30:21 PM] TiMan: Alrighty, thanks :)
1026[9/11/2016 1:30:39 PM] Aidan Maxwell: There is certainly a lot of activity on the Discord server. Especially modding.
1027[9/11/2016 1:31:06 PM] Draugemalf: there's a few modders there working on a restored content mod
1028[9/11/2016 1:31:10 PM] Draugemalf: for omicron
1029[9/11/2016 1:31:18 PM] Draugemalf: with missing dialogue lines and events
1030[9/11/2016 1:31:33 PM] Icosahedron: also patchwork man? good thing you worked on that aidan
1031[9/11/2016 1:32:25 PM] Aidan Maxwell: Hehe... Heeeeeeeeeeeeeeeeeeeeee....
1032[9/11/2016 1:32:38 PM] Aidan Maxwell: Crap. I need to tell them.
1033[9/11/2016 1:32:52 PM] Icosahedron: oops
1034[9/11/2016 1:33:13 PM] Icosahedron: :P
1035[9/11/2016 1:36:23 PM] TiMan: Me and my colleague in school are doing Project in English class and we had to choose a topic and a research question and study it; so you might see more questions from me about grammar or help with structures/phrases/academic article writing principles (I think romulator can help me with that matter[?])
1036[9/11/2016 1:54:57 PM] Abion47: aidan, seriously
1037[9/11/2016 1:54:59 PM] Abion47: cool it
1038[9/11/2016 1:55:54 PM] Abion47: just because they happen to be working on some of the same stuff you are doesn't mean they are copying you
1039[9/11/2016 1:56:53 PM | Edited 1:57:08 PM] Icosahedron: oh I didn't feel he was saying that, I thought it was more like "oh crap I already made it, they don't need to do that all over again"
1040[9/11/2016 1:57:20 PM] Draugemalf: stuff is happening on discord
1041[9/11/2016 1:57:28 PM] Icosahedron: stuff?
1042[9/11/2016 1:58:06 PM] Draugemalf: modding discussions that might be a bit ... heated, idk
1043[9/11/2016 1:58:14 PM] Abion47: i get the feeling of what he is trying to say, but what he is saying sounds less like a friendly warning and more like an ultimatum
1044[9/11/2016 1:58:35 PM] Icosahedron: ah.
1045[9/11/2016 2:03:57 PM] Abion47: okay, it was definitely an ultimatum
1046[9/11/2016 2:04:15 PM] Icosahedron: why what happened now
1047[9/11/2016 2:04:30 PM] Icosahedron: this makes me.... not... want to join
1048[9/11/2016 2:04:49 PM] Icosahedron: if it's always like that, heheh..
1049[9/11/2016 2:08:25 PM] Abion47: aidan heard the other guys were reimplementing unused content and freaked
1050[9/11/2016 2:09:00 PM] Icosahedron: why?? it's not a bad thing
1051[9/11/2016 2:09:25 PM] Abion47: i think he's paranoid the other group is stealing his work
1052[9/11/2016 2:09:38 PM] Abion47: and i only call it paranoid because of how strongly he reacted
1053[9/11/2016 2:09:49 PM] Icosahedron: well I don't know for sure I wasn't there so I don't want to say anything else
1054[9/11/2016 2:10:43 PM | Edited 2:10:48 PM] Icosahedron: what function causes a swingdoor to open, like not instantly be set to an open position but you know actually open for creepy effect
1055[9/11/2016 2:11:04 PM] Draugemalf: Wait, let me check, I used it in Leucos
1056[9/11/2016 2:11:24 PM] Icosahedron: swingdoor_pushopen?
1057[9/11/2016 2:11:36 PM] Draugemalf: SwingDoor_AddDoorBodyImpulse("RoboEscapeRoomDoor", 5);
1058[9/11/2016 2:11:43 PM] Icosahedron: oh nice
1059[9/11/2016 2:11:45 PM] Icosahedron: much easier
1060[9/11/2016 2:11:51 PM] Draugemalf: But this might not work if it's closed, not sure about that
1061[9/11/2016 2:12:00 PM] Icosahedron: oh.
1062[9/11/2016 2:12:10 PM] Icosahedron: does setting its open amount to 0.005 work?
1063[9/11/2016 2:12:12 PM] Icosahedron: heh
1064[9/11/2016 2:12:18 PM] Draugemalf: if it doesn't auto close
1065[9/11/2016 2:12:28 PM] Draugemalf: but even so, I've had a horrible time working with swingdoors
1066[9/11/2016 2:12:38 PM] Draugemalf: therefore I made the spider destroy them
1067[9/11/2016 2:12:41 PM] Icosahedron: I'm trying to open a vent slowly but I had to place it in a position where it's hard to open at first
1068[9/11/2016 2:17:22 PM] Abion47: disable the door's autoclose before you push it
1069[9/11/2016 2:18:22 PM] Icosahedron: when I say it's hard to open I could only make it look good if the wall cut slightly into it so if it's already open it won't close, and it'd be pretty hard to open
1070[9/11/2016 2:21:23 PM] Icosahedron: there's a flashlight on the dead guy's hand and when you pick it up and light starts flickering on a vent as you look at it opening, it's like a hint to crawl in there
1071[9/11/2016 2:21:47 PM] Icosahedron: and as you can see I still have the awful ugly lighting glitch look
1072[9/11/2016 2:43:10 PM] *** Group call ***
1073[9/11/2016 2:43:11 PM] *** Missed group call. ***
1074[9/11/2016 2:44:46 PM] Icosahedron: woah what was the group call about
1075[9/11/2016 2:44:59 PM] Aidan Maxwell: You know I can see your guy's messages right? Are you always talking behind my back like this? Well just have ti wait and see if this is just a misunderstanding or if they are stealing my shit.
1076[9/11/2016 2:45:00 PM] Icosahedron: couldn't even hear that over a song I was listening to
1077[9/11/2016 2:45:04 PM] Draugemalf: idk
1078[9/11/2016 2:45:25 PM] *** Group call ***
1079[9/11/2016 2:45:27 PM] *** Missed group call. ***
1080[9/11/2016 2:45:33 PM] Draugemalf: okay, who's doing this?
1081[9/11/2016 2:45:44 PM] Icosahedron: well I guess we were but I didn't want to be mean anyway, was just curious what was going on.
1082[9/11/2016 2:46:02 PM] Aidan Maxwell: Abion is at fault here. Not you.
1083[9/11/2016 2:46:06 PM] Icosahedron: anyway hope it all works out though
1084[9/11/2016 2:46:41 PM | Edited 2:46:52 PM] Aidan Maxwell: This is like 0-0 against that other guy again. What a shit storm.
1085[9/11/2016 2:47:00 PM] Draugemalf: what happened ?
1086[9/11/2016 2:47:01 PM] Icosahedron: well I don't want to blame him either, but I feel he was just making an observation. maybe you were maybe you weren't, I wasn't there
1087[9/11/2016 2:47:18 PM] Icosahedron: wait, yeah what happened with 0=0?
1088[9/11/2016 2:47:54 PM] Aidan Maxwell: Some redditfags looked like they stole my shit. I tried making an agreement but they basiclly said Fuck you.
1089[9/11/2016 2:48:07 PM] Icosahedron: oh?
1090[9/11/2016 2:48:10 PM] Icosahedron: wow
1091[9/11/2016 2:48:14 PM] Draugemalf: I mean about 0-0
1092[9/11/2016 2:48:17 PM] Abion47: no they didnt
1093[9/11/2016 2:48:18 PM] Icosahedron: yeah
1094[9/11/2016 2:48:28 PM] Icosahedron: (yeah for 0=0)
1095[9/11/2016 2:48:32 PM] Aidan Maxwell: 0-0 was arguing that you can be an artist without getting paid and everyone lost it.
1096[9/11/2016 2:48:46 PM] Aidan Maxwell: Yes they did.
1097[9/11/2016 2:48:47 PM] Icosahedron: ....???????????
1098[9/11/2016 2:49:02 PM] Icosahedron: that's not exactly what art is...
1099[9/11/2016 2:49:17 PM] Aidan Maxwell: Ikr.
1100[9/11/2016 2:49:41 PM] Draugemalf: they actually stole code from you? or is the fact that they are also restoring monsters, as an ideea?
1101[9/11/2016 2:49:58 PM] Icosahedron: if I did want to get paid I could just draw a big square with an apple in the middle and splatter paint all over and call it art. DEEP MEANING!
1102[9/11/2016 2:50:26 PM] Aidan Maxwell: Option B. They did it after I released the first UPGRADED set back in July.
1103[9/11/2016 2:51:00 PM] Icosahedron: if it is just their idea as well then it's fine, but I can see how it would be tricky to make a mod when they might release it before you.
1104[9/11/2016 2:51:23 PM] Aidan Maxwell: Never trust anyone who is bigger than you. FUCK THE REDDIT
1105[9/11/2016 2:51:27 PM] Icosahedron: if they're just using it for a custom campaign it's also fine, because it isn't a release for all unused assets
1106[9/11/2016 2:53:10 PM] Aidan Maxwell: But they are going to advertise it as SOMA REMASTERED and I'm going to fade away while redditfags get dozens of upvotes on their shitty little collab.
1107[9/11/2016 2:53:38 PM] Draugemalf: Would you consider other people implementing let's say the spider but with completely different AI and sounds a bad thing.
1108[9/11/2016 2:53:39 PM] Draugemalf: ?
1109[9/11/2016 2:54:05 PM] Abion47: they literally never said that
1110[9/11/2016 2:54:17 PM] Draugemalf: I think they're calling it a restored content mod
1111[9/11/2016 2:54:43 PM] Aidan Maxwell: Yes. Because they wont credit me. They'll say ALL BY ME and down their way to positive comments.
1112[9/11/2016 2:55:16 PM] Draugemalf: No, i mean if they made the spider on their own, not using your code/sounds
1113[9/11/2016 2:55:19 PM] Abion47: because it IS all by them
1114[9/11/2016 2:55:26 PM] Abion47: they arent taking anything you made
1115[9/11/2016 2:55:49 PM] Icosahedron: well obviously reddit is gonna be more popular than fg forum
1116[9/11/2016 2:56:41 PM] Aidan Maxwell: @Drauge Their spider monster would be garbage. And it'll get more attention by being in one giant project.
1117[9/11/2016 2:56:55 PM] Icosahedron: at the end of the day you really shouldn't care though because it sounds like you just want more positive comments or something. maybe I misunderstood but if you're mod happens to be 10x better than you can live with that and say "eh whatever I don't care about that other mod"
1118[9/11/2016 2:57:14 PM] Abion47: ok aidan, here's how it is
1119[9/11/2016 2:57:15 PM] Aidan Maxwell: Soma muss mode was just a Player script change and that got A FUCKING RPS ARTICLE LIKE WHAT THE FUCK
1120[9/11/2016 2:57:27 PM] Abion47: you are afraid they took your stuff, but there is literally zero evidence of that
1121[9/11/2016 2:57:33 PM] Icosahedron: soma isn't that popular dude
1122[9/11/2016 2:57:47 PM] Abion47: you are afraid their mod will overshadow your own, but that is not an issue, because your mod and their mod cater to completely different audiences
1123[9/11/2016 2:58:15 PM] Abion47: you are creating a shit storm out of nothing but your own paranoia
1124[9/11/2016 2:59:18 PM] Abion47: you need to step back and realize that the only work they are using is their own, and they don't want any help, and there's nothing wrong with that
1125[9/11/2016 2:59:27 PM] Icosahedron: goddamnit making this vent more visible but having a shelf blocking it is annoying. don't wanna be the guy to change topics awkwardly but how do I get people to see it there if there's a shelf...?
1126[9/11/2016 2:59:43 PM] Draugemalf: put a light in it?
1127[9/11/2016 2:59:46 PM] Draugemalf: in the vent?
1128[9/11/2016 2:59:49 PM] Icosahedron: what I am doing
1129[9/11/2016 2:59:52 PM] Draugemalf: so it's more obvious?
1130[9/11/2016 2:59:54 PM] Draugemalf: or maybe sounds
1131[9/11/2016 2:59:54 PM] Icosahedron: a light will flicker on it
1132[9/11/2016 2:59:59 PM] Icosahedron: then you look at it opening
1133[9/11/2016 3:00:07 PM] Icosahedron: and pull the shelf down
1134[9/11/2016 3:00:10 PM] Draugemalf: or have a music cue play when you look at it
1135[9/11/2016 3:00:19 PM] Abion47: id say a clang sound coupled with a light inside the vent would be enough to get people's attention
1136[9/11/2016 3:00:23 PM] Icosahedron: well the game will force you to look at it so I think that's pretty good
1137[9/11/2016 3:00:48 PM] Aidan Maxwell: Fuck this. They are going to say how Fuckface on reddit has shaped the way people look at the underground game while I'll be one of those guys like on the forums that actually DID SHIT but go unnoticed because an obese neckbeard made a CS that Markiplier liked!
1138[9/11/2016 3:01:02 PM] Abion47: You know I can see your guy's messages right? Are you always talking behind my back like this? Well just have ti wait and see if this is just a misunderstanding or if they are stealing my shit.we weren't talking behind your back at all
1139[9/11/2016 3:01:15 PM] Abion47: it started because i was addressing you directly, then ico asked what was going on
1140[9/11/2016 3:01:46 PM] Abion47: aidan, if you want to be a game designer, there's one lesson you need to learn real quick
1141[9/11/2016 3:01:48 PM] Icosahedron: that's what I meant by observation
1142[9/11/2016 3:01:54 PM] Abion47: there is no such thing as original
1143[9/11/2016 3:02:06 PM] Abion47: everyone is creating things all the time
1144[9/11/2016 3:02:14 PM | Edited 3:02:21 PM] Icosahedron: also learning to work together with people? but in this case they're on another team. it's really not that bad though
1145[9/11/2016 3:02:31 PM] Aidan Maxwell: I'm fucking Wolfe Rone after the French ditched the Irish due to a storm.
1146[9/11/2016 3:02:37 PM] Abion47: the number of times where one person has an idea, puts a bunch of work into that idea, then find out that someone else is working on the same idea?
1147[9/11/2016 3:02:40 PM] Abion47: it happens all the fucking time
1148[9/11/2016 3:02:56 PM] Abion47: and either you keep working on your own stuff to try and be better, or you scrap it and move on to something else
1149[9/11/2016 3:03:11 PM] Icosahedron: like for example did you know I wanted to recreate akers to like 10x scarier or something? I could, if you're already doing it that's fine, I still have my own version that is satisfying in my own way to me
1150[9/11/2016 3:03:35 PM] Icosahedron: even if I don't release it
1151[9/11/2016 3:03:38 PM] Abion47: but demanding that they use your stuff or shut down their own operations is not only unreasonable and childish, but it hurts your image
1152[9/11/2016 3:03:41 PM] Aidan Maxwell: But I'm not. THEY ARE! 2 MONTHS LATER.
1153[9/11/2016 3:04:23 PM] Abion47: i was working on a team once that had this great idea to make a 1v4 horror game
1154[9/11/2016 3:04:37 PM] Abion47: we worked on it for about a month before we realized that Damned was already a thing
1155Icosahedron
1156[9/11/2016 3:04:50 PM] Icosahedron: not to interrupt but
1157[9/11/2016 3:05:14 PM] Aidan Maxwell: Fuck it. How about I call Traggey to come in and tell you guys you are wrong and that will stop it right? NEVER TRUST PEOPLE BIGGER THAN YOU.
1158[9/11/2016 3:05:18 PM] Abion47: some people wanted to keep working on it regardless, and some people were disheartened that the "brand new idea" we were working on wasn't original at all
1159[9/11/2016 3:05:45 PM] Abion47: IF YOU SHOULD NEVER TRUST PEOPLE BIGGER THAN YOU THEN WHY ARE YTOU EVEN HERE
1160[9/11/2016 3:06:18 PM] Abion47: THE WHOLE REASON YOU AND OTHERS JOINED THIS GROUP WAS TO COLLABORATE AND LEARN FROM PEOPLE WHO KNOW MORE THAN THEY DO
1161[9/11/2016 3:06:22 PM] Icosahedron: the lights on that theta wall tech thing over there will flicker when you pickup the flashlight shining on the vent and a timer will make you face the vent as it opens
1162[9/11/2016 3:06:44 PM] Draugemalf: @ Icosahedron I think that's enough
1163[9/11/2016 3:06:51 PM] Icosahedron: right.
1164[9/11/2016 3:06:56 PM] Icosahedron: just for the creeps though
1165[9/11/2016 3:06:59 PM | Edited 3:07:17 PM] Abion47: IF YOU CANT ACCEPT THAT MULTIPLE PEOPLE CAN OWN THE SAME IDEA THEN YOU NEED TO CHANGE HOBBIES
1166[9/11/2016 3:07:23 PM | Edited 3:07:40 PM] Icosahedron: okay now this place is getting heated too
1167[9/11/2016 3:07:39 PM] Aidan Maxwell: This is a turning point and I know it. Cancerous tumors pulaste from every letter you and I type.
1168[9/11/2016 3:07:55 PM] Draugemalf: yeah, bold + caps lock is definetely a bit heated
1169[9/11/2016 3:07:57 PM] Abion47: SO THIS IS A REAL LIFE LESSON FOR YOU KID, EITHER LEARN SOME FUCKING HUMILITY OR GET THE FUCK OUT
1170[9/11/2016 3:08:11 PM] Icosahedron: can we calm down
1171[9/11/2016 3:08:17 PM] Icosahedron: I don't want skype to blow up
1172[9/11/2016 3:08:22 PM] Abion47: and that is the last that i will say on the subject
1173[9/11/2016 3:08:39 PM] Aidan Maxwell: You could've just said GTFO. At least then I would have a chuckle.
1174[9/11/2016 3:08:56 PM] Abion47: good, because the point wasnt to make you chuckle
1175[9/11/2016 3:09:28 PM] Abion47: the lights on that theta wall tech thing over there will flicker when you pickup the flashlight shining on the vent and a timer will make you face the vent as it opensim not sure about a forced panning of the camera
1176[9/11/2016 3:09:32 PM] Icosahedron: the thing with you using caps is definitely heated but aidan please stop worrying. It's really not that bad. and if they did say fuck you and end up making a bad mod that's their problem
1177[9/11/2016 3:09:34 PM] Aidan Maxwell: Ok now I'm laughing. My point still stands that this situatuon is a terminal disease.
1178[9/11/2016 3:09:36 PM] Abion47: it might come across as too hand-hold-y
1179[9/11/2016 3:09:50 PM] Abion47: its a disease that you started dude
1180[9/11/2016 3:10:04 PM] Abion47: you were the one that handed them the ultimatum
1181[9/11/2016 3:10:22 PM] Abion47: you were the one who demanded that they stop working on what you were working on
1182[9/11/2016 3:10:23 PM] Aidan Maxwell: But you contracted it and we'll both die a slow and bitter death.
1183[9/11/2016 3:10:25 PM] Icosahedron: yeah I just want people to notice the vent opening I guess? maybe it doesn't have to but you know
1184[9/11/2016 3:10:35 PM] Abion47: literally everyone else was telling you it was fine
1185[9/11/2016 3:10:50 PM] Abion47: but every time someone tried to drop it, you bring it up again
1186[9/11/2016 3:11:03 PM] Abion47: @Ico i dunno, that's just my opinion
1187[9/11/2016 3:11:20 PM] Aidan Maxwell: Reporting it when it comes out.
1188[9/11/2016 3:11:32 PM] Aidan Maxwell: Fuck them for stealing it.
1189[9/11/2016 3:11:35 PM] heisenberg: what happend
1190[9/11/2016 3:11:43 PM] heisenberg: the fuck is going on here
1191[9/11/2016 3:11:45 PM] Aidan Maxwell: Everything.
1192[9/11/2016 3:11:45 PM] Abion47: they stole nothing you paranoid fuckwit
1193[9/11/2016 3:11:57 PM] Abion47: there is literally zero evidence of any stealing going on
1194[9/11/2016 3:11:57 PM] Icosahedron: okay aidan it's really fine and I realize that you already stopped talking about most of it but please stop saying we have a disease just because you got mad about something else someone did. stop looking for fame please
1195[9/11/2016 3:12:17 PM] heisenberg: someone stole assets from aidan?
1196[9/11/2016 3:12:21 PM] Aidan Maxwell: Go blast your skull open with a shotgun cunt. I'm out of this conv.
1197[9/11/2016 3:12:21 PM] Abion47: no they didnt
1198[9/11/2016 3:12:32 PM] Icosahedron: i said that because i think this entire topic is dumb
1199[9/11/2016 3:12:38 PM] Abion47: someone on the soma subreddit is working on a project to add the unused assets back into the game
1200[9/11/2016 3:12:45 PM] Icosahedron: not because i think your dumb, we all can fix things
1201[9/11/2016 3:12:49 PM] Abion47: and aidan is accusing them of stealing his idea
1202[9/11/2016 3:12:51 PM] heisenberg: that's totally fine then
1203[9/11/2016 3:12:53 PM] heisenberg: i mean
1204[9/11/2016 3:12:55 PM] heisenberg: they have the right to
1205[9/11/2016 3:12:58 PM] Abion47: ^^^^^^^^^^^^^^^^^^^^^^^^^
1206[9/11/2016 3:13:17 PM] heisenberg: you cannot tell someone to stop doing stuff because you had the same idea Aidan
1207[9/11/2016 3:13:21 PM] Icosahedron: okay I'm just gonna put my music back on now........
1208[9/11/2016 3:13:24 PM] heisenberg: I can as well go like
1209[9/11/2016 3:13:32 PM] Aidan Maxwell: NOT WHEN I RELEASED IT 2 MONTHS BACK YOU FUCKS.
1210[9/11/2016 3:13:34 PM] heisenberg: delete your amnesia custom story because it has a crowbar puzzle which I made
1211[9/11/2016 3:13:42 PM] heisenberg: that doesn't justify anything
1212[9/11/2016 3:13:46 PM] Aidan Maxwell: Caricature.
1213[9/11/2016 3:13:54 PM] heisenberg: honestly, fuck off dude
1214[9/11/2016 3:13:57 PM] heisenberg: you're being mean to me
1215[9/11/2016 3:14:03 PM] heisenberg: while i'm trying to bring up how wrong you are
1216[9/11/2016 3:14:26 PM] Abion47: we are trying*
1217[9/11/2016 3:14:30 PM] Icosahedron: also if you start an argument like that you WILL lose. just some advice.
1218[9/11/2016 3:14:56 PM] heisenberg: to be fully honest dude
1219[9/11/2016 3:15:00 PM] heisenberg: you're young
1220[9/11/2016 3:15:06 PM] heisenberg: maybe even too young to understand certain things
1221[9/11/2016 3:15:08 PM] Abion47: i also would like to add that this attitude is a good way of generating negative press toward your own projects
1222[9/11/2016 3:15:08 PM] Aidan Maxwell: This is the best and worst thing ever. What a blast (no pun intend) today.
1223[9/11/2016 3:15:26 PM | Edited 3:15:39 PM] heisenberg: but you can't just tell everyone to go fuck themselves for having better points during an argument than you
1224[9/11/2016 3:15:37 PM] Icosahedron: let's not get to the point where we actually all say our ages though, heh..
1225[9/11/2016 3:15:49 PM] Icosahedron: it's called being mad.
1226[9/11/2016 3:15:56 PM] Aidan Maxwell: eredin bréacc glas - Today 10:13 p.m.
1227> honestly, fuck off dude
1228[9/11/2016 3:16:01 PM] Aidan Maxwell: Yes we can.
1229[9/11/2016 3:16:08 PM] Abion47: there was one time a number of years back that i created and released a collection of MtG cards on the league of legends forum, wich each champion designed as a card
1230[9/11/2016 3:16:24 PM] heisenberg: you called me a fucker, I had the right to tell you to fuck off
1231[9/11/2016 3:16:31 PM] heisenberg: you literally insult everyone in this convo
1232[9/11/2016 3:16:42 PM] Abion47: a few weeks later, another guy released a collection with the exact same idea
1233[9/11/2016 3:16:48 PM] Aidan Maxwell: At least you haven't upgraded to Abion levels yet.
1234[9/11/2016 3:17:03 PM] Abion47: and his post got more attention and was even showcased in the riot community highlights
1235[9/11/2016 3:17:09 PM] Abion47: and yes, it pissed me off
1236[9/11/2016 3:17:21 PM] Abion47: but just because i was "first" doesnt mean that i own the idea
1237[9/11/2016 3:17:22 PM] heisenberg: but it didn't mean he couldn't do it
1238[9/11/2016 3:17:38 PM] Abion47: his cards were similar, but there was no evidence that he stole anything i did
1239[9/11/2016 3:17:52 PM] Abion47: just that we have the same idea and around the same time, and i happened to have it just slightly sooner
1240[9/11/2016 3:17:59 PM] Abion47: it was a fluke of fate, nothing more
1241Icosahedron
1242[9/11/2016 3:18:14 PM] Icosahedron: sorry i had to do that
1243[9/11/2016 3:18:19 PM] heisenberg: another example
1244[9/11/2016 3:18:27 PM] Abion47: justifiably so Ico
1245[9/11/2016 3:18:28 PM] heisenberg: one guy made a custom witcher 3 inventory background a few weeks ago
1246[9/11/2016 3:18:29 PM | Edited 3:18:40 PM] Icosahedron: I'm gonna leave skype now
1247[9/11/2016 3:18:30 PM] heisenberg: I never knew about it
1248[9/11/2016 3:18:33 PM] Aidan Maxwell: That is your mistake. You didn't go after them. Also thanks Hypercube. Great video :)
1249[9/11/2016 3:18:34 PM] heisenberg: i made one by myself too
1250[9/11/2016 3:18:41 PM] heisenberg: the guy never gave a fuck about my file
1251[9/11/2016 3:18:44 PM] Abion47: dude, you dont understand
1252[9/11/2016 3:18:44 PM] heisenberg: because you know why?
1253[9/11/2016 3:18:47 PM] Abion47: i DID go after them
1254[9/11/2016 3:18:49 PM] heisenberg: BECAUSE I COULD DO THAT
1255[9/11/2016 3:19:04 PM] Abion47: but because they never actually stole anything, no one cared
1256[9/11/2016 3:19:26 PM] Abion47: and in fact i actually ended up hurting the publicity of my own collection
1257[9/11/2016 3:19:43 PM] Aidan Maxwell: Why didn't you tell me that then? God how am I supposed to discuss when I don't have accurate info?
1258[9/11/2016 3:19:53 PM] heisenberg: WHAT
1259[9/11/2016 3:19:59 PM] heisenberg: DUDE THATS EXACTLY WHAT EVERYONE WAS TRYING TO TELL YOU
1260[9/11/2016 3:20:03 PM] Abion47: are you serious with that?
1261[9/11/2016 3:20:09 PM] heisenberg: FOR THE PAST 30 MINUTES FROM WHAT I CAN TELL
1262[9/11/2016 3:20:21 PM] Aidan Maxwell: Oh. Woops.
1263[9/11/2016 3:20:27 PM] Abion47: aidan at this point you are just being petty
1264[9/11/2016 3:20:37 PM] heisenberg: I expected better from you Aidan.
1265[9/11/2016 3:20:42 PM] heisenberg: "Whoops"
1266[9/11/2016 3:20:54 PM] Abion47: remember what i said about people joining this chat to learn from people who know more than they do?
1267[9/11/2016 3:21:02 PM] Abion47: you thought i was just talking out of my ass about that?
1268[9/11/2016 3:21:13 PM] heisenberg: If that's all you have to say, just shut your mouth instead of spouting stupid, irrational shit
1269[9/11/2016 3:21:15 PM] Aidan Maxwell: You just joined you can't pull this shit cunt.
1270[9/11/2016 3:21:23 PM] Abion47: aidan at this point you are just being petty
1271[9/11/2016 3:21:39 PM] heisenberg: [Sunday, September 11, 2016 3:21 PM] Aidan Maxwell:
1272
1273<<< shit cunt.Thanks man
1274[9/11/2016 3:21:45 PM] Hardarm: timan how's going with the map
1275[9/11/2016 3:21:48 PM] Abion47: you are acting like a child, dude
1276[9/11/2016 3:21:51 PM] heisenberg: And yeah i can pull this
1277[9/11/2016 3:21:56 PM] heisenberg: Because i read the earlier messages
1278[9/11/2016 3:22:04 PM] Hardarm: lol I didn't mean to come into this
1279[9/11/2016 3:22:04 PM] heisenberg: And i'm fully allowed to have my opinion
1280[9/11/2016 3:22:08 PM] Icosahedron: jesus this last video I gave was a bad one. even if things are still going on right now can I just summarize what's going on?
1281[9/11/2016 3:22:26 PM] Abion47: when people start shit in a confined place like skype or discord, literally everyone else is included
1282[9/11/2016 3:22:35 PM] Icosahedron: (this is not representing you aidan, rather the conversation we're having)
1283[9/11/2016 3:22:41 PM] Abion47: just because they havent been actively participated doesnt mean their opinion on the matter is invalid
1284[9/11/2016 3:22:50 PM] heisenberg: THANK YOU
1285[9/11/2016 3:22:57 PM] heisenberg: I'm a member of the confab
1286[9/11/2016 3:22:59 PM] heisenberg: i post rarely
1287[9/11/2016 3:22:59 PM] Aidan Maxwell: Dnlange should be here as backup. I need more hands to help me dig a deeper rabbit hole. Screaming noises.
1288[9/11/2016 3:23:02 PM] heisenberg: due to the lack of time
1289[9/11/2016 3:23:04 PM] heisenberg: but i do
1290[9/11/2016 3:23:12 PM] heisenberg: and i feel like a part of it = i have the right to talk your ears off
1291[9/11/2016 3:23:23 PM] Hardarm: there hasn't been a flame here for decades
1292Icosahedron
1293[9/11/2016 3:23:28 PM] Hardarm: rofl
1294[9/11/2016 3:23:40 PM] Aidan Maxwell: #Abiongate
1295[9/11/2016 3:23:50 PM] heisenberg: thought you said you're leaving?
1296[9/11/2016 3:23:51 PM] Icosahedron: ...
1297[9/11/2016 3:23:55 PM] Icosahedron: should I do it again
1298[9/11/2016 3:23:56 PM] Abion47: seriously, aidan?
1299[9/11/2016 3:24:08 PM] Abion47: are you seriously maintaining that all this is somehow my fault?
1300[9/11/2016 3:24:16 PM] Abion47: fuck off, dude
1301[9/11/2016 3:24:22 PM] Icosahedron: whoop de doo https://youtu.be/ulaHAFeflvQ?t=179
1302[9/11/2016 3:24:31 PM] heisenberg: aidan
1303[9/11/2016 3:24:33 PM] heisenberg: friendly advice
1304[9/11/2016 3:24:37 PM] heisenberg: just shut up
1305[9/11/2016 3:24:47 PM] heisenberg: you're just getting the inner retard out of yourself
1306[9/11/2016 3:24:47 PM] Abion47: sorry ico
1307[9/11/2016 3:24:51 PM] Abion47: what is that video for again?
1308[9/11/2016 3:25:04 PM] Abion47: ah, right
1309[9/11/2016 3:25:06 PM] Icosahedron: it's basically... umm....
1310[9/11/2016 3:25:07 PM] Abion47: appropriate
1311[9/11/2016 3:25:07 PM] Icosahedron: this
1312[9/11/2016 3:25:31 PM | Edited 3:25:43 PM] Aidan Maxwell: N o it was more of a meme on FGF. I witnessed #Traggetgate
1313[9/11/2016 3:25:58 PM] Icosahedron: are we all cool though now?
1314[9/11/2016 3:26:06 PM] heisenberg: getting memes into a serious discussion
1315[9/11/2016 3:26:08 PM] heisenberg: good idea
1316[9/11/2016 3:26:12 PM] Icosahedron: maybe not entirely but just asking
1317[9/11/2016 3:26:14 PM] Aidan Maxwell: Maybe I'll make a catfish and be a new guy?
1318[9/11/2016 3:26:21 PM] Hardarm: you guys were flamming until now
1319[9/11/2016 3:26:25 PM] Hardarm: what's going on?
1320[9/11/2016 3:26:37 PM] Aidan Maxwell: Everything.
1321[9/11/2016 3:26:39 PM] Icosahedron: this: https://youtu.be/ulaHAFeflvQ?t=179
1322[9/11/2016 3:26:46 PM] Hardarm: yeah it's a nice sound
1323[9/11/2016 3:26:49 PM] Icosahedron: last time I'm doing it
1324[9/11/2016 3:26:54 PM] Hardarm: and?
1325[9/11/2016 3:26:55 PM] heisenberg: aidan started doing sth, someone started doing a similar thing, aidan got pissed off
1326[9/11/2016 3:27:04 PM] heisenberg: and started calling us all names
1327[9/11/2016 3:27:13 PM] heisenberg: because he can't understand our arguments
1328[9/11/2016 3:27:16 PM] heisenberg: that clearly prove he's wrong
1329[9/11/2016 3:27:19 PM] Draugemalf: well to summarize it : discord server -> aidan gets in an argument with other modders making a restored content mod -> this
1330[9/11/2016 3:27:33 PM | Edited 3:27:39 PM] Aidan Maxwell: Screaming noises.
1331[9/11/2016 3:27:38 PM] Hardarm: somebody told me to download discord wtf is it
1332[9/11/2016 3:27:47 PM] heisenberg: a better skype
1333[9/11/2016 3:27:49 PM] Aidan Maxwell: DONT
1334[9/11/2016 3:27:57 PM] Icosahedron: same, but I'm too lazy
1335[9/11/2016 3:27:57 PM] Draugemalf: like skype, but with better things, like channes and so on
1336[9/11/2016 3:28:02 PM | Edited 3:28:08 PM] Aidan Maxwell: CANCER REDDITFAGS
1337[9/11/2016 3:28:11 PM] Hardarm: aidan are you ok?
1338[9/11/2016 3:28:15 PM] Abion47: the thing with discord is you dont have to actually download anything if you dont want to
1339[9/11/2016 3:28:17 PM] heisenberg: no he's not
1340[9/11/2016 3:28:20 PM] Abion47: it has a web client
1341[9/11/2016 3:28:21 PM] Icosahedron: aidan by this point nobody in this group is going to take advice from you right now
1342[9/11/2016 3:28:22 PM] heisenberg: he's insane
1343[9/11/2016 3:28:24 PM] Aidan Maxwell: Does it look like I'm Ok?
1344[9/11/2016 3:28:26 PM] heisenberg: literally
1345[9/11/2016 3:28:30 PM] heisenberg: yeah dude
1346[9/11/2016 3:28:33 PM] heisenberg: you're insane at the moment
1347[9/11/2016 3:28:42 PM] heisenberg: it's impossible to communicate with you
1348Icosahedron
1349[9/11/2016 3:29:06 PM] Hardarm: you can discuss pacifically it's basically the very stone of this group
1350[9/11/2016 3:29:16 PM] heisenberg: the problem is that he wasn't
1351[9/11/2016 3:29:17 PM] Hardarm: ico i'd go for some brian eno
1352Aidan Maxwell
1353[9/11/2016 3:29:27 PM] Abion47: heres a link to the whole discussion, if people want the full context
1354[9/11/2016 3:29:55 PM] Icosahedron: yay It a doggy
1355[9/11/2016 3:29:59 PM] Hardarm: aidan i was a bit pissed off when ico didn't like the changes in his map that I did but I realized it was his mod and I didn't freak out because there was no reason to
1356[9/11/2016 3:30:04 PM] Hardarm: ok let me read
1357[9/11/2016 3:30:16 PM] Aidan Maxwell: Way to go Abion. That's like showing the world my web history.
1358[9/11/2016 3:30:44 PM] Aidan Maxwell: MY FUCKING DOGGIE
1359[9/11/2016 3:30:45 PM] Abion47: i wasnt going to aidan, but youve kept it going and now people on here deserve to know just what the wall of flame is about
1360[9/11/2016 3:30:48 PM] Icosahedron: oh really? sorry didn't mean to.....
1361[9/11/2016 3:30:58 PM] Hardarm: is thedoctorpoo aidan?
1362[9/11/2016 3:31:02 PM] Abion47: yeah
1363[9/11/2016 3:31:09 PM] Abion47: he updated his name partway through
1364[9/11/2016 3:31:23 PM] Hardarm: so he has been in the forum
1365[9/11/2016 3:31:24 PM] Aidan Maxwell: My house is in shit because of this.
1366[9/11/2016 3:31:26 PM] Hardarm: hm
1367[9/11/2016 3:31:31 PM] Hardarm: your house what
1368[9/11/2016 3:31:53 PM] heisenberg: guys
1369[9/11/2016 3:32:00 PM] heisenberg: let's just stop talking to him
1370[9/11/2016 3:32:08 PM] heisenberg: he's going to act like he's not giving a shit now
1371[9/11/2016 3:32:16 PM] heisenberg: trying to make up shitty jokes
1372[9/11/2016 3:32:20 PM] Hardarm: ok the start of the conversation is going to be a bit problematic
1373[9/11/2016 3:32:28 PM] Hardarm: do the admins know about this?
1374[9/11/2016 3:32:32 PM] Aidan Maxwell: How about you add more detail to your shitty mod you fucking shitlord.
1375[9/11/2016 3:32:35 PM] Hardarm: they don't have to
1376[9/11/2016 3:32:39 PM] heisenberg: the only admin here is i think Robo
1377[9/11/2016 3:32:49 PM] heisenberg: well at least, i think he started this group
1378[9/11/2016 3:32:51 PM] Hardarm: but they might help since they're admins on FG
1379Aidan Maxwell
1380[9/11/2016 3:33:19 PM] Aidan Maxwell: He is a symbol of my hope.
1381[9/11/2016 3:33:23 PM] heisenberg: [Sunday, September 11, 2016 3:32 PM] Aidan Maxwell:
1382
1383<<< How about you add more detail to your shitty mod you fucking shitlord.and what was that supposed to be?
1384[9/11/2016 3:33:38 PM] heisenberg: was that meant to harm my feelings?
1385[9/11/2016 3:34:02 PM | Edited 3:34:15 PM] Aidan Maxwell: That your work needs to improve? Want me to spell it out in neon lettering?
1386[9/11/2016 3:34:03 PM] heisenberg: dude, you're shallow as fuck to think that people are going to worry about you calling them names
1387[9/11/2016 3:34:17 PM] Abion47: oh, is this where the discussion is headed now?
1388[9/11/2016 3:34:22 PM] Hardarm: yes
1389[9/11/2016 3:34:23 PM] Abion47: directly insulting each other's efforts?
1390[9/11/2016 3:34:24 PM] heisenberg: yes
1391[9/11/2016 3:34:28 PM] heisenberg: thanks to aidan
1392[9/11/2016 3:34:47 PM] heisenberg: like i said
1393[9/11/2016 3:34:53 PM] heisenberg: what's the point of insulting each other?
1394[9/11/2016 3:35:01 PM] heisenberg: it doesn't change any-fucking-thing
1395[9/11/2016 3:35:03 PM] Hardarm: trivia
1396[9/11/2016 3:35:04 PM] heisenberg: so just stop
1397[9/11/2016 3:35:04 PM] Hardarm: who is combine
1398[9/11/2016 3:35:11 PM] heisenberg: a soma modder
1399[9/11/2016 3:35:13 PM | Edited 3:35:22 PM] Aidan Maxwell: Just because I took a dump doesn't mean I need help stirring it.
1400[9/11/2016 3:35:23 PM] Abion47: combine is the guy who started the discord server
1401[9/11/2016 3:35:52 PM] Aidan Maxwell: And I'm the ones whis going to end his fucking copy.
1402[9/11/2016 3:35:57 PM] Abion47: i dont believe he has a presence on the forums
1403[9/11/2016 3:35:58 PM] Hardarm: wait a second
1404[9/11/2016 3:36:10 PM] Hardarm: this combine wants to make a restoration project on the CAMPAIGN?
1405[9/11/2016 3:36:16 PM] Abion47: yes
1406[9/11/2016 3:36:17 PM] Hardarm: just like Fallout 2's restoration project?
1407[9/11/2016 3:36:20 PM] Aidan Maxwell: Yes.
1408[9/11/2016 3:36:23 PM] Abion47: ...maybe
1409[9/11/2016 3:36:31 PM] Aidan Maxwell: Except WAY worse and shit.
1410[9/11/2016 3:36:32 PM] Draugemalf: more like kotor2's
1411[9/11/2016 3:36:33 PM] Abion47: dunno what the FO2 project is
1412[9/11/2016 3:36:35 PM] Hardarm: Aidan
1413[9/11/2016 3:36:45 PM] Aidan Maxwell: Ye?
1414[9/11/2016 3:37:13 PM] Hardarm: you are doing upgraded addons in order to have people use them in their own SOMA mods
1415[9/11/2016 3:37:14 PM] Hardarm: right?
1416[9/11/2016 3:37:22 PM] Hardarm: fuck my english
1417[9/11/2016 3:37:25 PM] Aidan Maxwell: Yes...
1418[9/11/2016 3:37:28 PM] Hardarm: yes
1419[9/11/2016 3:37:38 PM] Hardarm: don't you think
1420[9/11/2016 3:37:40 PM] Hardarm: BY CHANCE
1421[9/11/2016 3:37:44 PM] Hardarm: these are 2 different things?
1422[9/11/2016 3:37:50 PM] Aidan Maxwell: Nope.
1423[9/11/2016 3:38:12 PM] Abion47: okay, here's the situation
1424[9/11/2016 3:38:20 PM] Hardarm: why are you butthurting?
1425[9/11/2016 3:38:22 PM] Hardarm: I mean
1426[9/11/2016 3:38:23 PM] Hardarm: what's the reason
1427[9/11/2016 3:38:30 PM] Abion47: one party wants to invent a couple tools
1428[9/11/2016 3:38:37 PM] Aidan Maxwell: Shut it with your situations Abion.
1429[9/11/2016 3:38:48 PM] Abion47: the other party wants to make a bookshelf that happens to use their own version of the same tools
1430[9/11/2016 3:38:50 PM] Hardarm: because you're working simultaneously at some addons?
1431[9/11/2016 3:39:18 PM] Abion47: this isnt for your benefit aidan, since you've already demonstrated that you dont listen to reason
1432Aidan Maxwell
1433[9/11/2016 3:40:25 PM] Hardarm: you lent the frictional games link to them who are aiming to do very different things
1434[9/11/2016 3:40:45 PM] Hardarm: why? they are not allowed to use their own version of """"upgrated addons""""?
1435[9/11/2016 3:40:54 PM] Hardarm: as far as I know they aim at restoring the game
1436[9/11/2016 3:41:12 PM] Aidan Maxwell: That is what I'm doing!
1437[9/11/2016 3:41:20 PM] Abion47: no youre not aidan
1438[9/11/2016 3:41:27 PM] Abion47: youre just making the unused stuff usable
1439[9/11/2016 3:41:30 PM] Hardarm: you're fixing not used addons
1440[9/11/2016 3:41:33 PM | Edited 3:41:42 PM] Abion47: as stand alone content
1441[9/11/2016 3:41:33 PM] Hardarm: I mean
1442[9/11/2016 3:41:51 PM] Hardarm: not used early stuff from FG and you're making them usable
1443[9/11/2016 3:41:55 PM] Abion47: for other people to use in their own stuff
1444[9/11/2016 3:42:01 PM] Hardarm: nobody tells you that it's not good heh
1445[9/11/2016 3:42:15 PM] Hardarm: people have been using your stuff in their mods
1446[9/11/2016 3:42:23 PM] Hardarm: am I right
1447[9/11/2016 3:42:27 PM] heisenberg: yes you are
1448[9/11/2016 3:42:33 PM] heisenberg: we all are
1449[9/11/2016 3:42:36 PM] heisenberg: except for Aidan
1450[9/11/2016 3:42:50 PM] Aidan Maxwell: I'm restoring the game by recreating the monsters to their former glory. Fuck it why couldn't I just have gotten used to hammer. At least then I WOULD GET MORE EXPOSURE SO I WOULDN'T WORRY ABOUT ASSHOLES TAKING THE SPOTLIGHT.
1451[9/11/2016 3:43:04 PM] Hardarm: uh
1452[9/11/2016 3:43:11 PM] Abion47: aidan, the mod you are working on has no spotlight
1453[9/11/2016 3:43:23 PM] Abion47: you are literally just preparing stuff for other people to use
1454[9/11/2016 3:43:30 PM] Aidan Maxwell: ...
1455[9/11/2016 3:43:36 PM] Abion47: stuff like that is never intended to garner fame
1456[9/11/2016 3:43:40 PM] Aidan Maxwell: ...
1457[9/11/2016 3:43:48 PM] Abion47: you think i expect applause and roses for my PoC maps?
1458[9/11/2016 3:43:55 PM] Aidan Maxwell: ...
1459[9/11/2016 3:44:03 PM] Abion47: i do it to learn how to mod, and to give other people tools and ideas for their own stuff
1460[9/11/2016 3:44:05 PM] Icosahedron: dot dot dot
1461[9/11/2016 3:44:05 PM] Hardarm: ....,,,,,,,,,,,,,,,,,,,;;;;;;;;;;;;;;;;;;
1462[9/11/2016 3:44:17 PM] Hardarm: his sanity right now
1463[9/11/2016 3:44:21 PM] Abion47: if i was doing it for the fame, i would have stopped a long time ago
1464[9/11/2016 3:44:22 PM] Hardarm: pun in the pun
1465[9/11/2016 3:44:29 PM] Hardarm: sorry had to do it
1466[9/11/2016 3:44:34 PM] heisenberg: aidan
1467[9/11/2016 3:44:35 PM] Abion47: because several of my stuff has not a single comment on it
1468[9/11/2016 3:44:37 PM] heisenberg: with your kind of thinking
1469[9/11/2016 3:44:44 PM] heisenberg: you're copying FG's idea for your mod
1470[9/11/2016 3:44:53 PM | Edited 3:44:57 PM] Aidan Maxwell: SHUT THE FUCK UP HYPER IM TRYING TO SHOW THAT IM LISTENING YOU CUNT
1471[9/11/2016 3:45:05 PM] Hardarm: who is hyper
1472[9/11/2016 3:45:09 PM] Abion47: hyper?
1473[9/11/2016 3:45:13 PM] heisenberg: hyper?
1474[9/11/2016 3:45:13 PM] Hardarm: oh ico
1475[9/11/2016 3:45:15 PM] Draugemalf: hypercube?
1476[9/11/2016 3:45:24 PM] Aidan Maxwell: Hypercube you dipshits.
1477[9/11/2016 3:45:25 PM] Abion47: ah
1478[9/11/2016 3:45:39 PM] Abion47: is that Ico?
1479[9/11/2016 3:46:13 PM | Edited 3:46:36 PM] Icosahedron: huhuh I didn't even say anything besides dot dot dot. I'm sorry for that? I typed a few other things in but I eventually got rid of it because it's well beyond that point now
1480[9/11/2016 3:46:29 PM] heisenberg: [Sunday, September 11, 2016 3:45 PM] Aidan Maxwell:
1481
1482<<< Hypercube you dipshits.
1483[9/11/2016 3:46:31 PM] Abion47: anyway, you are in the business of making mod tools, so if you're doing it for the glory, you might as well give up now
1484[9/11/2016 3:46:40 PM] heisenberg: [Sunday, September 11, 2016 3:45 PM] Aidan Maxwell:
1485
1486<<< dipshits
1487[9/11/2016 3:46:48 PM] Abion47: hell, if you are in mod making in general for the glory you should give up now
1488[9/11/2016 3:47:00 PM] Hardarm: and if you're doing it in SOMA
1489[9/11/2016 3:47:03 PM] Hardarm: mostly
1490[9/11/2016 3:47:07 PM] Abion47: the number of mods that reach stardom is ridiculously small
1491[9/11/2016 3:47:27 PM] heisenberg: aidan, i thanked you by removing all the rep points i gave you on the forum
1492[9/11/2016 3:47:29 PM] Icosahedron: I'm sorry for being a dipshit though, I guess.
1493[9/11/2016 3:47:36 PM] heisenberg: same^
1494[9/11/2016 3:47:39 PM] heisenberg: all hail the mighty kin
1495[9/11/2016 3:47:41 PM] heisenberg: king*
1496[9/11/2016 3:48:09 PM] Abion47: so you really need to figure out why you are doing this, and gain a bit of humility, otherwise you are going to burn out fast
1497[9/11/2016 3:48:37 PM] Abion47: you remind me of a 13 year old who messaged the makers of pokemon uranium
1498[9/11/2016 3:48:55 PM] Abion47: he asked if he could help them, they politely declined, he threw a tantrum, and they blocked him
1499[9/11/2016 3:49:03 PM] Hardarm: I was like this in TMX forums when I was 12-13 years old
1500[9/11/2016 3:49:08 PM] Hardarm: Trackmania in general
1501[9/11/2016 3:49:09 PM] Aidan Maxwell: OK so heres the situation Erdedin is some asshole who summerises my entire following on the IM as disappointing Abion is being Cancer Ico wont stfu and Haradam has made me realise that there are no nice people in this world.
1502[9/11/2016 3:49:27 PM] Hardarm: ??
1503[9/11/2016 3:49:33 PM] Hardarm: i'm being as nice as possible
1504[9/11/2016 3:49:43 PM | Edited 3:49:56 PM] Abion47: aidan. hardarm is probably the one person being the nicest to you
1505[9/11/2016 3:50:01 PM] heisenberg: Erdedin, who's that
1506[9/11/2016 3:50:02 PM] Icosahedron: you make no sense because I barely said anything besides pointless videos links and a question about my mod
1507[9/11/2016 3:50:12 PM] Hardarm: there are other places where i flame like a fucker insulting even the shape of my victim's ballsack
1508[9/11/2016 3:50:19 PM] heisenberg: okay i had to change my nickname
1509[9/11/2016 3:50:25 PM] Abion47: the fact that you are using him as an example that everyone here is just bullying you means that you really need to go cool off and think all of this over
1510[9/11/2016 3:50:32 PM | Edited 3:50:41 PM] Icosahedron: if i said anything else directly related to your situation that was because i think this is dumb, not you. i even stated that earlier
1511[9/11/2016 3:50:33 PM] Hardarm: but it's because it's facebook and not a forum
1512[9/11/2016 3:50:33 PM] heisenberg: realized people might know me as slanderous better here
1513[9/11/2016 3:50:34 PM] Hardarm: so yeah
1514[9/11/2016 3:50:46 PM] Hardarm: slandyyyyyyyyyyyy
1515[9/11/2016 3:50:57 PM] Abion47: i dont see your nickname if we arent friended :P
1516[9/11/2016 3:50:59 PM] heisenberg: good mourning
1517[9/11/2016 3:51:09 PM] heisenberg: I'm Slanderous
1518[9/11/2016 3:51:14 PM] Abion47: yo
1519[9/11/2016 3:51:14 PM] Aidan Maxwell: You shit eatting traitor! Im fucking ending it.
1520[9/11/2016 3:51:16 PM] Draugemalf: I do see it
1521[9/11/2016 3:51:31 PM] heisenberg: depends on your settings i guess
1522[9/11/2016 3:51:35 PM] Hardarm: traitor ?_?
1523[9/11/2016 3:51:36 PM] Abion47: maybe its a setting on my client then :/
1524[9/11/2016 3:51:46 PM] Hardarm: anyway
1525[9/11/2016 3:52:08 PM] Abion47: aidan, literally everyone else is telling you the same stuff, that its their idea, they have the right to work on it independently, and they have the right to decline help
1526[9/11/2016 3:52:13 PM] Abion47: all you are doing now is burning bridges
1527[9/11/2016 3:52:38 PM] Icosahedron: i can see why you'd be annoyed though. you make a mod similar to another group's mod, and they respond saying "oh sorry no i think that's us".
1528[9/11/2016 3:52:47 PM] Icosahedron: doesn't matter though
1529[9/11/2016 3:53:01 PM] heisenberg: yeah
1530[9/11/2016 3:53:09 PM] heisenberg: you're just running out of logical points
1531[9/11/2016 3:53:17 PM] heisenberg: running toward the worst way you can pick during an argument
1532[9/11/2016 3:53:22 PM] Hardarm: but a question
1533[9/11/2016 3:53:22 PM] Aidan Maxwell: Why would I want to work witg a traitor a cunt witg a loud mouth and an asshole who agrees witg the majority?
1534[9/11/2016 3:53:25 PM] Hardarm: is combine here?
1535[9/11/2016 3:53:25 PM] heisenberg: toward brainless insulting
1536[9/11/2016 3:53:36 PM] heisenberg: nop
1537[9/11/2016 3:53:38 PM] heisenberg: nope*
1538[9/11/2016 3:53:38 PM] Abion47: like seriously, when i get the time to start getting serious with my mods, just about everyone here has something that i can ask them if they can help
1539[9/11/2016 3:53:40 PM] Hardarm: why insulting us?
1540[9/11/2016 3:53:50 PM] Icosahedron: please stop
1541[9/11/2016 3:54:00 PM] Abion47: but you can be the greatest modder in the world, and no one will give you a second thought because you have a serious attitude problem
1542[9/11/2016 3:54:31 PM] Icosahedron: seriously though can we like die for like a few minutes here?
1543[9/11/2016 3:54:43 PM] Hardarm: there's this midi reader that shows pretty shapes in the foreground for each note
1544[9/11/2016 3:54:55 PM] Hardarm: but who was the author I MAY HAVE FORGOTTEN
1545[9/11/2016 3:55:04 PM] Abion47: seriously though can we like die for like a few minutes here?not a terrible idea, im getting a bit hungry myself
1546[9/11/2016 3:55:26 PM] Hardarm: Audacity
1547[9/11/2016 3:55:28 PM] Hardarm: audacity
1548[9/11/2016 3:55:31 PM] Hardarm: who the fuck made it
1549[9/11/2016 3:55:32 PM] Hardarm: wait
1550[9/11/2016 3:55:36 PM] Aidan Maxwell: I'm eating ceral. The salt water is soiling the milk.
1551[9/11/2016 3:55:42 PM] Draugemalf: [Sunday, September 11, 2016 3:54 PM] Icosahedron:
1552
1553<<< seriously though can we like die for like a few minutes here?die ... is that a pun @Ico ?
1554[9/11/2016 3:56:16 PM] Hardarm: oh "audacity team"
1555[9/11/2016 3:56:16 PM] Hardarm: nice name
1556[9/11/2016 3:56:49 PM] Abion47: i want to say its just formally hosted by "The Audacity Team"
1557[9/11/2016 3:56:58 PM] Icosahedron: no more like "let's die down" but literally die because this is just going on too long
1558[9/11/2016 3:57:03 PM] Abion47: its open source, so its probably been developed by a ton of people
1559[9/11/2016 3:57:18 PM] Draugemalf: no I meant it about your profile picture
1560[9/11/2016 3:57:21 PM] Hardarm: anyway aidan if people use your addon you may be (most likely) mentioned in the credits
1561[9/11/2016 3:57:27 PM] Draugemalf: nevermind
1562[9/11/2016 3:57:32 PM] Abion47: i get it
1563[9/11/2016 3:57:36 PM] Icosahedron: oh huhuh lol
1564[9/11/2016 3:58:01 PM] Icosahedron: sorry, i should actually change it ive used it for soooo long,
1565[9/11/2016 3:58:01 PM] Hardarm: i chose to do lighting for one of the mods (even though i'm really in stall right now I lost motivation) because I wanted to be part of something
1566[9/11/2016 3:58:05 PM] Hardarm: but TiMan makes the mod
1567[9/11/2016 3:58:50 PM] Abion47: im looking forward to rom's reaction when he gets on xD
1568[9/11/2016 3:59:07 PM] Icosahedron: and hardarm about me like changing some of the work you did on my mod, it take blame because i didn't know shit about actually good lighting.
1569[9/11/2016 3:59:21 PM] Aidan Maxwell: This is false. They are too amutur to credit. They'll cut right to the menu. Only mention in the deacription and who reads that anymore? Cancerous disgusting pigs. Fucks yous all.
1570[9/11/2016 3:59:26 PM | Edited 3:59:31 PM] Icosahedron: was just doing basic point light and spotlight
1571[9/11/2016 3:59:35 PM] Aidan Maxwell: Fuck you for removing my rep.
1572[9/11/2016 3:59:38 PM] Hardarm: ico the processing of the lighting was actually very slow so it's ok that at first you didn't like it
1573[9/11/2016 3:59:51 PM] Abion47: aidan, once again, they havent stolen anything
1574[9/11/2016 3:59:54 PM] Icosahedron: yeah my editor doesn't see lighting right
1575[9/11/2016 3:59:55 PM] Hardarm: in HPL2 I used to make the lighting very calculated because it was very limited
1576[9/11/2016 3:59:58 PM] Aidan Maxwell: Fuck you for ruining my chances of collabing with anyone outside this fuck hole.
1577[9/11/2016 3:59:59 PM] Icosahedron: i think i told you about that
1578[9/11/2016 4:00:05 PM] heisenberg: [Sunday, September 11, 2016 3:59 PM] Aidan Maxwell:
1579
1580<<< Fuck you for removing my rep.you insulted me
1581[9/11/2016 4:00:09 PM] heisenberg: i will not tolerate that
1582[9/11/2016 4:00:15 PM] Aidan Maxwell: Fuck you all for making me thrash my house.
1583[9/11/2016 4:00:21 PM] heisenberg: trash*
1584[9/11/2016 4:00:27 PM] Abion47: Fuck you for ruining my chances of collabing with anyone outside this fuck hole.
1585[9/11/2016 4:00:29 PM] Hardarm: not again
1586[9/11/2016 4:00:29 PM] heisenberg: you're welcome
1587[9/11/2016 4:00:29 PM] Aidan Maxwell: FUCK YOU ALL.
1588[9/11/2016 4:00:34 PM | Edited 4:00:50 PM] Icosahedron: aidan when we say please stop in any way, i means stop because we're not saying bye bye no more modding, we're saying stop and just realize that you're making it worse
1589[9/11/2016 4:01:07 PM] Abion47: all you are doing now is burning bridges
1590[9/11/2016 4:01:39 PM] Aidan Maxwell: All I'm doing is picking up pieces of FUCKING CHINA OFF THE FLOOR.
1591[9/11/2016 4:01:45 PM] Hardarm: EVEN if your anger might be for a shizzle justified
1592[9/11/2016 4:01:47 PM] Icosahedron: you can still fix this! hell you don't even have to say "sorry guys i realize i was wrong", but just forget about the whole thing
1593[9/11/2016 4:01:52 PM] Hardarm: why screaming at us
1594[9/11/2016 4:01:58 PM] heisenberg: [00:01:47] Icosahedron: you can still fix this! hell you don't even have to say "sorry guys i realize i was wrong", but just forget about the whole thing
1595[00:01:52] Hardarm: why screaming at us
1596[9/11/2016 4:02:00 PM] heisenberg: THIS.
1597[9/11/2016 4:02:06 PM] heisenberg: so much of this^^^^
1598[9/11/2016 4:02:08 PM] Icosahedron: and stop insulting people because you're mad about your own things
1599[9/11/2016 4:02:09 PM] heisenberg: just
1600[9/11/2016 4:02:11 PM] heisenberg: chill
1601[9/11/2016 4:02:11 PM] heisenberg: the
1602[9/11/2016 4:02:12 PM] heisenberg: fuck
1603[9/11/2016 4:02:14 PM] heisenberg: out
1604[9/11/2016 4:02:23 PM] Abion47: you are picking pieces of broken china because of the china tea pot that you yourself smashed
1605[9/11/2016 4:02:42 PM] Abion47: and the rest of us are telling you that you shouldn't have done that, and in response you are throwing the pieces down on the floor again
1606[9/11/2016 4:03:08 PM] Hardarm: the question is also would you do this discussion on the forum too
1607[9/11/2016 4:03:15 PM] Hardarm: the public one
1608[9/11/2016 4:03:24 PM] Hardarm: a few more consequence of action
1609[9/11/2016 4:03:24 PM] Icosahedron: okay final thing, if it gets to the point where you have a temper tantrum and cause yourself a whole lot more trouble by smashing stuff, calm down! realize what you really just did
1610[9/11/2016 4:03:40 PM] Hardarm: where the admins might rage more easily
1611[9/11/2016 4:03:56 PM | Edited 4:04:05 PM] Aidan Maxwell: All of you have turned. Even if we resolved this the anger will live on. And no. I'll end up like Dnlange and the german who said I should burn in hell for being an athiest.
1612[9/11/2016 4:04:04 PM] Abion47: if this discussion had happened on throforum, aidan, you wouldve gotten a temp ban at the very least
1613[9/11/2016 4:04:15 PM] Hardarm: omg
1614[9/11/2016 4:04:16 PM] Hardarm: drama
1615[9/11/2016 4:04:28 PM] Abion47: aidan, the reason i posted the chat log was specifically so people didnt just have mine and draug's word to go on
1616[9/11/2016 4:04:42 PM] Abion47: the fact that they reached the same conclusion just further shows what you did
1617[9/11/2016 4:04:44 PM] Hardarm: the first lines of the chat were enough
1618[9/11/2016 4:05:06 PM] Hardarm: tbh
1619[9/11/2016 4:05:44 PM] Icosahedron: and the reason people to like removing your rep and stuff is because you're raging like an idiot. that is literally the worst way to argue that I've heard of. like when you accidentally bump into someone on the street and immediately they say "fuck you dude, you cunt, come at me bro let's fight a settle this thing"
1620[9/11/2016 4:05:46 PM] Aidan Maxwell: Are you going to copy this chatlog, huh?
1621[9/11/2016 4:06:01 PM] heisenberg: honestly dude
1622[9/11/2016 4:06:11 PM] heisenberg: just stop it and forget about everything and i will have nothing toward you
1623[9/11/2016 4:06:11 PM] Abion47: not unless you give me a reason to
1624[9/11/2016 4:06:19 PM] heisenberg: i will give you your rep back
1625[9/11/2016 4:06:25 PM] heisenberg: but just stop screaming at everyone
1626[9/11/2016 4:06:44 PM] Aidan Maxwell: Closure
1627[9/11/2016 4:06:45 PM] Icosahedron: it is the essence of rage
1628[9/11/2016 4:06:53 PM] Aidan Maxwell: Apology
1629[9/11/2016 4:06:59 PM] Icosahedron: be serious though
1630[9/11/2016 4:07:24 PM] Icosahedron: like i said the whole "they're already doing a similar mod" is NOT that bad
1631[9/11/2016 4:07:54 PM] Aidan Maxwell: I just took my medicine and now I realise that I was being a jerk Sorry.
1632[9/11/2016 4:08:56 PM] Aidan Maxwell: This happened to me before and I went apeshit cause I didn't want it to happen again.
1633[9/11/2016 4:08:56 PM] heisenberg: yeah you needed it
1634[9/11/2016 4:08:59 PM] Icosahedron: if you really mean it then let's move on instead of an awkward "sorry, we're done i hope", because i DO hope we're done
1635[9/11/2016 4:10:17 PM] Aidan Maxwell: On LBP2 as a kid I would create a map with a friend of a friend and he'd ballitle me saying I'm not doing it right. He eventually blocked me and didn't credit me.
1636[9/11/2016 4:10:36 PM] Aidan Maxwell: I tried to report him but nothing happened and I went ballistic.
1637[9/11/2016 4:10:49 PM] Aidan Maxwell: Like IRL at him.
1638[9/11/2016 4:10:49 PM] heisenberg: just to make things right
1639[9/11/2016 4:10:57 PM] Abion47: yeah, it happens, and its supremely shitty
1640[9/11/2016 4:11:03 PM] heisenberg: i have nothing toward you aidan
1641[9/11/2016 4:11:07 PM] heisenberg: and i will give you the rep back
1642[9/11/2016 4:11:19 PM] Abion47: sorry that happened to you
1643[9/11/2016 4:11:27 PM] Aidan Maxwell: I appriciate it.
1644[9/11/2016 4:11:38 PM] Aidan Maxwell: Again, sorry.
1645[9/11/2016 4:12:32 PM] Aidan Maxwell: Thanks for liking my dog Ico.
1646[9/11/2016 4:13:01 PM] Icosahedron: the thing is a lot of people don't realize that if you say something over the internet to someone, you're living in the moment and what you have to realize is that you can see those people irl after that happens. so it's not like they forgot about it completely. yeah but nice dog.
1647[9/11/2016 4:13:21 PM] Hardarm: look
1648[9/11/2016 4:13:26 PM] Hardarm: we all have our traumas
1649[9/11/2016 4:13:36 PM] Hardarm: and we are all affected by some microaggressions at times
1650[9/11/2016 4:13:50 PM] Icosahedron: and I'm not saying that just to you but how there are literally people everywhere who say things they don't mean just because they're not in front of the person at the moment
1651[9/11/2016 4:13:55 PM] Hardarm: but you have to be reasonable because people. get. annoyed
1652[9/11/2016 4:14:16 PM] Abion47: <cough> youtube comments <cough>
1653[9/11/2016 4:15:03 PM] Aidan Maxwell: Seeing a person texting is a lot different then hearing them talking.
1654[9/11/2016 4:15:09 PM] Icosahedron: that doesn't really count as much as two friends who just killed eachother online and then seeing them outside of the internet
1655[9/11/2016 4:15:33 PM] Icosahedron: youtube comments i mean
1656[9/11/2016 4:15:50 PM] Abion47: but yeah, as someone who has had several ideas "stolen" because someone else happened to be working on the same idea, all you can do is either work to make yours better or find something else
1657[9/11/2016 4:16:11 PM] Abion47: well no, i suppose its a bit of an exaggeration :P
1658[9/11/2016 4:16:52 PM] Abion47: and as long as you learn from your past experiences, there are no such things as failures
1659[9/11/2016 4:16:58 PM] Icosahedron: even if yours isn't better you still have it. some people will like it and others will like the other mod.
1660[9/11/2016 4:18:36 PM] Abion47: anyway, what were we talking about before?
1661[9/11/2016 4:18:44 PM] Abion47: something about a light and a grate?
1662[9/11/2016 4:18:48 PM] Icosahedron: time to scroll to the top!
1663[9/11/2016 4:18:53 PM] Icosahedron: nah but
1664[9/11/2016 4:18:56 PM] Hardarm: guys
1665[9/11/2016 4:18:59 PM] Icosahedron: i think i got it okay now
1666[9/11/2016 4:19:21 PM] Hardarm: I might tell TiMan that he might keep the map as it is for now
1667[9/11/2016 4:19:25 PM] Hardarm: I mean
1668[9/11/2016 4:19:27 PM] Hardarm: I can help with lighting
1669[9/11/2016 4:19:38 PM] Hardarm: but I don't think I can even check everything
1670[9/11/2016 4:19:44 PM] Hardarm: motivation is 0
1671[9/11/2016 4:19:47 PM] Hardarm: in HPL3
1672[9/11/2016 4:20:00 PM] Hardarm: it's sad to say
1673[9/11/2016 4:20:03 PM] Icosahedron: i get that sometimes
1674[9/11/2016 4:20:04 PM] Abion47: so are you meant to pull the shelf down?
1675[9/11/2016 4:20:11 PM] Abion47: or is the vent an atmospheric thing?
1676[9/11/2016 4:20:31 PM] Hardarm: though the first room of the mod is completely revamped
1677[9/11/2016 4:20:36 PM] Icosahedron: i don't know the idea came from in penumbra how you have to pull down a shelf to find a vent and get in
1678[9/11/2016 4:20:37 PM] Hardarm: it looks amazing
1679[9/11/2016 4:21:19 PM] Icosahedron: i originally had it another room as like it pops open and you have to escape because the door won't work but
1680[9/11/2016 4:21:26 PM] Hardarm: ico remember, try using shallow lights and gradients to make the lighting even rich and "complex"
1681[9/11/2016 4:21:39 PM] Icosahedron: the idea is the door to the power room with the pump generator won't work so you have to find another way in
1682[9/11/2016 4:21:45 PM] Hardarm: because that neon in the hallway was very bright
1683[9/11/2016 4:21:53 PM] Icosahedron: which one?
1684[9/11/2016 4:22:08 PM] Hardarm: in junction with the collapsed stairs
1685[9/11/2016 4:22:14 PM] Icosahedron: i didn't even post any screens of that today
1686[9/11/2016 4:22:31 PM] Icosahedron: collapsed stairs? are you talking about my mod?
1687[9/11/2016 4:22:33 PM] Draugemalf: can I get some lighting tips too?
1688[9/11/2016 4:22:52 PM] Hardarm: yes ico
1689[9/11/2016 4:23:34 PM] Icosahedron: this room?
1690[9/11/2016 4:23:52 PM] Icosahedron: oh...............................
1691[9/11/2016 4:23:59 PM] Icosahedron: you're talking about my other mod
1692[9/11/2016 4:24:48 PM] Hardarm: oh
1693[9/11/2016 4:24:50 PM] Hardarm: it's dumped?
1694[9/11/2016 4:24:59 PM] Icosahedron: that had a dumb error in it with some locker model, so me and rom tried to fix some of it but yeah i can't load up the map now
1695[9/11/2016 4:25:08 PM] Hardarm: shit
1696[9/11/2016 4:25:09 PM] Icosahedron: i still have the story though!
1697[9/11/2016 4:25:19 PM] Hardarm: if somebody is willing to get helped i'm ok with it
1698[9/11/2016 4:25:20 PM] Icosahedron: i am saving the folder just in case
1699[9/11/2016 4:25:21 PM] Hardarm: but like
1700[9/11/2016 4:25:23 PM] Hardarm: 1-2 rooms
1701[9/11/2016 4:25:24 PM] Hardarm: per time
1702[9/11/2016 4:25:37 PM] Hardarm: everything is ... hard
1703[9/11/2016 4:25:45 PM] Icosahedron: i guess
1704[9/11/2016 4:26:18 PM] Hardarm: show me some screens
1705[9/11/2016 4:26:25 PM] Icosahedron: but the reason i changed a few things from what you did was because there were a lot of lights, and i'd like to limit myself a bit. i think a few other people had a discussion about something like that
1706[9/11/2016 4:26:41 PM] Hardarm: it depoends if it impacts the framerate
1707[9/11/2016 4:27:25 PM] Icosahedron: i guess but i still couldn't see much difference anyways. i think it was the games fault for that
1708[9/11/2016 4:27:45 PM] Icosahedron: my editor doesn't load some changes sometimes
1709[9/11/2016 4:27:58 PM] Hardarm: dunno
1710[9/11/2016 4:28:03 PM] Hardarm: do you have cool screens of this new mod?
1711[9/11/2016 4:28:13 PM] Draugemalf: http://i.imgur.com/2vQeiaE.png
1712
1713http://i.imgur.com/tVU6qh0.png
1714
1715http://i.imgur.com/NeXQXp4.png
1716[9/11/2016 4:28:15 PM] Icosahedron: not many
1717[9/11/2016 4:28:26 PM] Draugemalf: Not Icos' mod
1718[9/11/2016 4:28:41 PM] Hardarm: holy shit that lighting is nice
1719[9/11/2016 4:28:48 PM] Icosahedron: yeah
1720[9/11/2016 4:28:54 PM] Hardarm: whose is this
1721[9/11/2016 4:28:57 PM] Draugemalf: mine
1722[9/11/2016 4:29:03 PM] Hardarm: nice
1723Draugemalf
1724[9/11/2016 4:29:38 PM] Draugemalf: just took some screenshots for the moddb page this morning
1725[9/11/2016 4:29:41 PM] Icosahedron: you could put a billboard over that yellow lamp if you want, to make it glow a bit
1726[9/11/2016 4:29:48 PM] Hardarm: ^
1727[9/11/2016 4:29:50 PM] Icosahedron: but then again it is really dim
1728[9/11/2016 4:30:12 PM] Hardarm: if you want some help if you need to light some stuff or put some things in 1-2 rooms I can help
1729[9/11/2016 4:30:22 PM] Draugemalf: I wanted it to have the high ilum glow
1730[9/11/2016 4:30:39 PM] Hardarm: I know a trick
1731[9/11/2016 4:30:43 PM] Hardarm: a cool trick
1732[9/11/2016 4:30:45 PM] Draugemalf: There's a part on which I have trouble with the lighting
1733[9/11/2016 4:30:50 PM] Hardarm: a very smooth boxlight
1734[9/11/2016 4:31:00 PM] Draugemalf: those tunnels, Ico knows what I'm talking about
1735[9/11/2016 4:31:13 PM] Hardarm: plus a billboard a little bit biigger than the size of the lamp
1736[9/11/2016 4:31:16 PM] Hardarm: should do it
1737Draugemalf
1738[9/11/2016 4:31:23 PM] Hardarm: smooth billboards
1739[9/11/2016 4:31:24 PM] Draugemalf: i really need help with this area
1740[9/11/2016 4:31:25 PM] Hardarm: IO mean
1741[9/11/2016 4:31:28 PM] Hardarm: smooth boxlights
1742[9/11/2016 4:31:43 PM] Hardarm: look the thing is
1743[9/11/2016 4:31:45 PM] Icosahedron: i still think those lamps are way to dim
1744[9/11/2016 4:31:48 PM] Draugemalf: I'll try that tommorow
1745[9/11/2016 4:31:50 PM] Hardarm: if you make those things more bright
1746[9/11/2016 4:32:01 PM] Hardarm: they will look shit because of course they look 3 overlapped lamps
1747[9/11/2016 4:32:09 PM] Hardarm: so you should change model
1748[9/11/2016 4:32:15 PM] Hardarm: because they are too dim
1749[9/11/2016 4:32:42 PM] Draugemalf: the ilum is set at 0.3
1750[9/11/2016 4:32:50 PM] Draugemalf: it's not that they're too dim
1751[9/11/2016 4:32:55 PM] Hardarm: yeah
1752[9/11/2016 4:32:57 PM] Hardarm: they are too dim
1753[9/11/2016 4:33:03 PM] Icosahedron: and yes i know if they are more bright it won't match the light brightness but they look like stripes on a wall. and the trouble is they already have billboards so either make the lamp bright so that the billboard look appropriate or just lower the effect brightness
1754[9/11/2016 4:33:05 PM] Hardarm: and with that illuminations those lights shouldn't even exist
1755[9/11/2016 4:33:18 PM] Hardarm: those lights should be a bit fluorescent with that illumination
1756[9/11/2016 4:33:26 PM] Hardarm: so it should be almost pitch dark
1757[9/11/2016 4:33:57 PM] Icosahedron: even if a lamp dim like that makes light that bright the light is still spread out too far
1758[9/11/2016 4:34:04 PM] Hardarm: look
1759[9/11/2016 4:34:12 PM] Hardarm: remove everything, find an alternate way to light those tunnels
1760[9/11/2016 4:34:21 PM] Hardarm: my suggestion
1761[9/11/2016 4:34:37 PM] Icosahedron: or just make the lamps slightly brighter and lower the effect brightness so the billboards aren't there?
1762[9/11/2016 4:34:56 PM] Hardarm: if they are brighter they look ugly in my opinion
1763[9/11/2016 4:35:04 PM] Hardarm: they still look 3 lamps overlapped with each other
1764[9/11/2016 4:35:18 PM] Draugemalf: no, it's an actual lamp model
1765[9/11/2016 4:35:20 PM] Draugemalf: it's not overlapped
1766[9/11/2016 4:35:24 PM] Hardarm: is it?
1767[9/11/2016 4:35:30 PM] Draugemalf: i think it's from the train station in the intro
1768[9/11/2016 4:35:45 PM] Hardarm: it looks ugly :s
1769[9/11/2016 4:35:56 PM] Icosahedron: those lamps are used in the transport station in pathos 2
1770[9/11/2016 4:36:06 PM] Hardarm: people hate me because i'm too critic
1771[9/11/2016 4:36:07 PM] Hardarm: at times
1772[9/11/2016 4:36:09 PM] Icosahedron: and they ARE brighter, the lights are just a tad brighter too
1773[9/11/2016 4:36:10 PM] Hardarm: sorry
1774[9/11/2016 4:36:14 PM] Icosahedron: nah
1775[9/11/2016 4:36:20 PM] Draugemalf: I know they're ugly, that's why i'm asking for help
1776[9/11/2016 4:36:30 PM] Hardarm: change model
1777[9/11/2016 4:36:45 PM] Icosahedron: that why i say just lower the effect brightness so it doesn't have the glow around it
1778[9/11/2016 4:36:51 PM] Hardarm: put some netted red light at the walls or put some plain light at the very center of the ceiling
1779[9/11/2016 4:36:52 PM] Icosahedron: a lamp that dim shouldn't glow that much
1780[9/11/2016 4:37:14 PM] Hardarm: or put 4 gas lamps in the ceiling
1781[9/11/2016 4:37:33 PM] Hardarm: that could be an excuse to put a important thing to look at in one of them
1782[9/11/2016 4:37:38 PM] Hardarm: design bitch
1783[9/11/2016 4:37:39 PM] Icosahedron: well ima go get a drink brb
1784[9/11/2016 4:37:51 PM] Hardarm: of course in the whole screenshot
1785[9/11/2016 4:37:58 PM] Hardarm: not 4 lamps at a whole junction
1786[9/11/2016 4:37:59 PM] Hardarm: that would suck
1787[9/11/2016 4:38:09 PM] Draugemalf: I'll see about that. I think I'll try to rework this area next. Also, I kind of want big lights because they're supposed to flicker when enemeis are nearby.
1788[9/11/2016 4:38:14 PM] Hardarm: remembe
1789[9/11/2016 4:38:19 PM] Hardarm: each light
1790[9/11/2016 4:38:24 PM] Hardarm: a very dim smoke
1791[9/11/2016 4:38:29 PM] Hardarm: flies, occasionally
1792[9/11/2016 4:38:33 PM] Hardarm: light dust
1793[9/11/2016 4:38:52 PM] Hardarm: it makes everything dynamic
1794[9/11/2016 4:38:55 PM] Hardarm: people dismiss this kind of stuff
1795[9/11/2016 4:38:57 PM] Hardarm: don't
1796[9/11/2016 4:39:09 PM] Hardarm: dim smoke means the light looks actually volumetric
1797[9/11/2016 4:39:20 PM] Hardarm: but it doesn't look foggy, you know
1798[9/11/2016 4:39:24 PM] Hardarm: wait
1799[9/11/2016 4:43:02 PM] Draugemalf: the dust thing?
1800[9/11/2016 4:43:09 PM] Draugemalf: it looks awesome
1801[9/11/2016 4:43:13 PM] Hardarm: smoke, dust, flare and billboard on the top
1802[9/11/2016 4:43:22 PM] Hardarm: 2 point lights to simulate light
1803[9/11/2016 4:43:35 PM] Hardarm: make a very enormous one that simulates light spread BUT with enormous falloff of course
1804[9/11/2016 4:43:47 PM] Draugemalf: what mod is that?
1805[9/11/2016 4:43:55 PM] Hardarm: timan's
1806[9/11/2016 4:44:06 PM] Hardarm: the only room I've worked on lol
1807[9/11/2016 4:44:45 PM] Draugemalf: I've only used something similar here:
1808
1809http://i.imgur.com/lf8m0uu.png
1810[9/11/2016 4:44:59 PM] Hardarm: very foggy
1811[9/11/2016 4:45:08 PM] Hardarm: is it really supposed to?
1812[9/11/2016 4:45:12 PM] Draugemalf: yep
1813[9/11/2016 4:45:18 PM] Hardarm: then use less fog
1814[9/11/2016 4:45:21 PM] Hardarm: and more actual fogy
1815[9/11/2016 4:45:23 PM] Hardarm: fog
1816[9/11/2016 4:45:24 PM] Draugemalf: the whole area is very dusty
1817[9/11/2016 4:45:25 PM] Hardarm: the fogarea
1818[9/11/2016 4:45:43 PM] Hardarm: because like this, it looks more like fogtexture spamming
1819[9/11/2016 4:45:56 PM] Draugemalf: That was before I discovered how good fog areas are
1820[9/11/2016 4:47:11 PM] Draugemalf: anyway, it's almost 2 am where I'm at, so I'll work on map things tommorow
1821[9/11/2016 4:48:15 PM] Hardarm: I really put any sort of stuff to each light entity though
1822[9/11/2016 4:48:19 PM] Hardarm: you're not forced to do that xd
1823[9/11/2016 4:48:20 PM] Hardarm: BUT
1824[9/11/2016 4:48:28 PM] Hardarm: use this
1825[9/11/2016 4:49:12 PM] Hardarm: it's great
1826[9/11/2016 4:49:24 PM] Hardarm: you can save your palette for every set of room / map
1827[9/11/2016 4:51:06 PM] Hardarm: you can even make things more cool
1828[9/11/2016 4:51:21 PM] Hardarm: the distance from one dot to another could be of 1 rad so 57°
1829[9/11/2016 4:51:36 PM] Hardarm: I like to do these things xd
1830[9/11/2016 4:52:41 PM] Hardarm: a good scifi palette could be this
1831[9/11/2016 4:53:00 PM] Hardarm: and this http://paletton.com/#uid=4000U0kllllfiuVijq8ongyrobL for another set of rooms for the same map
1832[9/11/2016 4:54:26 PM] Hardarm: I want to make some sample rooms now
1833[9/11/2016 4:54:33 PM] Hardarm: some PoC
1834[9/11/2016 4:54:54 PM] Hardarm: or rooms for you guys to take
1835[9/11/2016 4:55:04 PM] Hardarm: you can export a compound
1836[9/11/2016 4:56:18 PM] Hardarm: but i'll need to ask you some questions regarding the assets because you know them more than me by now
1837[9/11/2016 4:57:59 PM] Hardarm: for bathroom_* assets in station walls
1838[9/11/2016 4:58:10 PM] Hardarm: what ceiling could I place?
1839[9/11/2016 8:18:33 PM] Icosahedron: oh wow i thought perditio was peridito this whole time.. jesus im pretty sure im like slightly dyslexic
1840[9/11/2016 8:20:02 PM] Icosahedron: i like have this thing where i often tend to read a word, think it says something slightly different at first glance because maybe i just don't take time to read anything :^)
1841[9/11/2016 8:34:28 PM] Abion47: i have that with numbers
1842[9/11/2016 8:34:50 PM] Icosahedron: oh boy it's fun.
1843[9/12/2016 4:38:31 AM] TiMan: Hardarm - Today 00:21
1844> timan how's going with the map
1845
1846 Currently working on a third map. It goes smooth so far, I can send you some pictures. And that's fine by me keep working on the map's lighting by myself, if you lost motivation that's fine :P
1847I also want to apply my skills on that map
1848[9/12/2016 5:20:20 AM] TiMan: ...I just finished reading the whole conversation
1849[9/12/2016 5:20:51 AM] TiMan: oh wow, can't believe it's happening here too.
1850I was involved in stuff like this in the previous modding community I took part in
1851[9/12/2016 5:20:53 AM] TiMan: lol
1852[9/12/2016 5:20:55 AM] TiMan: oh well
1853[9/12/2016 5:21:00 AM | Edited 5:21:04 AM] TiMan: I hope everything is okay now
1854[9/12/2016 7:14:14 AM] Aidan Maxwell: Yes everything is settled.
1855[9/12/2016 1:39:06 PM] Hardarm: remember guys
1856[9/12/2016 1:39:08 PM] Hardarm: use paletton
1857[9/12/2016 1:39:49 PM] Aidan Maxwell: I used it since August and it is amazing! :)
1858[9/12/2016 1:41:01 PM | Edited 1:41:22 PM] Aidan Maxwell: Thomas Grip pulls the writer from the Outlast games to talk about horror.
1859[9/12/2016 1:43:22 PM] heisenberg: even though I thought outlast's story was shallow and poor
1860[9/12/2016 1:43:25 PM] heisenberg: i loved the writing
1861[9/12/2016 1:43:46 PM] heisenberg: i judge writing by the amount of words i don't understand
1862[9/12/2016 1:43:46 PM] heisenberg: XD
1863[9/12/2016 1:44:37 PM] Aidan Maxwell: Lol.
1864[9/12/2016 1:54:07 PM | Edited 1:56:04 PM] Aidan Maxwell: VWIP screenshots for my new Unnamed mod set in a Mindcoral nest.
1865[9/12/2016 2:36:36 PM] Draugemalf: nice
1866[9/12/2016 2:37:03 PM] Draugemalf: I'm working on creating a mod index, that categoriezez all existing mods/addons/resources etc
1867[9/12/2016 2:49:28 PM] Aidan Maxwell: Wow. What program are you using?
1868[9/12/2016 2:49:46 PM] Draugemalf: umm..it's reddit
1869[9/12/2016 2:49:57 PM] Draugemalf: it's basically a text post
1870[9/12/2016 2:50:39 PM | Edited 2:51:15 PM] Abion47: im working on a program to organize mod files and such in the SOMA dir
1871[9/12/2016 2:50:54 PM] Abion47: dont have any screenshots yet, unfortunately
1872[9/12/2016 3:17:31 PM] Draugemalf: abion, is base campaign mod the same as the barebones campaign template?
1873[9/12/2016 3:24:40 PM] Abion47: they are slightly different
1874[9/12/2016 3:24:49 PM] Abion47: cant remember in which ways
1875[9/12/2016 3:29:25 PM] Abion47: i want to say that base campaign mod is a "runnable" mod, whereas barebones campaign is literally the absolute minimum required for the mod to run
1876[9/12/2016 3:29:44 PM] Draugemalf: yeah, so i have to add the other one to the table too
1877[9/12/2016 3:30:00 PM] Abion47: i made that a long time ago though back when i didnt really know what i was doing
1878[9/12/2016 3:31:38 PM] Draugemalf: also, do you plan on updating your moddb PoC pack?
1879[9/12/2016 3:32:12 PM] Abion47: updating?
1880[9/12/2016 3:32:28 PM] Draugemalf: yeah, it seems to have only 4 PoCs
1881[9/12/2016 3:32:54 PM] Draugemalf: and you have more of them on steam
1882[9/12/2016 3:33:24 PM | Edited 3:33:32 PM] Abion47: yeah, that pack is compilation #1
1883[9/12/2016 3:37:05 PM] Draugemalf: finally finished adding the moddb links...now it's time for steam workshop :/
1884[9/12/2016 3:44:23 PM] Draugemalf: should i include mods like this in the table?
1885
1886https://steamcommunity.com/sharedfiles/filedetails/?id=556669445
1887[9/12/2016 3:44:32 PM] Draugemalf: this one seems to be only a half finished room or something
1888[9/12/2016 3:45:01 PM] Abion47: id say mark it as pre-alpha or something
1889[9/12/2016 3:45:18 PM] Draugemalf: pre-alpha, abandoned
1890[9/12/2016 3:45:23 PM] Draugemalf: it's dead since november
1891[9/12/2016 3:45:26 PM] Abion47: yeah
1892[9/12/2016 3:45:41 PM] Abion47: oh, i remember this one
1893[9/12/2016 3:46:01 PM] Abion47: it was the one that sparked the conversation about how steam reviews for mods arent usually received well
1894Draugemalf
1895[9/12/2016 4:31:12 PM] Abion47: oh, that's what you meant by base campaign mod xD
1896[9/12/2016 4:31:31 PM] Abion47: i was thinking of the one that rom put up around teh same time i put up mine
1897[9/12/2016 4:31:41 PM] Abion47: which looking through the list i guess he took down
1898[9/12/2016 4:31:48 PM] Abion47: so yeah, those two things of mine are the same thing
1899[9/12/2016 5:05:03 PM] Abion47: does anyone remember where the log for the level editor was?
1900[9/12/2016 7:07:12 PM] Icosahedron: oh cool, good job
1901[9/12/2016 7:11:13 PM | Edited 7:11:39 PM] Icosahedron: wow Hillary Clinton is gonna die, seriously something is messed up right now. she collapsed and was thrown into her vehicle by secret service and went to her daughter's home? and someone who looks slightly different that her instantly comes out with even more clothing than before even though it was "too hot outside for her". it all felt fake, with the child running up to her and stuff, and apparently a news article thing said she died sadly but was removed like 3 minutes later or something. she might not be dead now but they are certainly trying to find a way to break it to the public without causing much damage, she's like really sick or whatever
1902[9/12/2016 7:12:57 PM] Icosahedron: and the more you think about it it's not some crazy conspiracy theorist junk or whatever, there is so much to this, and the news just now suddenly has her health issues as like so important, and I swear people actually looked really sad or something? hmmm, maybe I'm crazy whatever
1903[9/12/2016 10:31:20 PM | Edited 10:31:27 PM] Abion47: no, it still feels like crazy conspiracy junk
1904[9/12/2016 10:31:30 PM] Icosahedron: i guess
1905[9/12/2016 10:31:37 PM] Abion47: so about those logs?
1906[9/12/2016 10:34:08 PM] Icosahedron: I'm not saying that all right there was literally all proof i had because it was more of a summary, and i can see how that would sound like crazy conspiracy junk just reading that skype message. take it with a grain of salt though, it's confusing because they did happen to say it on the news, and even if the video seemed fake the people who were reporting still admitted someone made a mistake by saying that?
1907[9/12/2016 10:35:10 PM] Icosahedron: im a bit skeptical too don't get me wrong but some of it just doesn't fit
1908[9/12/2016 11:11:23 PM] Abion47: so about those logs?
1909[9/12/2016 11:21:37 PM] Abion47: i have to be honest
1910[9/12/2016 11:22:10 PM] Abion47: hillary was the subject of or directly linked to 4 simultaneous federal investigations during the primaries
1911[9/12/2016 11:22:43 PM] Abion47: she has a history of sweeping under the rug atrocities that would land anyone else in prison for a very long time
1912[9/12/2016 11:23:19 PM] Abion47: she has been proven to not be consistent in what she says is her values, and that all she cares about is power and money (as a means to more power)
1913[9/12/2016 11:23:57 PM] Abion47: and it was proven that in at least several states her campaign tampered with the voting process
1914[9/12/2016 11:25:11 PM] Abion47: if given all that, she still landed the candidacy, then i give up and hope that america survives the next 4 years so we can have an election process that isn't a complete mockery of what little democratic abilities we have left
1915[9/12/2016 11:26:00 PM] Abion47: what good are conspiracy theories when the cold hard truth didnt even stand in her way
1916[9/12/2016 11:26:28 PM] (Romulator)Lachlan C.: The problem is "Who else can they elect?". I mean, you have either vote for fear or corruption - and I'd like to think most Americans believe there are only two candidates
1917[9/12/2016 11:26:39 PM] Abion47: you are not wrong in that
1918[9/12/2016 11:27:12 PM] Abion47: everyone is debating on whether they should vote hillary or trump, and very few of them are proposing that we vote for neither of them
1919[9/12/2016 11:27:31 PM] Abion47: and when i propose that, a good number of people assume i am saying to not vote at all
1920[9/12/2016 11:28:57 PM] (Romulator)Lachlan C.: There are at least two other parties if I recall.. the greens and something else.
1921[9/12/2016 11:29:15 PM] Abion47: the problem is that with nearly all the media outlets perpetuating that mentality, it is actually quite difficult to find info on the third party candidates
1922[9/12/2016 11:29:24 PM] Abion47: libertarian, i believe
1923[9/12/2016 11:29:32 PM] (Romulator)Lachlan C.: I was about to say something similar lel
1924[9/12/2016 11:29:41 PM] Abion47: there's also the tea party if memory serves (no really)
1925[9/12/2016 11:30:02 PM] (Romulator)Lachlan C.: Thanks to The Newsroom , I know the tea party exists
1926[9/12/2016 11:30:10 PM] (Romulator)Lachlan C.: But wasn't sure if it existed in this campaign
1927[9/12/2016 11:31:47 PM] Abion47: according to isidewith, the third party candidates are jill stein (green), gary johnson (libertarian), evan mcmullin (independent), and darrell castle (constitution)
1928[9/12/2016 11:32:14 PM] (Romulator)Lachlan C.: I got a friend who says that Jill could do really well
1929[9/12/2016 11:32:35 PM] Abion47: and apparently the tea party is not legally recognized as a political party, and therefore cannot have candidates
1930[9/12/2016 11:33:01 PM | Edited 11:33:12 PM] Abion47: i want to vote jill, but everything i see of her makes me think she's a bit of a nutjob
1931[9/12/2016 11:33:28 PM] (Romulator)Lachlan C.: From what I know (very little), she makes the most sense as a potential leader.
1932[9/12/2016 11:34:50 PM] (Romulator)Lachlan C.: Keep in mind, we have had 5 different Prime Ministers in the past 6 years
1933[9/12/2016 11:35:04 PM] Abion47: i would almost prefer that
1934[9/12/2016 11:35:05 PM] (Romulator)Lachlan C.: So our political system's not doing too well either
1935[9/12/2016 11:36:06 PM] Abion47: have you gotten one yet that doesnt think that a kid will turn into a murderous lunatic if he ever sees a fictional character holding anything even remotely gun-shaped?
1936[9/12/2016 11:36:52 PM] Abion47: (disclosure, all of my knowledge on the matter comes from watching zero punctuation)
1937[9/12/2016 11:37:35 PM] (Romulator)Lachlan C.: Well, we have been stepping up the Terror related stuff
1938[9/12/2016 11:37:46 PM] (Romulator)Lachlan C.: But otherwise, no not really!
1939[9/12/2016 11:37:53 PM] Abion47: yay politics!
1940[9/12/2016 11:38:16 PM] Abion47: at any rate, jill can't be any worse than either trump or hillary
1941[9/12/2016 11:38:53 PM | Edited 11:40:06 PM] Abion47: trump has zero political experience in foreign affairs, and is likely to want to nuke ISIS (along with the rest of the middle east) just for the lolz
1942[9/12/2016 11:39:16 PM | Edited 11:39:40 PM] Abion47: hillary has foreign experience, but in all the worst ways, and is likely to just sell ISIS our nukes in exchange for political favors
1943[9/12/2016 11:41:30 PM] (Romulator)Lachlan C.: [Monday, September 12, 2016 11:38 PM] Abion47:
1944
1945<<< trump has zero political experience in foreign affairs, and is likely to want to nuke ISIS just for the lolzSince his campaign is based on fear, segregation and patriotism, I'm honestly really, really frightened something's gonna happen to him or someplace of serious importance to the Government (White House, Pentagon, etc)
1946[9/12/2016 11:41:49 PM] (Romulator)Lachlan C.: Maybe not necessarily an Assassination, but certainly threats and targets.
1947[9/12/2016 11:42:20 PM] Abion47: oh, there are a fair number of people who predict an assassination within the first 6 months regardless of which of the two make it to office
1948[9/12/2016 11:42:57 PM] (Romulator)Lachlan C.: You couldn't assassinate Hillary.
1949[9/12/2016 11:43:06 PM] (Romulator)Lachlan C.: Her teeth would blind you, no matter the distance
1950[9/12/2016 11:43:28 PM] Abion47: fair point
1951[9/12/2016 11:44:43 PM] (Romulator)Lachlan C.: Jokes aside - I'm really more concerned if Trump is elected in. I think Hillary has a conscious to stop herself, but I think Trump could overreact to something little.
1952[9/12/2016 11:45:41 PM] (Romulator)Lachlan C.: You got that guy asking about changing speeds Abion? :P
1953[9/12/2016 11:51:49 PM] Abion47: i believe so
1954[9/12/2016 11:52:02 PM] Abion47: too tired to look into it deeply, but i think ive got the general idea
1955[9/12/2016 11:52:23 PM] (Romulator)Lachlan C.: I've had to mess with it for Construct.
1956[9/12/2016 11:53:10 PM] Abion47: looking at the MoveState classes, though, i wonder how hard it would be to either modify MoveState_Normal or to create a new MoveState class that would enable true elevator action
1957[9/12/2016 11:53:25 PM] Abion47: i mean, not trivially easy, of course, otherwise FG wouldve done it themselves
1958[9/12/2016 11:54:54 PM] (Romulator)Lachlan C.: Must admit, I'm a bit tired in terms of looking into it too, got some work for Uni to do.
1959[9/12/2016 11:55:17 PM] (Romulator)Lachlan C.: But the easiest way is to just set a multiplier speed in the OnEnter(); of your script.
1960[9/12/2016 11:55:32 PM] Abion47: yeah, thats what i suggested for player speed
1961[9/12/2016 11:55:36 PM | Edited 11:55:49 PM] (Romulator)Lachlan C.: But otherwise, just mess around with Player.hps and MoveState_Normal.hps
1962[9/12/2016 11:55:55 PM] Abion47: couldnt find an equivolent function for jump height, and i seriously doubt theres a helper function for ladder climbing speed
1963[9/12/2016 11:56:13 PM] (Romulator)Lachlan C.: There should be one for Jumping
1964[9/12/2016 11:56:57 PM] Abion47: Player_SetJumpDisabled, Player_CancelJump, and Player_Jump were the only jump-related helper functions i found in the player helper
1965[9/12/2016 11:57:07 PM] Abion47: so unless there's another helper...
1966[9/12/2016 11:58:38 PM] (Romulator)Lachlan C.: Hmm.. probably better to just change gravity then P:
1967[9/12/2016 11:58:46 PM] (Romulator)Lachlan C.: I also did find Player_SetLadderMoveMul(float afMul=1.0)
1968[9/12/2016 11:59:02 PM] Abion47: well bugger me
1969[9/12/2016 11:59:07 PM] (Romulator)Lachlan C.: But considering there are two speeds for ascending and descending the ladder..
1970[9/12/2016 11:59:21 PM] (Romulator)Lachlan C.: I wonder how well that last one works P:
1971[9/13/2016 12:01:12 AM] Abion47: its probably just a multiplier that affects both speeds
1972[9/13/2016 12:01:14 AM] Aidan Maxwell: The logs are located in the HPL3 folder in your Documents.
1973[9/13/2016 12:01:53 AM] Abion47: thank y'sir
1974[9/13/2016 12:02:31 AM] Abion47: trying to make the mod utility be able to generate default map files, but the files i was generating were soft crashing on load
1975[9/13/2016 12:11:25 AM | Edited 12:11:28 AM] (Romulator)Lachlan C.: Oh geez - sorry about not answering that question! I thought you were directing it to someone whom you needed the log off xD
1976[9/13/2016 12:11:33 AM] (Romulator)Lachlan C.: I could have answered that a while ago, whoops :x
1977[9/13/2016 12:12:12 AM] Abion47: yeah, i was trying to repost it as i figured it would get lost in the political discussion, but ended up caving
1978[9/13/2016 12:12:23 AM] Abion47: and talking political anyway
1979[9/13/2016 12:12:59 AM] (Romulator)Lachlan C.: Hehehe, well, yeah - any HPL3 editors end up in Documents/HPL3, and all SOMA related stuff ends up in My Games/SOMA/
1980[9/13/2016 12:13:23 AM] (Romulator)Lachlan C.: Not that it matters much now :P
1981[9/13/2016 12:13:36 AM] Aidan Maxwell: Woah, new logos for the HPL3 Editors!
1982[9/13/2016 12:13:45 AM] Aidan Maxwell: At least for me...
1983[9/13/2016 12:13:57 AM] (Romulator)Lachlan C.: Hmm? Did we get an update?
1984[9/13/2016 12:14:12 AM] Aidan Maxwell: Let me check Steam...
1985[9/13/2016 12:14:44 AM] (Romulator)Lachlan C.: Actually - are you on the public_beta?
1986[9/13/2016 12:14:47 AM] Abion47: not that i see
1987[9/13/2016 12:14:50 AM] Aidan Maxwell: No, we haven't had an update since March.
1988[9/13/2016 12:14:54 AM] Abion47: i remember getting new icons a while back though
1989[9/13/2016 12:14:54 AM] (Romulator)Lachlan C.: Some stuff was pushed within the past 24 hours
1990[9/13/2016 12:19:56 AM] Aidan Maxwell: FATAL ERROR - Definition "EntityClasses.def" on using User Class Prop - class with same name found!
1991[9/13/2016 12:20:10 AM] Aidan Maxwell: When I load the Level Editor.
1992[9/13/2016 1:09:31 AM] Abion47: my guess is you have two separately named script files that both declare the same class
1993[9/13/2016 1:10:00 AM] Abion47: interesting for it to pop up on the level editor though
1994[9/13/2016 1:10:29 AM | Removed 1:24:27 AM] (Romulator)Lachlan C.: This message has been removed.
1995[9/13/2016 1:12:07 AM] Abion47: did you modify the EntityClasses.def file?
1996[9/13/2016 1:24:40 AM] (Romulator)Lachlan C.: There we go. Darn you Skype, not sending me messages P:
1997[9/13/2016 10:55:31 AM | Edited 10:55:34 AM] Aidan Maxwell: Can you guys send your .def file to me? It might be due to me trying to get the Amnesia monsters to work with Abion.
1998[9/13/2016 2:42:05 PM] Icosahedron: it won't matter anyway if hillary was sick or not (which she is though, obviously not dead but...) because bernie was smart enough to override the convention rules so the dnc charter rules apply. second highest in delegates can take over!
1999[9/13/2016 2:46:24 PM] Icosahedron: by the way, nobody has seen Elizabeth warren Hillary or Bernie since, and sure Hillary has pneumonia but again this all seems a bit strange. she didn't show up in Philadelphia and that dumb interview they had on the news wasn't even an interview. just some poor audio recording of her saying "i gently got into the van and instantly felt better" a bunch of times.
2000[9/13/2016 2:48:21 PM | Edited 2:51:17 PM] Icosahedron: keep in mind the secret service just threw her straight in head first (I mean that's what they do I guess) but she IS sick though, that's very easy to tell. even if that sounds like crazy conspiracy crap too it wouldn't matter, the news eventually said it was true but not as bad or something.
2001[9/13/2016 2:50:19 PM] Icosahedron: and right now I'm not trying to argue "Hillary is dead believe me" but things are building up now that it's getting close to the end of the election, and more stuff is starting to show.
2002[9/13/2016 3:28:23 PM | Edited 3:31:17 PM] Icosahedron: damn, my tv was on to msnbc (news channel I watch) and they showed a clip (not video) of poor audio quality of someone who sounded literally nothing like her at all. I mean this time I really didn't sound like her, I know the news lies but how do they expect anyone to believe it that time? I know I just made a lot of messages but they a covering for her a lot
2003[9/13/2016 3:37:07 PM] Abion47: beware of confirmation bias
2004[9/13/2016 3:37:35 PM] Icosahedron: heh I guess so
2005[9/13/2016 5:26:14 PM] Icosahedron: but again though I don't want to say she is dead or is going to die soon, more like speculation, I'm still interested in seeing where this goes though. i don't know i guess it was just out of boredom i was talking about it, heh...
2006[9/13/2016 11:58:16 PM] Aidan Maxwell: Well the EntityClasses.def file didn't work. I'll try a Steam 'Verify Files'.
2007[9/14/2016 5:54:08 AM] Aidan Maxwell: Hmm, that doesn't work either. Maybe I'll check the log.
2008[9/14/2016 6:23:47 AM] Aidan Maxwell: It gets the error right after the Detail mesh section.
2009[9/14/2016 6:38:48 AM] (Romulator)Lachlan C.: I know you've claimed you've replaced the EntityClasses.def, but could you send it here?
2010Aidan Maxwell
2011[9/14/2016 6:47:49 AM] (Romulator)Lachlan C.: Alrighty, give me 5 minutes and I'll take a look :3
2012[9/14/2016 6:56:14 AM] (Romulator)Lachlan C.: Okay, so, I copied over that EntityClasses.def and replaced my one with that one.
2013[9/14/2016 6:56:22 AM] (Romulator)Lachlan C.: My Level Editor has opened up fine
2014[9/14/2016 6:56:44 AM] (Romulator)Lachlan C.: Which means that there's still a problem somewhere else with your installation.
2015[9/14/2016 9:41:33 AM] Aidan Maxwell: Can you post your prop scripts folder? That might be it...
2016(Romulator)Lachlan C.
2017[9/14/2016 10:44:29 AM] (Romulator)Lachlan C.: There ya go~
2018[9/14/2016 11:01:38 AM] Aidan Maxwell: OK, so that isn't working.
2019[9/14/2016 11:01:57 AM] Aidan Maxwell: Could it be something to do with the detail meshes in the main SOMA root folder?
2020[9/14/2016 12:35:11 PM] Abion47: do you have a second EntityClasses.def file somewhere where the level editor can load it?
2021[9/14/2016 12:36:00 PM] Aidan Maxwell: Well there is two of the files: one located in the editor folder and one located in editor/userclasses.
2022[9/14/2016 12:36:32 PM | Edited 12:37:03 PM] Aidan Maxwell: Wait...
2023[9/14/2016 12:36:52 PM] Aidan Maxwell: For some reason two files that were meant to be in userclasses...
2024[9/14/2016 12:37:06 PM] Aidan Maxwell: Were in the main editor folder.
2025[9/14/2016 12:37:45 PM] Aidan Maxwell: Deleting them solved the case. I don't really mess around with editor files so I didn't know that was my problem.
2026[9/14/2016 12:37:59 PM] Aidan Maxwell: Thanks for the help Rom and Abion. :)
2027[9/14/2016 12:38:28 PM] Aidan Maxwell: Wait, the level editor loads a lot quicker now.
2028[9/14/2016 12:38:38 PM] Aidan Maxwell: :O
2029[9/14/2016 12:39:09 PM] Aidan Maxwell: 5 seconds! Is this real?
2030[9/14/2016 12:39:25 PM] Aidan Maxwell: It used to take 5 minutes for me, yes!
2031[9/14/2016 1:48:31 PM] Aidan Maxwell: Wait, there is randomized entity/static objects settings?
2032[9/14/2016 1:50:10 PM] Abion47: and decal settings
2033[9/14/2016 1:50:34 PM] Aidan Maxwell: But wasn't that there at the start? This is something NEW!
2034[9/14/2016 1:52:10 PM] Draugemalf: not really
2035[9/14/2016 1:52:15 PM] Draugemalf: they've always been there for me
2036[9/14/2016 1:53:08 PM] Aidan Maxwell: This is strange...
2037[9/14/2016 2:04:20 PM] (Romulator)Lachlan C.: Only thing that I can think of is if you're on the public beta Aidan. Haven't checked myself, but I believe a new version was pushed within the past week.
2038[9/14/2016 2:04:31 PM | Edited 2:04:48 PM] (Romulator)Lachlan C.: That is, if there are any changes at all
2039[9/14/2016 2:05:52 PM] Abion47: 2 days ago, according to steamdb
2040[9/14/2016 2:06:14 PM] Draugemalf: so it IS being worked on ?
2041[9/14/2016 2:06:27 PM] Abion47: well yes, but dont get too excited just yet
2042[9/14/2016 2:06:37 PM] Abion47: it says nothing as to the extent of the changes
2043[9/14/2016 2:06:44 PM] Draugemalf: anniversary dlc confirmed!
2044[9/14/2016 2:06:57 PM] Draugemalf: :p
2045[9/14/2016 2:07:05 PM | Edited 2:07:18 PM] (Romulator)Lachlan C.: If I recall, the beta was just updated for fellows experiencing problems on Linux
2046[9/14/2016 2:07:30 PM] (Romulator)Lachlan C.: There may be more to it, but that's all I've seen thus far
2047[9/14/2016 2:08:23 PM] Draugemalf: we need to get a scan of a frictional employee and see what we can get out of them, just like brandon :D
2048[9/14/2016 2:08:53 PM] Aidan Maxwell: "WHERE'S THE UPDATE!? WHERE IS IS!?"
2049[9/14/2016 2:15:15 PM] Icosahedron: we'd have to play it cool though, like we'd simulate there own home and have a family member ask them "hey what are you're two new games about again?" huhuh.
2050[9/14/2016 2:15:34 PM] Draugemalf: nah, simulate a mindcoral hive
2051[9/14/2016 2:15:48 PM] Icosahedron: seriously the fact that they have 2 new games is excited, but I feel like it's just gonna be a dlc for soma or something. that would make sense though
2052[9/14/2016 2:17:22 PM] (Romulator)Lachlan C.: Well, if you want to sub to the public_beta;
2053 > Right Click in Steam
2054 > Properties
2055 > "Betas" tab
2056 > public_beta
2057 > Apply
2058 > Download
2059 > Simulate Luis in the chair for interrogating while you wait for the download.
2060[9/14/2016 2:17:34 PM] Icosahedron: yeah I know
2061[9/14/2016 2:17:40 PM] Icosahedron: oh god nevermind
2062[9/14/2016 2:17:53 PM] (Romulator)Lachlan C.: One's a horror game, the other isn't~
2063[9/14/2016 2:17:54 PM] Icosahedron: didn't read that last line :P
2064[9/14/2016 2:18:11 PM] Icosahedron: are you sure? that is just frictional daily speculation. or did they confirm?
2065[9/14/2016 2:18:12 PM] Draugemalf: so soma's dlc isn't a horor game?
2066[9/14/2016 2:18:25 PM] Icosahedron: or the other way around
2067[9/14/2016 2:18:40 PM] Icosahedron: there not always gonna make a complete game horror
2068[9/14/2016 2:18:55 PM] Abion47: i thought we didnt even know there was going to be a dlc
2069[9/14/2016 2:19:05 PM] Draugemalf: we don't
2070[9/14/2016 2:19:19 PM] Draugemalf: It's highly unliekely there'll be a soma dlc
2071[9/14/2016 2:19:33 PM] Icosahedron: if I even were to do that I would just give the player like a knife and a pistol, it would be cool to have weapons but don't overdo it
2072[9/14/2016 2:20:02 PM] (Romulator)Lachlan C.: Slanderous has been keeping track of the new games in an upcoming thread. In one of them, pretty sure it's called something along the lines of "We don't just want to be the horror guys", it talks about how one isn't horror but the other is.
2073[9/14/2016 2:20:17 PM] Icosahedron: yeah they said that
2074[9/14/2016 2:21:04 PM] (Romulator)Lachlan C.: And personally, if it were a SOMA DLC, I wouldn't want to pay for it. It's a game with free modding capabilities - paid addons? nah :p hehe
2075[9/14/2016 2:21:30 PM] Icosahedron: still limit the weapons. I would say no to machine guns because that's overpowering to one enemy in a single creepy level who isn't armed
2076[9/14/2016 2:22:31 PM] Icosahedron: so that way managing your ammo is really important, limited ammo for just a pistol, use it wisely otherwise........ run? and hide or something
2077[9/14/2016 2:22:55 PM] Icosahedron: or maybe I am just biased and think it should be a plain horror game
2078[9/14/2016 2:22:59 PM] (Romulator)Lachlan C.: I think Abion talked about this on the forums at one point. Or something similar~
2079[9/14/2016 2:23:09 PM] Abion47: well paid dlc would presumably come with new assets... so id buy it
2080[9/14/2016 2:23:15 PM] Icosahedron: even if I was or wasn't they should still limit those things
2081[9/14/2016 2:23:21 PM] Icosahedron: yeah me too
2082[9/14/2016 2:23:25 PM] Abion47: i talked about the flashlight/battery mechanic
2083[9/14/2016 2:23:29 PM] Abion47: and how it was shit
2084[9/14/2016 2:23:37 PM] (Romulator)Lachlan C.: :p
2085[9/14/2016 2:23:54 PM] Icosahedron: what, from penumbra? or my stupid flashlight thing in my mod
2086[9/14/2016 2:23:59 PM] Abion47: in general
2087[9/14/2016 2:24:02 PM] Icosahedron: right
2088[9/14/2016 2:24:11 PM] Icosahedron: I mean flashlights should last a while
2089[9/14/2016 2:24:21 PM] Icosahedron: rather than a few minutes
2090[9/14/2016 2:24:21 PM] Abion47: that's the thing though
2091[9/14/2016 2:24:30 PM | Edited 2:24:56 PM] Icosahedron: yeah yeah (that wasn't meant to be sarcastic)
2092[9/14/2016 2:24:49 PM] Abion47: either the flashlights die after a few minutes forcing you to always look for spare batteries or they last a while in which case why bother having batteries at all
2093[9/14/2016 2:25:09 PM] Icosahedron: well I think it would be cool to have tons of batteries everywhere
2094[9/14/2016 2:25:10 PM | Edited 2:25:29 PM] Draugemalf: tehre could be a level halfway thorugh where your batteries die
2095[9/14/2016 2:25:19 PM] Icosahedron: but
2096[9/14/2016 2:25:27 PM] Abion47: its an example of a mechanic that "improves immersion" but at the cost of enjoyability
2097[9/14/2016 2:25:36 PM] Icosahedron: the player would just be used to having a long lasting flashlight they don't realize it could run out
2098[9/14/2016 2:26:25 PM | Edited 2:26:44 PM] Icosahedron: but at the same time the no inventory thing kinda took away from my experience at first in soma. I'm fine with it but it's always fun to solve puzzles with some unique inventory management combining items stuff
2099[9/14/2016 2:26:47 PM] Abion47: im not saying anything about having an inventory
2100[9/14/2016 2:27:04 PM] Abion47: just about having a flashlight that regularly requires batteries (or any variant on the mechanic)
2101[9/14/2016 2:27:12 PM] Abion47: tehre could be a level halfway thorugh where your batteries dienow see, this is fine
2102[9/14/2016 2:27:26 PM] Abion47: that makes the mechanic temporary and thematic
2103[9/14/2016 2:27:31 PM] Icosahedron: yeah I know but since we were on the similar topic, like managing ammo and shit
2104[9/14/2016 2:27:46 PM] Abion47: but when its present during the course of the entire game it just gets tedious and annoying
2105[9/14/2016 2:27:56 PM] Abion47: and it puts an artificial cap on your ability to play the game
2106[9/14/2016 2:28:29 PM] Icosahedron: well maybe
2107[9/14/2016 2:28:36 PM] Draugemalf: like the tinderboxes, I just wish I could have the ability to turn torches on at will, and then regret that deciision when monsters see me
2108[9/14/2016 2:28:38 PM] Abion47: managing ammo suffers from a similar problem, but its not as severe since its part of a completely different genre
2109[9/14/2016 2:28:43 PM] Icosahedron: it's not that bad since it was just a flashlight. in penumbra it was barely a problem at all
2110[9/14/2016 2:28:56 PM] Icosahedron: tinderboxes are more tedious though
2111[9/14/2016 2:29:37 PM] Icosahedron: batteries are everywhere in penumbra and you don't have to use the flashlight all the time, like it could become annoying if you used it in an area you don't need to and run out
2112[9/14/2016 2:30:15 PM] Icosahedron: but that's also why I say limiting ammo using just a pistol wouldn't be bad. because you're goal isn't to fight all the time, that's why you have in in case you really need it
2113[9/14/2016 2:30:25 PM] Draugemalf: are theese better than the ugly train lamps?
2114[9/14/2016 2:30:34 PM] Abion47: and that's my point, on the one hand you have penumbra, where you are practically swimming in batteries to the point that all it is is an inconvenience when you have to break the flow of the game to refill your flashlight
2115[9/14/2016 2:30:58 PM] Icosahedron: I still thought you should've just made the original lamps brighter and take the billboards away by turning its effect brightness to zero
2116[9/14/2016 2:31:01 PM] Abion47: on the other hand you have games like the animatronic one that mark played not too long ago where he ran out of batteries and the game dropped him in literal pitch blackness
2117[9/14/2016 2:31:22 PM] Abion47: it looks a little... flat
2118[9/14/2016 2:31:27 PM] Abion47: im not sure how to describe it
2119[9/14/2016 2:31:30 PM] Icosahedron: yeah that's also annoying, and I understand how having too many batteries would be a bit weird
2120[9/14/2016 2:32:00 PM] Icosahedron: like for the fact if they didn't include the flashlight you could still finish all of it just fine with a glowstick
2121[9/14/2016 2:32:12 PM] Abion47: and the obvious counterargument would be "well, just balance the number of batteries so the player only ever has just enough of them to get by"
2122[9/14/2016 2:32:41 PM] Abion47: but the problem is that players playing a horror game have vastly different pacings for how they progress
2123[9/14/2016 2:32:45 PM] Icosahedron: yeah that doesn't work though either, when it's a plain horror game it's not really immersive just to add that, it's just a flashlight
2124[9/14/2016 2:32:50 PM] Abion47: and its impossible to balance around that
2125[9/14/2016 2:32:59 PM] Icosahedron: that's why soma has infinite flashlight
2126[9/14/2016 2:33:17 PM] Icosahedron: which also feels weird but it honestly works a lot better for me
2127[9/14/2016 2:33:42 PM] Icosahedron: if you do happen to use it long enough though the light starts to fade. weird part: turn it off and turn it on again.
2128[9/14/2016 2:33:49 PM] Icosahedron: that's it
2129[9/14/2016 2:34:12 PM] Abion47: which i suppose is a necessary compromise
2130[9/14/2016 2:35:06 PM | Edited 2:35:26 PM] Icosahedron: so again that's why ammo wouldn't be a big deal (it would for the game itself) in the sense that you should only use it when necessary. which in that case, hah, it's the players fault for using all of it, not the game's. even if people play differently they can't just use their old habits, imagine if that were a real situation.
2131Draugemalf
2132[9/14/2016 2:35:28 PM] Icosahedron: yes!
2133[9/14/2016 2:35:41 PM] Icosahedron: exactly what I meant
2134[9/14/2016 2:36:00 PM] Icosahedron: the water looks weird though because over to the left in the darkness you can still see it clearly
2135[9/14/2016 2:36:54 PM] Draugemalf: it's because of the fog area,
2136[9/14/2016 2:36:55 PM] Abion47: in that case, the ammo would almost be like a "skip this monster" feature
2137[9/14/2016 2:37:00 PM] Draugemalf: i'll move it aboce the water
2138[9/14/2016 2:37:05 PM] Icosahedron: not really
2139[9/14/2016 2:37:19 PM] Icosahedron: like monsters wouldn't have to be annoying or overused or used very little
2140[9/14/2016 2:37:20 PM] Abion47: try to circumvent it in normal fashion, but if all else fails, shoot it in the face
2141[9/14/2016 2:37:32 PM] Icosahedron: yes but you don't have to skip a monster
2142[9/14/2016 2:37:41 PM] Icosahedron: like how it doesn't have to block your path
2143[9/14/2016 2:37:49 PM] Abion47: try to circumvent it in normal fashion
2144[9/14/2016 2:38:38 PM] Icosahedron: in an open area though, it could be similar to akers in the fact it can know where you by hearing or something. a monster doesn't have to be blind but you get the idea, it wouldn't be easy to get by, players just have to learn to be cautious
2145[9/14/2016 2:38:59 PM] Abion47: ...like i said
2146[9/14/2016 2:39:24 PM] Icosahedron: i know but i was just brainstorming a little, interested in seeing where there new games go though
2147[9/14/2016 2:40:00 PM] Abion47: its always dangerous to put a gun in a horror game, because 9 times out of 10 it turns it into an action game
2148[9/14/2016 2:40:06 PM] Icosahedron: like who knows, this could be the next huge horror game
2149[9/14/2016 2:40:38 PM] Icosahedron: also why i hate it when people label fps games as horror sometimes just because of one moment they jumped. it isn't always that way
2150[9/14/2016 2:40:47 PM] Abion47: that's why FEAR went the direction it went, having distinct action sequences where you use the guns and horror sequences where the guns are useless
2151[9/14/2016 2:41:06 PM] Icosahedron: but again you can build the game so it can be useful?
2152[9/14/2016 2:41:12 PM] Abion47: and people can argue over whether or not it was effective, but it was certainly memorable
2153[9/14/2016 2:41:20 PM] Icosahedron: eh idk, there a lots of ways of going about it
2154[9/14/2016 2:41:37 PM] Icosahedron: very tricky to do.
2155[9/14/2016 2:41:43 PM] Icosahedron: sometimes. maybe.
2156[9/14/2016 2:42:21 PM] Abion47: the reason its tricky is that too many action-horror games are actually just a horror tarp thrown over an action game
2157[9/14/2016 2:42:28 PM] Icosahedron: yeah
2158[9/14/2016 2:42:44 PM] Icosahedron: I'm waiting for an actually really good game like that though
2159[9/14/2016 2:42:50 PM] Abion47: Dead Space and Doom 3 ran into that problem, where at first it seems to do a really good job of being a horror game that still lets you use guns
2160[9/14/2016 2:43:16 PM] Abion47: but they inevitably got to the part where the player is desensitized to the horror and the game devolves into action vanilla
2161[9/14/2016 2:43:20 PM] Icosahedron: alien isolation was a bit similar but they don't have to make it so that only at a certain point you get weapons
2162[9/14/2016 2:43:35 PM] Icosahedron: what bothers me
2163[9/14/2016 2:43:39 PM] Icosahedron: it's not the only way to do it
2164[9/14/2016 2:43:46 PM] Abion47: i havent played alien isolation, but the way i understand it was the difference is that the player never actually fights the alien directly
2165[9/14/2016 2:44:03 PM] Abion47: but rather uses various tools to distract or otherwise temporarily disable it
2166[9/14/2016 2:44:03 PM] Icosahedron: you can with a flamethrower
2167[9/14/2016 2:44:09 PM] Icosahedron: oh right sorry
2168[9/14/2016 2:44:26 PM] Icosahedron: there are multiple though so it's not like, oh i killed it! I'm a hero
2169[9/14/2016 2:45:14 PM] Abion47: so that's my problem with action-horror games
2170[9/14/2016 2:45:36 PM] Abion47: is that it suffers from a similar problem to the battery/flashlight mechanic
2171[9/14/2016 2:45:44 PM] Icosahedron: yeah. they still have to find a way to effectively use it. if it were to be a horror game though, with a few weapons
2172[9/14/2016 2:45:59 PM] Abion47: its either underused to the point of why even bother having it or overused to the point where it completely dominates the game
2173[9/14/2016 2:46:09 PM | Edited 2:46:23 PM] Icosahedron: exactly
2174[9/14/2016 2:46:43 PM] Icosahedron: like it wouldn't be that hard. even if there was a ton of ammo that's why i say a pistol is enough
2175[9/14/2016 2:47:11 PM] Icosahedron: because those monster would be pretty strong. amnesia monster fucking break down those doors
2176[9/14/2016 2:47:11 PM] Abion47: then you have games like 7 days to die or DayZ, where when you spawn the game is super intense, but the minute you find a weapon the tone takes a complete 180
2177[9/14/2016 2:47:52 PM | Edited 2:48:14 PM] Icosahedron: it couldn't play that game it was like really laggy. it did play it more but eventually got bored (7 days to die)
2178[9/14/2016 2:48:00 PM] Abion47: but then that's another problem, you can still create intensity in action games, but horror is more than just intensity
2179[9/14/2016 2:48:08 PM] Abion47: its fear
2180[9/14/2016 2:48:25 PM] Abion47: and its hard to make the player scared of something they could easily kill
2181[9/14/2016 2:49:01 PM | Edited 2:49:16 PM] Icosahedron: i mean do none of the game devs out there realize that?
2182[9/14/2016 2:49:21 PM | Edited 2:49:32 PM] Icosahedron: im guessing they do but still
2183[9/14/2016 2:49:55 PM] Icosahedron: the "horror" in those games sometimes feel like it was just thrown on last minute
2184[9/14/2016 2:50:10 PM] Abion47: so the only scares that just about every action-horror game can pull off is the jump scare
2185[9/14/2016 2:50:38 PM] Abion47: because atmospheric horror stems from the feeling of helplessness, and having a gun sort of undermines that
2186[9/14/2016 2:50:41 PM] Icosahedron: which is really bad also. frictional really does understand this crap though, they like, know
2187[9/14/2016 2:51:03 PM] Icosahedron: of course there are a few issues with their games too
2188[9/14/2016 2:51:18 PM] Icosahedron: they still pay attention to it though
2189[9/14/2016 2:51:21 PM] Abion47: even if the only gun you have is a pistol with 8 shots, that's still up to 8 enemies that you can kill before you go back to being scared
2190[9/14/2016 2:51:37 PM] Aidan Maxwell: Hey, are we talking about weapons in survival horror games? How about the game is set in a country (like Ireland, England, ect) where you cannot own a gun or ranged weapon without a license. This will make the user fight using melee weapons ONLY meaning danger while still having agency. Also we can have really fast and twitchy enemies (like in A: I and CoF) where they dart towards you when spotted and you have to time the weapon in order to hit. Of course the weapon would swing immediately on button prompt and THEN deactivated util you catch your breath.
2191[9/14/2016 2:51:44 PM] Icosahedron: seriously, one shot kills?
2192[9/14/2016 2:51:51 PM] Icosahedron: i wouldn't do that
2193[9/14/2016 2:51:52 PM] Abion47: i said "up to"
2194[9/14/2016 2:51:55 PM] Icosahedron: oh
2195[9/14/2016 2:52:15 PM] Abion47: thats an interesting idea, actually
2196[9/14/2016 2:52:33 PM] Abion47: not trying to instill fear despite having a gun, but having the gun be the actual source of the fear
2197[9/14/2016 2:52:43 PM] Aidan Maxwell: The amount of enemies can be many so that unless you are secluded you are more pushed to sneak around enemies rather than be Rambo.
2198[9/14/2016 2:53:05 PM] Icosahedron: but it might be a bit tedious to just have to fight them all up close constantly, if you chose to.
2199[9/14/2016 2:53:24 PM] Abion47: i mean, that's the general idea behind the "guns make noise, noise attracts more enemies", but the general idea could certainly be taken in other directions too
2200[9/14/2016 2:53:30 PM] Icosahedron: do not overuse enemies though if it's horror game. otherwise it might be action
2201[9/14/2016 2:53:34 PM] Icosahedron: sort of?
2202[9/14/2016 2:53:40 PM] Icosahedron: just not overdoing it i mean
2203[9/14/2016 2:53:59 PM] Aidan Maxwell: No way. Enemies will only be used as a barrier or to make the player use other directions in a level.
2204[9/14/2016 2:54:06 PM] Aidan Maxwell: Brb
2205[9/14/2016 2:54:18 PM] Icosahedron: yeah but you don't want to always block the players path i mean
2206[9/14/2016 2:54:25 PM] Abion47: yeah, it usually is the case that horror games arent about swarms of enemies, but rather one or two enemies that can royally fuck your shit up
2207[9/14/2016 2:54:28 PM] Icosahedron: it's a tricky setup
2208[9/14/2016 2:54:31 PM] Abion47: sure you do
2209[9/14/2016 2:54:40 PM] Abion47: its called leading the player
2210[9/14/2016 2:54:59 PM] Icosahedron: yeah but i wouldn't want more than two monsters if the level isn't that big
2211[9/14/2016 2:55:05 PM] Abion47: its the same thing that happens every time you give the player a locked door
2212[9/14/2016 2:55:13 PM] Icosahedron: or if you're talking about an open world game...
2213[9/14/2016 2:55:40 PM | Edited 2:57:13 PM] Abion47: A tree is in the way, but a Pokemon may be able to cut it.
2214[9/14/2016 2:56:07 PM] Icosahedron: still though if you have tons of enemies it would be hard to "find another way around", if they all follow their own paths
2215[9/14/2016 2:56:11 PM] Icosahedron: hmmm
2216[9/14/2016 2:56:22 PM] Icosahedron: what if monsters just stuck with one another
2217[9/14/2016 2:56:58 PM] Icosahedron: like in a pack
2218[9/14/2016 2:57:33 PM] Abion47: i believe that's called swarming
2219[9/14/2016 2:58:31 PM] Aidan Maxwell: Hooded gangs of teenagers block certain areas at night and frighten some of our older members of the community. Imagine a bunch of guys in hoodies walking towards you with hurleys at night. You can't see their faces.
2220[9/14/2016 2:58:39 PM] Abion47: games like assassins creed and shadows of mordor use it to great effect
2221[9/14/2016 2:59:16 PM] Abion47: id say though that open world is another mechanic that horror games dont do very well
2222[9/14/2016 2:59:28 PM] Abion47: theres a reason why nearly every horror game is linear
2223[9/14/2016 3:00:16 PM | Edited 3:00:31 PM] Abion47: that's the whole point of my argument in that same forum thread as the flashlight/battery mechanic that the mark of a good horror game is in limiting the player's choices
2224[9/14/2016 3:01:10 PM] Abion47: the more choices the player has, the more confident they are in how they proceed forward, and the more confident they are, the less scared they can be
2225[9/14/2016 3:01:25 PM] Icosahedron: A monster is in the way, what do you do? having it block the destination so you take a detour doesn't always have to be the case though. you have to use them in a good way so that it's not, oh time to do this- oh a monster, another one
2226[9/14/2016 3:01:26 PM] Abion47: its great in an action game but bad in a horror game
2227[9/14/2016 3:01:58 PM | Edited 3:02:15 PM] Icosahedron: and i know you weren't saying that's always what you would do but just for that one idea, if the monsters are actually very overpowering
2228[9/14/2016 3:02:12 PM] Abion47: well if a monster is in the way, it is always the case that the player needs to figure out how to deal with the monster
2229[9/14/2016 3:02:34 PM] Abion47: it doesnt always need to be a detour, sure, but in some way or other, the monster needs to be dealt with
2230[9/14/2016 3:02:47 PM] Abion47: assuming of course that the door the monster is blocking isn't a red herring
2231[9/14/2016 3:02:51 PM] Icosahedron: yeah i know, like if that does happen, to happen.
2232[9/14/2016 3:03:54 PM] Icosahedron: I'm not trying to completely say "AWFUL IDEA AIDAN!" maybe i explained what i meant poorly idk.
2233[9/14/2016 3:04:27 PM] Icosahedron: i like it though, frictional could probably use it very well if they implemented all these features right
2234[9/14/2016 3:05:18 PM] Aidan Maxwell: I was actually think you can use my above idea with the HTC Vive: Use your preferred hand as a button to walk to a pointed area in the game and the other hand to use as a melee weapon. You can duck and cover by yourself while the gyroscope in Unity detects when you are crouching and lowers your speed. It would also be cool if a microphone was activated so every time you talked it would alert enemies depending on how loud you were.
2235[9/14/2016 3:05:34 PM] Abion47: how about the gun is in some form that the monster can detect, so that you are exposed for as long as you are carrying it
2236[9/14/2016 3:05:50 PM] Icosahedron: omg i was literally just thinking about that
2237[9/14/2016 3:06:00 PM] (Romulator)Lachlan C.: Abion's HUD Tracker PoC incoming
2238[9/14/2016 3:06:09 PM] Abion47: not only would that encourage people to only use a gun if necessary, but it also opens up opportunities of the player having to ditch the gun in order to lure the monster away
2239[9/14/2016 3:06:42 PM] Aidan Maxwell: There would also be an A: I type monster that randomly appears but is blind. You have to stay perfectly still around it. Like UD but WAY better.
2240[9/14/2016 3:06:46 PM] Icosahedron: i always thought it would be really cool if voice detection crap was made really well so it's like a text based game where you have to say certain words to do certain things, but in a first person game using a mic
2241[9/14/2016 3:07:01 PM] Abion47: It would also be cool if a microphone was activated so every time you talked it would alert enemies depending on how loud you were.the game you are thinking of is called Lurking
2242[9/14/2016 3:07:39 PM] Icosahedron: hmm interesting monster
2243[9/14/2016 3:07:43 PM] Abion47: i made a lets play of it a long time ago, but the audio got corrupted and its not a game that you can really play through a second time and have identical reactions
2244[9/14/2016 3:07:47 PM] Icosahedron: also one thing they should make
2245[9/14/2016 3:07:49 PM] (Romulator)Lachlan C.: ^ The problem with Voice to Text is it's incredibly difficult to cater word for word what the user is saying.
2246[9/14/2016 3:08:02 PM] Icosahedron: moving your mouse around to look around should be considered moving, some how
2247[9/14/2016 3:08:04 PM] (Romulator)Lachlan C.: My iPhone struggles with my Australian accent at times
2248[9/14/2016 3:08:22 PM] Abion47: it is moving, but looking around doesnt really create much sound :P
2249[9/14/2016 3:08:24 PM] Icosahedron: that's why i said it needs to develop more, it could take a while
2250[9/14/2016 3:08:51 PM] Icosahedron: yeah but it always thought like the monster could be some supernatural type of things, where i like KNOWS movement!
2251[9/14/2016 3:09:05 PM] (Romulator)Lachlan C.: Ico - stand up, and look around. The sound of your foot moving on the spot doesn't make as much sound as walking in a circle :)
2252[9/14/2016 3:09:08 PM] Abion47: personally i dont think voice recognition (and particularly voice-to-text) has much use in video games outside of a couple niche subgenres
2253[9/14/2016 3:09:15 PM] Aidan Maxwell: [Wednesday, September 14, 2016 3:07 PM] Abion47:
2254
2255<<< [22:05] Aidan Maxwell:
2256
2257<<< It would also be cool if a microphone was activated so every time you talked it would alert enemies depending on how loud you were.Aidan Maxwell, Today 22:05the game you are thinking of is called LurkingI actually played that just without the mic.
2258[9/14/2016 3:10:00 PM] Abion47: its in the same vein as motion controls, where its cool in a few situations, but just makes gaming overall harder
2259[9/14/2016 3:10:11 PM] Icosahedron: yeah i know rom but like i said, it would be some crazy supernatural shit. like it isn't looking for people, it's just doing it's own thing. DO NOT DISTURB IT.
2260[9/14/2016 3:10:32 PM] Icosahedron: that's why having items scattered everywhere is crazy
2261[9/14/2016 3:10:37 PM] Icosahedron: you can walk if you want. that's fine
2262[9/14/2016 3:10:46 PM] Abion47: robothead
2263[9/14/2016 3:10:50 PM] Icosahedron: but not if it spawns.
2264[9/14/2016 3:10:57 PM] Icosahedron: robothead is different though
2265[9/14/2016 3:11:03 PM] Abion47: and/or akers
2266[9/14/2016 3:11:06 PM] Icosahedron: it would always be moving if it wanted to
2267[9/14/2016 3:12:19 PM] Abion47: so it would be a monster that doesnt detect you by sound or see you only when you move, but the very act of the player moving at all alerts it to your presence
2268[9/14/2016 3:12:31 PM] Aidan Maxwell: Yes.
2269[9/14/2016 3:12:35 PM] Icosahedron: so lets you make a ton of noise. there would have to be a system to detect how loud the noise was so if it was a certain volume the monster would spawn, you would hear a screech coming from some other place echoing down the hallway, and you hear it's footsteps quickly very fast getting to it to investigate because it literally hates noise or something.
2270[9/14/2016 3:12:51 PM] Icosahedron: and that's your hint
2271[9/14/2016 3:12:54 PM] Icosahedron: it isn't blind
2272[9/14/2016 3:12:58 PM] Icosahedron: you get out of there!
2273[9/14/2016 3:13:01 PM] Icosahedron: don't be seen!
2274[9/14/2016 3:13:03 PM] Abion47: that sounds like a monster that needs to be designed very carefully and used sparingly
2275[9/14/2016 3:13:09 PM] Icosahedron: exactly
2276[9/14/2016 3:13:17 PM] Icosahedron: oh no, a door it blocked by a shelf with stuff on it
2277[9/14/2016 3:13:25 PM] Icosahedron: take items off and slowly move it, good
2278[9/14/2016 3:13:29 PM] Icosahedron: throw it down
2279[9/14/2016 3:13:40 PM] Abion47: it can be very suspenseful sitting in place waiting for it to leave, but the act of forcing the player to spend 5-10 seconds literally not doing anything can get real old real fast
2280[9/14/2016 3:13:41 PM] Icosahedron: off in the distance you hear some abient "AHHHHHHHHHHGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!"
2281[9/14/2016 3:14:25 PM | Edited 3:14:45 PM] Icosahedron: no i mean the fact that you made noise is bad - it's now walking to the noise. you have to hide. it would be smart so it knows something was there and would literally check tons of places for you
2282[9/14/2016 3:14:27 PM | Edited 3:14:43 PM] Aidan Maxwell: [Wednesday, September 14, 2016 3:13 PM] Abion47:
2283
2284<<< it can be very suspenseful sitting in place waiting for it to leave, but the act of forcing the player to spend 5-10 seconds literally not doing anything can get real old real fastMaybe only for one segment or a small part of it like in A: I with it's lockers?
2285[9/14/2016 3:14:41 PM] (Romulator)Lachlan C.: I wish Frictional included a monster that could jump from wall to wall or climb along the ceiling.
2286[9/14/2016 3:14:45 PM] Abion47: so it is just following sound?
2287[9/14/2016 3:14:56 PM] Icosahedron: omg rom i always thought that would be cool
2288[9/14/2016 3:15:07 PM] Icosahedron: no like noise hurts it or something
2289[9/14/2016 3:15:09 PM] Abion47: ive actually been thinking lately about how a monster like that would work
2290[9/14/2016 3:15:12 PM] Icosahedron: not as a means of defense but
2291[9/14/2016 3:15:21 PM] Icosahedron: it like HATES it. do not disturb
2292[9/14/2016 3:15:27 PM] Icosahedron: that way
2293[9/14/2016 3:15:33 PM] Icosahedron: hiding is IMPORTANT
2294[9/14/2016 3:15:35 PM] (Romulator)Lachlan C.: The walls would be shit on its animations, but the ceiling wouldn't be so bad.
2295[9/14/2016 3:15:38 PM] Icosahedron: not a fake hiding feeling
2296[9/14/2016 3:15:46 PM] Icosahedron: like in amnesia
2297[9/14/2016 3:15:53 PM] Abion47: the concept would probably be similar to how im trying to create a spherical room where the player can walk all the way around it
2298[9/14/2016 3:15:54 PM] Icosahedron: hide in closet
2299[9/14/2016 3:15:59 PM] Icosahedron: oh it doesn't see you. wow
2300[9/14/2016 3:16:17 PM] Icosahedron: walks away and despawns what then? the encounter is done
2301[9/14/2016 3:16:39 PM] Abion47: i dont think the walls would be any different than the ceiling :/
2302[9/14/2016 3:16:42 PM] Icosahedron: in this monster it would be seriously fucked up and you like if it's spawned you DON't make much noise at all
2303[9/14/2016 3:16:48 PM] (Romulator)Lachlan C.: Lel, Ico, the monster doesn't hurt the player at all, just investigates sound.
2304[9/14/2016 3:17:12 PM] (Romulator)Lachlan C.: ^Abion - it's just cornering on the walls really.
2305[9/14/2016 3:17:16 PM] Abion47: lol, terrified of a monster until you realize that its completely harmless
2306[9/14/2016 3:17:26 PM] Icosahedron: that's not what i mean. it hates the sound. oh no the sound means it will see you if you don't leave the area. if it sees you
2307[9/14/2016 3:17:30 PM] Icosahedron: you are DEAD
2308[9/14/2016 3:17:42 PM] Icosahedron: and no it's not a completely overused annoying monster
2309[9/14/2016 3:17:52 PM] (Romulator)Lachlan C.: Eh.. That could be really cheap if it's close by.
2310[9/14/2016 3:17:59 PM] Icosahedron: doesn't have to be
2311[9/14/2016 3:18:02 PM] Icosahedron: hiding would a real thing
2312[9/14/2016 3:18:03 PM] Abion47: i think it would be cute to have some sort of impish monster that all it does is patrol around and religiously investigates any sound
2313[9/14/2016 3:18:14 PM] Icosahedron: huh
2314[9/14/2016 3:18:32 PM] (Romulator)Lachlan C.: Set its damage to 0.
2315[9/14/2016 3:18:35 PM] (Romulator)Lachlan C.: Done!
2316[9/14/2016 3:18:53 PM] Abion47: i mean like it never even gives the player a second thought
2317[9/14/2016 3:19:09 PM] Icosahedron: still though if the monster sees you that's bad. see the thing that people don't realize is that even they would not want to be near it and cry in a corner for like 20 minutes
2318[9/14/2016 3:19:13 PM] Abion47: but if a bucket falls to the ground, its the goddamn end of the world
2319[9/14/2016 3:19:27 PM] Icosahedron: but it's not dumb, it's not just killing you because sound
2320[9/14/2016 3:19:29 PM] Abion47: runs over to the bucket and rights it, then goes on its merry way
2321[9/14/2016 3:19:36 PM] Icosahedron: ( oh great it is isn't it)
2322[9/14/2016 3:19:56 PM] Icosahedron: it's checking for people, it heard noise, it's not like penumbra "what noise? oh nevermind"
2323[9/14/2016 3:20:03 PM] Abion47: im sorry to say though ico, you are basically just describing akers
2324[9/14/2016 3:20:16 PM] (Romulator)Lachlan C.: When the monster collides with the object's sound, if the player isn't looking, ResetProp();
2325[9/14/2016 3:20:18 PM] (Romulator)Lachlan C.: Hehehe
2326[9/14/2016 3:20:29 PM] Icosahedron: akers doesn't hate noise though, he just is looking for people to put in the wall for the wau
2327[9/14/2016 3:20:44 PM] Icosahedron: again the monster would behave differently and hiding would be a real thing
2328[9/14/2016 3:20:55 PM] Abion47: that's an immersion detail, its not really gameplay relevant
2329[9/14/2016 3:21:20 PM] Abion47: in either case, you are describing a monster that investigates noise and attacks the player if they get too close
2330[9/14/2016 3:22:05 PM] Icosahedron: yeah but it's not blind. like you could make all the noise in the world akers wouldn't care. you could make all the noise in the world and suddenly he does, akers is confusing sometimes...
2331[9/14/2016 3:22:41 PM] Abion47: whenever i made a loud noise, akers immediately wrecked my day :/
2332[9/14/2016 3:22:43 PM] Icosahedron: I'm talking about a very hostile one though besides "oh i used to be human, I gouged out my eyes and now i want to sing people lullabies to make them sleep in the wau"
2333[9/14/2016 3:22:50 PM] Icosahedron: yeah but sometimes he doesn't
2334[9/14/2016 3:23:05 PM] Abion47: that might just be you :/
2335[9/14/2016 3:23:25 PM] (Romulator)Lachlan C.: Akers was my worst monster encounter. I was stuck in theta labs for 40 minutes fixing that elevator.
2336[9/14/2016 3:23:43 PM] Icosahedron: it isn't. all you have to know is the stages of his sound. gag gurgle spit - idle, screeching - mad - wailing, well you know
2337[9/14/2016 3:23:59 PM] Icosahedron: that's because people don't know how it works at first
2338[9/14/2016 3:24:00 PM | Edited 3:24:26 PM] Abion47: but what i am saying is that functionally, it doesnt matter if akers is a confused ex-human or a literal hellspawn who wants to personally make you his new armchair
2339[9/14/2016 3:24:02 PM] (Romulator)Lachlan C.: I must have tried to repair it 7 times, and in the end, I just wanted to get out of there.
2340[9/14/2016 3:24:06 PM] Abion47: mechanically its still the same
2341[9/14/2016 3:24:21 PM] (Romulator)Lachlan C.: Not because of Akers, but because I wanted to progress.
2342[9/14/2016 3:25:04 PM] Icosahedron: yeah I'm not saying it would be too powerful because it would be scary, you would just have to use strategy and stuff more rather than akers randomly spawning whenever. and yes he does that
2343[9/14/2016 3:25:16 PM] Icosahedron: and i know you do the same with akers
2344[9/14/2016 3:26:25 PM] Icosahedron: i don't know. I'm not asking for a change in akers, just some really fucked up monster. and if used well could be really scary. also make hiding thing, not fake, like if it heard a noise it would investigate the area, and also it still can see
2345[9/14/2016 3:26:57 PM] Abion47: that sounds like... a generic monster
2346[9/14/2016 3:27:13 PM] Icosahedron: that's why it want to put trigger areas in front of lockers in my mod so that if an enemy hears you it can open the door
2347[9/14/2016 3:27:14 PM] (Romulator)Lachlan C.: When you say "Make hiding not so fake", what do you mean?
2348[9/14/2016 3:27:17 PM] Abion47: im trying to figure out if there's something youre trying to explain that im missing
2349[9/14/2016 3:27:45 PM] Icosahedron: in amnesia you hide in a closet. i know the monsters are dumb but they don't actually look for you in the closet, they just, walk away and despawn
2350[9/14/2016 3:27:56 PM | Edited 3:28:10 PM] Abion47: because to me what it sounds like you are doing is approaching me with "i know you already have a laptop, but this one is completely different because its blue"
2351[9/14/2016 3:28:09 PM] Abion47: mechanically speaking, what's the difference
2352[9/14/2016 3:28:23 PM] Icosahedron: even if it's a generic monster, there aren't many games like soma still, and if you're talking about like a zombie, that's pretty generic but I'm not sure
2353[9/14/2016 3:28:38 PM] Abion47: a zombie is thematically generic
2354[9/14/2016 3:28:43 PM] Icosahedron: no I'm not saying they're completely different
2355[9/14/2016 3:28:50 PM | Edited 3:29:09 PM] Abion47: what you are describing is a monster that is mechanically generic
2356[9/14/2016 3:29:43 PM] (Romulator)Lachlan C.: One problem with the idea of what you're saying about realistic hiding is, realistically, if a being deduces you're trapped in a room, they'll wait there until you come out.
2357[9/14/2016 3:29:51 PM] Abion47: ^
2358[9/14/2016 3:30:10 PM] Abion47: this is one example of game makers making sacrifices of realism in order to make the game playable
2359[9/14/2016 3:30:12 PM] Icosahedron: well no, that's not what i mean. I'm not saying it always thinks a sound means someone to kill
2360[9/14/2016 3:30:16 PM] (Romulator)Lachlan C.: It doesn't give the Player a chance of escape except to confront it - and considering the player is helpless..
2361[9/14/2016 3:30:19 PM] (Romulator)Lachlan C.: It's death
2362[9/14/2016 3:30:28 PM] (Romulator)Lachlan C.: Death removes immersion
2363[9/14/2016 3:31:03 PM] Icosahedron: no i didn't mean, you made a noise, hide in a room, it knows which room you're in and knows it's a living thing that did it so it would wait there for you
2364[9/14/2016 3:31:15 PM] Abion47: so what are you saying?
2365[9/14/2016 3:31:23 PM] Abion47: either it investigates the hiding places in a room or it doesnt
2366[9/14/2016 3:31:35 PM | Edited 3:32:40 PM] Abion47: there's not really an in between in that regard
2367[9/14/2016 3:32:35 PM] Icosahedron: yeah but what i just meant was that it wouldn't make sense for the monster to just wait wherever you area. because hiding wouldn't work anymore, but i guess you're right though because if someone broke into my house it's not like they'll just give up
2368[9/14/2016 3:33:02 PM] Abion47: if youre hiding in a room and a monster enters the room, they have 3 choices
2369[9/14/2016 3:33:13 PM] Abion47: 1] they leave after not seeing you
2370[9/14/2016 3:33:20 PM] Abion47: 2] they investigate the hiding places
2371[9/14/2016 3:33:30 PM] Icosahedron: 1 can work but i don't want to just make the monster dumb and that's it
2372[9/14/2016 3:33:32 PM] Abion47: 3] they wait in the room until you leave the hiding place
2373[9/14/2016 3:33:40 PM] (Romulator)Lachlan C.: Let's take the Grunt and Closet example.
2374
2375I'm walking around, minding my own business, and I end up picking up a key on the table.
2376 > grrrrrrrerer.wav
2377
2378Oh shit, I need to hide.
2379
2380 > Too slow, Grunt gets in the room and I'm in the closet, and sees me go in.
2381
2382What does the Grunt do in this case? Does it leave knowing you're in the closet? Does it wait there? Or does it just.. leave? If it's supposed to kill you, then it should and will.
2383[9/14/2016 3:33:47 PM] (Romulator)Lachlan C.: Oh, Abion beat me to it P:
2384[9/14/2016 3:33:47 PM] Icosahedron: that's what I'm saying here, number 3 doesn't work
2385[9/14/2016 3:33:59 PM] Abion47: and what we're saying is that number 2 doesnt work either
2386[9/14/2016 3:34:26 PM] Abion47: you say making the monster "smarter", but what does that mean?
2387[9/14/2016 3:34:27 PM] Icosahedron: i know that it wouldn't work if it just investigated all spots
2388[9/14/2016 3:34:53 PM] Abion47: do they investigate or dont they? do they stick around or dont they?
2389[9/14/2016 3:35:06 PM] Icosahedron: dumb basically means "oh a person went in that closet, lets wait to see if they come out, oh nevermind bye they disappeared into Narnia"
2390[9/14/2016 3:35:07 PM] Abion47: the monster has to be dumb, otherwise the player wouldnt have a chance
2391[9/14/2016 3:36:00 PM] Icosahedron: if the monster here's a noise and you didn't hide at all and teleported to another part of the level it's not gonna go into a room and look all over there or run to where you are and look for you, because that wouldn't make sense.
2392[9/14/2016 3:36:27 PM] Abion47: ...what?
2393[9/14/2016 3:36:42 PM] (Romulator)Lachlan C.: You're honestly better off just having a monster investigate sound. If the player just happens to be at the exact spot the sound is made, the player is dead. And the best way to combat that would be
2394"Monster can hear Player footsteps, but not crouching ones if in the same room, but can hear everything else".
2395
2396Therefore, it can chase the player, but not completely deduce the player's location unless the Player is making sound.
2397
2398Which.. is Akers.
2399[9/14/2016 3:37:38 PM] Abion47: and if you want the monster to be able to see as well, that is... just about everything else
2400[9/14/2016 3:37:54 PM] Icosahedron: if you made a noise and it heard that, it would walk to the noise, not you, so that's why the dumb thing to do is stay there. if you hid somewhere else, it wouldn't go to that specific location. it heard a noise, it wonders what did it. i know this all sounds really bland or couldn't really be made well but its kinda hard to say how it would all work at once
2401[9/14/2016 3:38:19 PM] Abion47: so... akers
2402[9/14/2016 3:38:38 PM] Abion47: that's the way most monsters work already
2403[9/14/2016 3:38:47 PM] Icosahedron: hiding from akers doesn't exist. you just stay put. if he's mad he might notice you if you're like standing still and he walks into you
2404[9/14/2016 3:39:06 PM] Abion47: if all they have is a sound cue to go off of, they investigate the location of the sound
2405[9/14/2016 3:39:08 PM] (Romulator)Lachlan C.: I mean, Abion and I could be misinterpreting your idea - and forgive us if we are, but we're comparing it to Akers because you're mostly explaining Akers.
2406[9/14/2016 3:39:33 PM] Abion47: "hiding" from akers means crouching and walking away slowly
2407[9/14/2016 3:39:42 PM] Abion47: or backing into a corner until he leaves
2408[9/14/2016 3:40:01 PM] Icosahedron: i guess, I meant it to be similar to akers, maybe with some different stuff, idk whatever. hiding from akers means doing nothing. oh he heard a noise right by you. enters room and walk up to you and walks away
2409[9/14/2016 3:40:17 PM] Icosahedron: that's what he does
2410[9/14/2016 3:40:40 PM] Abion47: and... you dont like that?
2411[9/14/2016 3:40:48 PM] Icosahedron: and if he's made and you're hiding right around a corner he could walk like right up to you and scream
2412[9/14/2016 3:41:05 PM] Icosahedron: no i was telling you that hiding isn't really an issue in theta
2413[9/14/2016 3:41:25 PM] Abion47: that is hiding when youre dealing with a monster that cant see
2414[9/14/2016 3:41:46 PM | Edited 3:41:58 PM] Abion47: hiding doesnt automatically mean jumping into a closet or under a bed
2415[9/14/2016 3:42:10 PM] Icosahedron: that's why i was saying there isn't really a way of hiding from him besides to not alert him to you
2416[9/14/2016 3:42:20 PM] Abion47: thats what hiding is
2417[9/14/2016 3:42:44 PM] Abion47: getting into a place or position that makes him not alerted to you
2418[9/14/2016 3:42:57 PM] (Romulator)Lachlan C.: define hide
2419[9/14/2016 3:42:59 PM] (Romulator)Lachlan C.: "put or keep out of sight."
2420[9/14/2016 3:43:15 PM] Abion47: or in akers terms, "out of hearing"
2421[9/14/2016 3:43:33 PM] Icosahedron: he's blind though i mean, i know you already know that but if he's in a room and you're outside and he heard you you could still easily walk away and he would just investigate that one sound, not you walking away
2422[9/14/2016 3:43:46 PM] (Romulator)Lachlan C.: If you exploit any human, animal or thing's behaviour, you can hide from anything.
2423[9/14/2016 3:44:09 PM] (Romulator)Lachlan C.: When you look at a baby, if you cover your eyes, they can't see you.
2424[9/14/2016 3:44:32 PM] Abion47: i think that's a bit different, rom xD
2425[9/14/2016 3:44:55 PM] (Romulator)Lachlan C.: Just a bit x) But it's a similar concept - if you know how something works, you can hide from it.
2426[9/14/2016 3:45:18 PM] Icosahedron: akers is not smart at times though, i know it's just ai but seriously when i say there isn't hiding from akers he just goes and walks around. that's one of the reasons i assume they added the thing where if you run around for 5 seconds he would instantly chase you
2427[9/14/2016 3:45:33 PM] (Romulator)Lachlan C.: Construct - run and be out of sight
2428Jiangshi - don't look at it
2429Akers - crawl and move slowly
2430Robothead - stop moving
2431[9/14/2016 3:45:57 PM] Abion47: you hide from internet hackers by unplugging your computer, you hide from the IRS by making your income sources untraceable, and you hide from a creature that can only detect sounds by not making sound
2432[9/14/2016 3:46:01 PM] Icosahedron: jiangshi isn't just look at it. it doesn't always work, he can like teleport to you and walk up to you and notice you
2433[9/14/2016 3:46:15 PM] Abion47: not really, actually
2434[9/14/2016 3:46:24 PM] Icosahedron: it did it for me a few times
2435[9/14/2016 3:46:31 PM] Icosahedron: not if you sit in the corner of a room but
2436[9/14/2016 3:46:34 PM] Abion47: even if he's literally standing right behind you, if you stop moving and dont look at him, eventually he will leave
2437[9/14/2016 3:47:11 PM] (Romulator)Lachlan C.: Pretty sure Jiangshi is only hostile if you look at it. If you're in its patrol and it walks into you (or through you, yay colliders), then yes, you're looking at it.
2438[9/14/2016 3:47:15 PM | Edited 3:47:53 PM] Icosahedron: i know if seen the monster chases or watever but like i said it can happen if in an inconvenient position
2439[9/14/2016 3:49:24 PM] Icosahedron: i know there are different definitions of hiding but I'm talking about classic amnesia style hiding improved instead of just "oh bye, guess you left inside the closet" being dumb is just an excuse
2440[9/14/2016 3:49:46 PM] Abion47: so basically all you're complaining about is not akers design, but bugs in his implementation
2441[9/14/2016 3:50:08 PM] Abion47: again, define improved
2442[9/14/2016 3:50:09 PM] Icosahedron: whatever just brainstorming thoughts. it could be possible, it could be horrible, i don't know because I'm not really a game developer
2443[9/14/2016 3:50:59 PM] Icosahedron: improved is that hiding in a closet it pointless a lot unless you're trapped in a room. which they force you to do that, because it was set to patrol in that one bedroom
2444[9/14/2016 3:51:37 PM] Abion47: either the monster investigates the room, sees nothing, and leaves (which is how just about every monster AI is designed), or he investigates the sound and explores hiding places in that room (which makes it nearly impossible and therefore pointless to even hide at all)
2445[9/14/2016 3:52:21 PM] Icosahedron: improved being the fact that if they do know you're in there it can open the closet. i know other monsters can do that in other games but frictional still hasn't really done that yet, and when amnesia came out we all thought they can like find you in there so we were scared. but they just despawn
2446[9/14/2016 3:52:45 PM] (Romulator)Lachlan C.: The only thing I could see potentially working in the sense of escaping when a monster is waiting for you to come out of hiding is... to come out of hiding, albeit unexpectedly.
2447
2448But how do you come out of hiding unexpectedly?
2449[9/14/2016 3:53:08 PM] Abion47: like i said, ico, if the monster can catch you even when you're hiding, then what's the point of hiding?
2450[9/14/2016 3:53:21 PM] Icosahedron: maybe the check every hiding spot is horrible but you still shouldn't make as much noise as you want otherwise the monster would know to check the spots, or A spot
2451[9/14/2016 3:53:55 PM] Abion47: so you want it so that the monster can locate the player in a hiding spot by... complete chance?
2452[9/14/2016 3:54:20 PM] Abion47: in that case, the player will have done nothing wrong and they still can die
2453[9/14/2016 3:54:27 PM] Icosahedron: whatever. i really just said all that previous crap for nothing, sorry, but all i need to really say is you don't want to let it know you're there. that why you hide anyway
2454[9/14/2016 3:54:30 PM] Abion47: which is only frustrating as a player
2455[9/14/2016 3:55:15 PM] Icosahedron: if you hide in a locker and the monster is investigating the noise, i think it makes sense so that if you suddenly open the locker door and slam it for no reason it should be able to open the door.
2456[9/14/2016 3:55:37 PM] Icosahedron: investigating being a noise made elsewhere but I'm not sure.
2457[9/14/2016 3:55:48 PM] (Romulator)Lachlan C.: Ico, have you ever played Metal Gear Solid 2?
2458[9/14/2016 3:55:58 PM] Icosahedron: nope not yet?
2459[9/14/2016 3:56:10 PM | Edited 3:56:43 PM] (Romulator)Lachlan C.: In Metal Gear Solid 2, if you're spotted, the enemy enters "Alert Mode", then if you disappear for a bit of time, they generally end up in Clearing Mode.
2460[9/14/2016 3:56:10 PM] Icosahedron: i assume it happens in that game
2461[9/14/2016 3:56:30 PM] Abion47: rom died
2462[9/14/2016 3:56:33 PM] Abion47: twas sad
2463[9/14/2016 3:56:35 PM] Icosahedron: oh okay sorry
2464[9/14/2016 3:56:47 PM] Icosahedron: heheh
2465[9/14/2016 3:56:55 PM] (Romulator)Lachlan C.: In Clearing mode, they investigate the hiding areas in a room you last appeared in.
2466[9/14/2016 3:57:16 PM] Icosahedron: exactly though, i know this has already been done before, but again frictional hasn't done it
2467[9/14/2016 3:57:18 PM] (Romulator)Lachlan C.: Depending on what difficulty you're on, the more in-depth their search is.
2468[9/14/2016 3:57:43 PM] (Romulator)Lachlan C.: For example, on Easy; no searching whatsoever. But on Extreme, they'll open lockers, check under shelves, etc.
2469[9/14/2016 3:57:46 PM] Abion47: id argue that that mechanic works much better in a stealth-action game than in a horror game
2470[9/14/2016 3:57:55 PM] Icosahedron: it isn't too hard to be stealthy dealing with akers, just don't hit something against a wall a bunch of times
2471[9/14/2016 3:58:11 PM] Abion47: in an action game, death means that you did something wrong and need to fix it in order to advance
2472[9/14/2016 3:58:23 PM] (Romulator)Lachlan C.: In the earlier difficulties, it doesn't really mind if you get spotted, but you're harshly affected if you're spotted in higher difficulties.
2473[9/14/2016 3:58:31 PM] Icosahedron: not all monsters have to be dumb though
2474[9/14/2016 3:58:33 PM] Abion47: in a horror game, death means rippping you out of the immersion, and the game needs to work that much harder in order to put you back into it
2475[9/14/2016 3:58:48 PM] Abion47: which is why i think its fine for horror games to be more forgiving with their ai
2476[9/14/2016 3:59:07 PM] Icosahedron: right but since soma released i feel it's now a thing that monsters always insta kill you
2477[9/14/2016 3:59:20 PM] Abion47: since soma released?
2478[9/14/2016 3:59:24 PM] (Romulator)Lachlan C.: Not every monster insta-killed you..?
2479[9/14/2016 3:59:24 PM] Abion47: its been that way for a long time
2480[9/14/2016 3:59:24 PM] Icosahedron: sorry no
2481[9/14/2016 3:59:35 PM] Abion47: in the vast majority of indie horror games
2482[9/14/2016 3:59:37 PM] Icosahedron: that was horrible i said that wrong
2483[9/14/2016 3:59:48 PM] (Romulator)Lachlan C.: I think the only one that did - it was just Jiangshi when you're escaping the CURIE~
2484[9/14/2016 4:00:18 PM] Abion47: i think robothead does too when its chasing you into the dive room
2485[9/14/2016 4:00:20 PM] Icosahedron: i know i mean in soma they don't really attack, they just poke you on the arm and bam you're already knocked out no chance of even walking around them
2486[9/14/2016 4:00:43 PM] Icosahedron: because you're a robot i guess??
2487[9/14/2016 4:00:46 PM] (Romulator)Lachlan C.: [Wednesday, September 14, 2016 4:00 PM] Abion47:
2488
2489<<< i think robothead does too when its chasing you into the dive roomWouldn't know, it's pretty easily avoidable :P
2490[9/14/2016 4:00:51 PM] Icosahedron: it does
2491[9/14/2016 4:01:05 PM] Abion47: yeah, only reason i suspect is that i think i saw that in the code
2492[9/14/2016 4:01:24 PM] Icosahedron: if it sees you in a locker you're not dead and have to restart the level, that's dumb to me, i realize that would break immersion
2493[9/14/2016 4:02:05 PM] Icosahedron: i mean it's not always dumb but i find it funny akers messes with you're computer chip electrical battery crap or whatever
2494[9/14/2016 4:02:21 PM] Icosahedron: you're glitching screen is a obvious clue
2495[9/14/2016 4:02:21 PM] Abion47: this is the problem i have with a lot of people i see talking about this on the forum, that they are trying to propose changes that would "improve the realism" of the game in various ways
2496[9/14/2016 4:02:35 PM] Icosahedron: i don't mean to improve the game
2497[9/14/2016 4:02:38 PM] Abion47: what they dont realize is that a lot of the realism cut corners and compromises are there for a reason
2498[9/14/2016 4:02:55 PM] Icosahedron: just, a
2499[9/14/2016 4:02:57 PM] Icosahedron: monster?
2500[9/14/2016 4:02:59 PM] Abion47: you want to scare the player to death, but rarely do you want to actually kill them
2501[9/14/2016 4:03:28 PM] (Romulator)Lachlan C.: I would have preferred if the monster took you somewhere if you were knocked out.
2502[9/14/2016 4:03:38 PM] Icosahedron: yeah
2503[9/14/2016 4:03:47 PM] (Romulator)Lachlan C.: For example, stuffed you into a locker or put you into a chest.
2504[9/14/2016 4:03:49 PM] Icosahedron: does nobody remember amnesia? they literally attacked you
2505[9/14/2016 4:04:17 PM] Abion47: the way outlast does it i think is that when a monster investigates a room you are hiding in, unless it specifically knows where you are, it will intentionally investigate a hiding spot you arent in
2506[9/14/2016 4:04:23 PM] Icosahedron: not, oh hi your in this locker, sorry i have to slap you now and kill you
2507[9/14/2016 4:04:41 PM] (Romulator)Lachlan C.: You know what you could do Ico?
2508[9/14/2016 4:04:59 PM] (Romulator)Lachlan C.: It investigates your hiding spot, but since you don't make any sound, it doesn't kill you P:
2509[9/14/2016 4:05:04 PM] Icosahedron: yeah but again when i say fake hiding that same thing applies, it just checks the wrong locker and says, oops nevermind
2510[9/14/2016 4:05:07 PM] (Romulator)Lachlan C.: But the Player is scared shitless it might.
2511[9/14/2016 4:05:13 PM] Abion47: ico
2512[9/14/2016 4:05:21 PM] Abion47: smart monsters are not fun to play against
2513[9/14/2016 4:05:25 PM] Icosahedron: yeah that would be scary i guess. would be interesting.
2514[9/14/2016 4:05:32 PM] Abion47: because they will always find and kill you
2515[9/14/2016 4:05:38 PM] Icosahedron: I'm not saying they always find you and kill you
2516[9/14/2016 4:05:49 PM] Abion47: then what are you saying
2517[9/14/2016 4:05:50 PM | Edited 4:06:06 PM] (Romulator)Lachlan C.: Lel - import Liam Neeson into SOMA.
2518[Wednesday, September 14, 2016 4:05 PM] Abion47:
2519
2520<<< they will always find and kill you
2521[9/14/2016 4:05:54 PM] Icosahedron: it doesn't ALWAYS have to i mean. I'm really confusing aren't i
2522[9/14/2016 4:06:29 PM] Abion47: you are saying that it will either always kill them (not fun) or it will sometimes kill them (based on chance, also not fun)
2523[9/14/2016 4:06:40 PM] Icosahedron: who know let's just make it randomly check a hiding spot and hopefully it isn't you i don't know heh....
2524[9/14/2016 4:06:46 PM] Icosahedron: oh you already said that
2525[9/14/2016 4:07:13 PM] Abion47: the deliberately checking a hiding spot you arent in i thought was genius
2526[9/14/2016 4:07:28 PM] Abion47: it increases the immersion and heightens tension without putting the player in any actual danger
2527[9/14/2016 4:07:30 PM] Icosahedron: just because they open the locker you're in doesn't have to mean dead
2528[9/14/2016 4:07:59 PM] Abion47: depends on the monster, but sure
2529[9/14/2016 4:08:05 PM] Icosahedron: like how in monstrum they can pick you up and you still have a bit of time to escape, but the thing with that game is that they can insta kill you
2530[9/14/2016 4:08:14 PM] Icosahedron: also perma death
2531[9/14/2016 4:08:18 PM] Icosahedron: but it's still replayable
2532[9/14/2016 4:09:03 PM | Edited 4:09:22 PM] Icosahedron: that's what i meant with amnesia. you can literally have them see you go into a closet, just if they are not in the state where they literally charge at you as fast as they can, they walk away
2533[9/14/2016 4:09:32 PM] Abion47: thats because amnesia/soma are not really games with the "hide-in-a-locker" mechanic
2534[9/14/2016 4:09:53 PM] Abion47: in amnesia you could hide in a closet, but if anything that was a fluke of the AI design that FG decided to keep
2535[9/14/2016 4:10:41 PM] Icosahedron: i know but will any horror game actually be able to make this work? it could but i guess it wouldn't work because it's a horror game and you kind of have to build the tension and stuff.
2536[9/14/2016 4:10:52 PM] Abion47: like i said, outlast does it very well
2537[9/14/2016 4:11:35 PM | Edited 4:12:10 PM] Icosahedron: and since horror games are usually linear the monster encounters are usually planned. but when you include a hiding system or something it doesn't have to be for a planned event, it's like in an encounter where they are patrolling and stuff, like near the end of penumbra bp i think?
2538[9/14/2016 4:12:23 PM] (Romulator)Lachlan C.: It depends entirely on how smart you want the AI to be, but whether or not the intelligence of the AI will present an unfair disadvantage to the Player.
2539[9/14/2016 4:13:09 PM] Abion47: contrary to popular belief, its actually very easy to make a "smart" AI in games
2540[9/14/2016 4:13:12 PM] Icosahedron: yeah but still, I'm not really good at explaining this but, it's hard to decide between not search for the player and look at the player everywhere and kill them. it wouldn't work
2541[9/14/2016 4:13:16 PM | Edited 4:13:32 PM] Abion47: what's hard is to make a stupid AI
2542[9/14/2016 4:13:27 PM] Icosahedron: i can see how that would be
2543[9/14/2016 4:14:04 PM] Abion47: the "smart" AI would just be a basic barebones AI - one that always knows exactly where the player is
2544[9/14/2016 4:14:24 PM] Icosahedron: yeah
2545[9/14/2016 4:14:33 PM] Abion47: you have to dumb it down by adding limits to its information and by having it make decisions
2546[9/14/2016 4:14:42 PM] Icosahedron: but that's not really smart either, it's just cheating
2547[9/14/2016 4:14:55 PM] Icosahedron: that's also why i call that fake hiding. it just will kill you
2548[9/14/2016 4:14:55 PM] Abion47: but the decisions need to be natural enough that its not predictable
2549[9/14/2016 4:15:32 PM] Abion47: but at the same time it needs to be able to make the wrong decisions so that every encounter isn't insurmountably unfair to the player
2550[9/14/2016 4:15:34 PM | Edited 4:15:51 PM] Icosahedron: but i also don't want it to be fake in the fact that the monsters despawn and don't actually look for you in closets. i mean a monster that checks spots IF it has to
2551[9/14/2016 4:16:04 PM] (Romulator)Lachlan C.: You know Ico, these are similar questions Frictional would have been asking when they drafted up some of the monsters. What can one do which makes it fair, but difficult for the player?
2552
2553Which is why I think a thread like the following is pretty great to look at.
2554[9/14/2016 4:17:08 PM] Abion47: hell, this whole discussion might be the reason that FG decided not to put "hiding spots" in SOMA at all
2555[9/14/2016 4:17:14 PM] Icosahedron: like it would be fair
2556[9/14/2016 4:17:40 PM] Abion47: since there's no way to do it in which the monster is neither laughably stupid nor frustratingly difficult
2557[9/14/2016 4:17:54 PM] Icosahedron: just when i say real hiding the ai would be "smart" meaning that they would know to check a spot if they noticed something in there
2558[9/14/2016 4:18:09 PM] Abion47: ...outlast
2559[9/14/2016 4:18:19 PM] Icosahedron: that's only if they saw you in there
2560[9/14/2016 4:18:37 PM] Icosahedron: in a locker noise just doesn't apply at all anymore for some reason.
2561[9/14/2016 4:18:56 PM] Abion47: thats because a locker is loud
2562[9/14/2016 4:19:24 PM] Abion47: if that noise registered in the monsters' AI, it would override just about any other audio source and would immediately make hiding pointless
2563[9/14/2016 4:19:30 PM] Icosahedron: that's why and enterable locker like the one i am going to use allows it so that if the penumbra monster heard you in there it would step into the trigger area opening the door. also they can't kill you through the locker so they would have to open it
2564[9/14/2016 4:20:29 PM] Icosahedron: doesn't have to
2565[9/14/2016 4:20:39 PM] Icosahedron: players know not to instantly slam a locker door
2566[9/14/2016 4:21:01 PM] Abion47: first, do they really?
2567[9/14/2016 4:21:34 PM] Abion47: second, forcing the player to slowly and quietly close the door can easily backfire, as usually when the player needs to hide they need to fast
2568[9/14/2016 4:21:45 PM] Icosahedron: that's why i was asking if it was possible to make a system (and I'm not asking for fg to make it into soma) that detects volume in a way. so that you can close a locker door quietly. me saying players know not to do that is that you shouldn't do it
2569[9/14/2016 4:22:32 PM] Icosahedron: that's why i said they would check the area. oops that doesn't work....
2570[9/14/2016 4:22:36 PM] (Romulator)Lachlan C.: Get the speed of an object, and when it hits a trigger area (collides with an area which designates the door as closed), play a sound.
2571[9/14/2016 4:22:38 PM] Icosahedron: so nevermind i guess
2572[9/14/2016 4:22:48 PM] (Romulator)Lachlan C.: The volume of the sound is determined by the speed of the object.
2573[9/14/2016 4:23:11 PM] (Romulator)Lachlan C.: Have a base volume multiplied by the float of the locker door's speed
2574[9/14/2016 4:23:19 PM] Icosahedron: yeah but i mean it would apply to any sound the player is able to make themselves. such as hitting and object against a wall
2575[9/14/2016 4:23:29 PM] Abion47: more accurately, the sound is determined by an objects force
2576[9/14/2016 4:23:39 PM] (Romulator)Lachlan C.: ^
2577[9/14/2016 4:23:53 PM] (Romulator)Lachlan C.: My mind's in two places - looking at Child Abuse Prevention and SOMA modding P:
2578[9/14/2016 4:24:07 PM] Abion47: youre talking about capturing the volume of impact for any object the player can touch?
2579[9/14/2016 4:24:19 PM] Abion47: that would require some serious logistics
2580[9/14/2016 4:24:20 PM] Icosahedron: and since the ai in soma already has it so that they only investigate one sound at a time, it wouldn't matter about making the hideable locker happen.
2581[9/14/2016 4:24:25 PM] Icosahedron: yeah it would
2582[9/14/2016 4:24:28 PM] Icosahedron: why i asked anyway
2583[9/14/2016 4:24:50 PM] Abion47: imo, that would be a case of vastly overcomplicating things for a minimal payoff
2584[9/14/2016 4:25:10 PM] Icosahedron: yeah i know
2585[9/15/2016 1:34:33 AM] Draugemalf: So this looks like System Shock and SOMA had a baby: https://www.youtube.com/watch?v=kbpMDzx3olo
2586[9/15/2016 2:37:24 AM] Draugemalf: does anyone know how to get particle effects to last more than one instance?
2587[9/15/2016 3:18:44 AM] Abion47: in what context?
2588[9/15/2016 3:19:00 AM] Draugemalf: dust particles for lights
2589[9/15/2016 3:19:11 AM] Draugemalf: i the editor they are persistent
2590[9/15/2016 3:19:17 AM] Draugemalf: but ingame they dissapear
2591[9/15/2016 3:19:50 AM] Abion47: probably a loop option
2592[9/15/2016 3:21:09 AM] Abion47: the option might be in the particle editor though
2593[9/15/2016 3:21:13 AM] Abion47: if its not in the level editor
2594[9/15/2016 4:42:04 AM] Draugemalf: is this better?
2595[9/15/2016 6:08:18 AM] Aidan Maxwell: Wouldn't one set of lights do the trick instead of two together?
2596[9/15/2016 7:59:08 AM] Aidan Maxwell: What do you guys think?
2597[9/15/2016 8:06:32 AM] Draugemalf: ambient light is a bit too bright
2598[9/15/2016 8:47:45 AM] Aidan Maxwell: Have you tried adding decals to the floors?
2599[9/15/2016 8:48:13 AM] Draugemalf: <water puddle>
2600[9/15/2016 8:48:23 AM] Draugemalf: but i'll try adding more stuff
2601Aidan Maxwell
2602[9/15/2016 9:12:26 AM] Aidan Maxwell: Making hands of a sleeper is really fun.
2603[9/15/2016 11:51:57 AM] Draugemalf: it's a retexture, right?
2604[9/15/2016 12:33:43 PM] Aidan Maxwell: Yep, I even made custom normals/speculars for it! :)
2605[9/15/2016 1:27:04 PM] TiMan: [Thursday, September 15, 2016 1:34 AM] Draugemalf:
2606
2607<<< https://www.youtube.com/watch?v=kbpMDzx3olo"Syndrome is a survival horror game set in the future, where the player controls a character who wakes up in a spaceship, with no memory of what happened. The spaceship is adrift in space, and most of the crew is dead or insane. "
2608[9/15/2016 1:27:06 PM] TiMan: Original af
2609[9/15/2016 1:30:00 PM] TiMan: It just looks like a cheap copy of alien isolation tbh :/
2610[9/15/2016 1:31:08 PM] Aidan Maxwell: Yeah, the room look kinda 'toyetic' if you catch my drift.
2611[9/15/2016 1:31:33 PM | Edited 1:31:43 PM] TiMan: yeah also some of the assets looks like it was taken from isolation
2612[9/15/2016 1:48:20 PM] Icosahedron: yep, stole them straight outa that
2613[9/15/2016 1:48:27 PM] Icosahedron: let's report it!
2614[9/15/2016 1:49:17 PM] Aidan Maxwell: |-(
2615[9/15/2016 1:49:34 PM] Icosahedron: sorry?
2616[9/15/2016 1:49:44 PM] Icosahedron: oh did they credit it?
2617[9/15/2016 1:49:45 PM] (Romulator)Lachlan C.: Nah, wait till it's released, rate it one star, then recommend some other AAA game P:
2618[9/15/2016 1:55:05 PM] Icosahedron: I know it was just joking anyway though, wonder how it will turn out.
2619[9/15/2016 1:55:35 PM] Icosahedron: timan's right though that is some alien isolation crap
2620[9/15/2016 1:55:59 PM] Draugemalf: does anyone know why objects with physics start to freak out when underwater?
2621[9/15/2016 1:56:00 PM] Icosahedron: maybe a bit different?
2622[9/15/2016 2:02:54 PM] Draugemalf: Shrek wouldn't be the first thing you think of when you see a green jingiashi, right?
2623[9/15/2016 2:13:46 PM] Icosahedron: no....
2624[9/15/2016 2:13:54 PM] Draugemalf: good.
2625[9/15/2016 2:20:06 PM] Aidan Maxwell: [Thursday, September 15, 2016 2:02 PM] Draugemalf:
2626
2627<<< Shrek wouldn't be the first thing you think of when you see a green jingiashi, right?Now it'll be. :p
2628[9/15/2016 2:29:36 PM] Abion47: gotta be honest, the amnesia story gimmick is severely overplayed
2629[9/15/2016 2:29:49 PM] Abion47: its starting to get up there with the "aliens did it" cop out
2630[9/15/2016 2:29:56 PM] Icosahedron: yep
2631[9/15/2016 3:02:13 PM] Draugemalf: any tips on this?
2632
2633http://i.imgur.com/kGNbhvd.png
2634[9/15/2016 3:03:24 PM] Aidan Maxwell: Some smaller storage entities would be nice scattered around the sides of the grating.
2635Draugemalf
2636[9/15/2016 3:13:59 PM] Icosahedron: damn pretty good. love the atmosphere in these screenshots
2637[9/15/2016 3:14:38 PM] Draugemalf: I tried to make the underwater part more visibile by adding lights, but it didn't really work
2638[9/15/2016 3:14:51 PM] Draugemalf: there's an underwater section under the grating
2639[9/15/2016 3:15:13 PM] Icosahedron: put a low brightness blue spotlight in some of these areas so it'll blend well with all the colors, rather than it looking like a dim dusty area
2640[9/15/2016 3:15:44 PM] Icosahedron: add ambient water sounds below the grate
2641[9/15/2016 3:16:24 PM] Draugemalf: idk about blue lights, it's supposed to be a rusty-looking industrial place
2642[9/15/2016 3:16:29 PM] Icosahedron: yeah I know
2643[9/15/2016 3:16:33 PM] Draugemalf: unless they'd be coming from the terminal
2644[9/15/2016 3:16:34 PM] Icosahedron: but in a really dim place though
2645[9/15/2016 3:16:47 PM] Icosahedron: no I mean like if it were darker
2646[9/15/2016 3:17:52 PM] Icosahedron: it doesn't just have to be your eyes adjusting to the darkness but I have my level start out in darkness because you have to turn the generators on but now it looks pretty gross with just a plain boxlight, it's at pretty low brightness though
2647[9/15/2016 3:18:27 PM] Icosahedron: if you do want to just add that to a few of the areas with already used boxlights and see how you can make it look the way you want.
2648[9/15/2016 3:18:44 PM] Draugemalf: I tried that with with a 0.01 blue-ish boxlight, idk how I feel about it
2649[9/15/2016 3:18:57 PM] Abion47: rusty-looking means everything is orange
2650[9/15/2016 3:19:08 PM] Abion47: blue would accent nicely
2651[9/15/2016 3:19:09 PM] Draugemalf: yeah, therefore yellow + red
2652[9/15/2016 3:19:14 PM] Icosahedron: try something like 0.005 or lower.
2653[9/15/2016 3:19:48 PM] Icosahedron: or not but I'm just saying in a darker area with some yellow lights it would look a bit interesting. keep in mind you have to make them really dark, 0.01 is too high I think.
2654[9/15/2016 3:21:44 PM] Icosahedron: awesome, I set mine to like a darker color since it's just plain darkness and it makes it exactly what I want.
2655[9/15/2016 3:22:14 PM] Icosahedron: (I wasn't saying that to get you to do it draugemalf)
2656[9/15/2016 3:22:43 PM] Draugemalf: Well, I'm trying to pull it off right now
2657Icosahedron
2658Draugemalf
2659[9/15/2016 3:23:26 PM] Draugemalf: added a bit of blue tint
2660[9/15/2016 3:23:59 PM] Icosahedron: that's why id use it because the lights from the lamp still fit but the darker areas are more exaggerated or something
2661[9/15/2016 3:24:40 PM] Icosahedron: because when using lights like that the player shouldn't be able to still see walls very clearly in the darker areas. or i say that when I'm comparing the two
2662[9/15/2016 3:25:17 PM] Icosahedron: yeah that's pretty much what i meant.
2663[9/15/2016 3:25:36 PM] Icosahedron: you can change it though if you want to
2664[9/15/2016 3:27:39 PM] Icosahedron: yeah the thing i did actual works really well, like the boxlight only is pretty bright near you but you can still make out some of the walls in the distance
2665[9/15/2016 6:59:11 PM] (Romulator)Lachlan C.: [Thursday, September 15, 2016 1:55 PM] Draugemalf:
2666
2667<<< does anyone know why objects with physics start to freak out when underwater?Buoyancy?
2668[9/15/2016 9:48:30 PM] Abion47: oh, i missed that question
2669[9/15/2016 9:48:33 PM] Abion47: freak out in what way?
2670[9/15/2016 9:48:42 PM] Abion47: rom's probably got it right though
2671Draugemalf
2672[9/16/2016 3:04:32 AM] Aidan Maxwell: Entities that were made for the purpose of being underwater have different physics to non-underwater entities. The water is like a sieve, the underwater entities are like flour and the non-underwater entities are like giant solid bricks: the flour can go through the sieve but the brick can't. The flour gets all over the place outside the sieve and brick bounces and freaks out when trying to push it through the sieve.
2673[9/16/2016 3:05:06 AM] Aidan Maxwell: TL;DR: Non-underwater entities DON'T work underwater or in water. Good ol' broken HPL3.
2674[9/16/2016 3:23:45 PM] Draugemalf: Here's an ideea: let's spam the SOMA moddb page with updates/new mods, since frictional will probably write another blog thing about soma's anniversary soon. There's mods like the Construct, Ico's Mod, The Mindcoral Hive, etc that could be showcased a little with some screenshots.
2675[9/16/2016 3:24:35 PM] Aidan Maxwell: So I can make a ModDB page about my mod even though I haven't made the first level yet?
2676[9/16/2016 3:25:09 PM] Draugemalf: Well, no level on my mod is complete, I just took some screenshots and I update as I make more rooms
2677[9/16/2016 3:25:45 PM] Draugemalf: So yeah, you're allright, make a few rooms to look presentable, and take som screenshots.
2678[9/16/2016 3:27:10 PM] Aidan Maxwell: Hmm, what should I name it? I'm using a folder called Germany because it was going to be set in Germany before being set in a mind coral nest.
2679[9/16/2016 3:27:40 PM] Draugemalf: The Hive? Quarantine? Infection? Something Something Flesh?
2680[9/16/2016 3:27:53 PM] Draugemalf: titles are changeable on moddb
2681[9/16/2016 3:28:03 PM] Aidan Maxwell: Consume Thy Flesh! (rock)
2682[9/16/2016 3:28:15 PM] Aidan Maxwell: But that is taken by DooM.
2683[9/16/2016 3:28:23 PM] Aidan Maxwell: Hmm...
2684[9/16/2016 3:29:13 PM | Edited 3:29:28 PM] Aidan Maxwell: Slumber! Because you play as a Mindcoral Dreamer!
2685[9/16/2016 3:29:24 PM] Draugemalf: that sounds great
2686[9/16/2016 3:30:20 PM] Icosahedron: wonder what I should name my mod
2687[9/16/2016 3:30:47 PM] Icosahedron: it's basically your friend texts you and you follow his tracks to some horrible discovery
2688[9/16/2016 3:30:50 PM] Aidan Maxwell: "A dreamer has awoken to find his colleges in comatose trapped in a world made of flesh and bile, muffled wails can be heard down the hallway..." - Description for the mod.
2689[9/16/2016 3:31:29 PM] Aidan Maxwell: What do you guys think?
2690[9/16/2016 3:31:48 PM] Draugemalf: I like it
2691[9/16/2016 3:31:59 PM] Draugemalf: @Ico Deception ?
2692[9/16/2016 3:32:09 PM] Draugemalf: idk, if the friend intends to lure you to the monsters
2693[9/16/2016 3:32:20 PM] Icosahedron: no it's more like
2694[9/16/2016 3:32:31 PM] Icosahedron: "hey we got an issue down here, get over here quickly!"
2695[9/16/2016 3:33:09 PM] Draugemalf: Emergency ? Alert ?
2696[9/16/2016 3:33:22 PM] Draugemalf: Call for help ?
2697[9/16/2016 3:33:42 PM] Icosahedron: I don't know, those sound very easy to use
2698[9/16/2016 3:34:03 PM] Icosahedron: i could end up making it so that the entire outside world is also infected as a surprise in the end or something
2699[9/16/2016 3:34:38 PM] Icosahedron: no not really though. I'm not doing a zombie apocalypse
2700[9/16/2016 3:34:58 PM] Draugemalf: try thinking more about the setting instead of the plot?
2701[9/16/2016 3:35:06 PM] Draugemalf: what would the title be then?
2702[9/16/2016 3:35:13 PM] Icosahedron: maybe i really could just call it infected because that's what the monsters are called.
2703[9/16/2016 3:35:31 PM] Icosahedron: I'm not being too serious here but those are just more examples
2704[9/16/2016 3:35:36 PM] Draugemalf: yeah, that would work
2705[9/16/2016 3:35:41 PM] Draugemalf: "the infected"
2706[9/16/2016 3:35:43 PM] Draugemalf: sound better
2707[9/16/2016 3:36:13 PM] Icosahedron: brb
2708[9/16/2016 3:38:29 PM] Draugemalf: also, who's working on what mods?
2709
2710Me: The path least treaded
2711Ico: WIP Title
2712Aidan: DA and the mindocarl stuff
2713Romulator: Construct
2714TiMan: SCP
2715[9/16/2016 3:38:40 PM] Draugemalf: someone else was working on an omicron mod?
2716[9/16/2016 3:38:45 PM] Draugemalf: with simon 2 waking up?
2717[9/16/2016 3:38:53 PM] Abion47: me-ish
2718[9/16/2016 3:39:19 PM] Abion47: its a bit on hold while i wrap up something important and work-related
2719[9/16/2016 3:39:31 PM] Abion47: and i'd like to take on a smaller mod first just for the experience
2720[9/16/2016 3:40:05 PM] Aidan Maxwell: @Drauge, but my mindcoral mod under Slumber please. :)
2721[9/16/2016 3:40:12 PM] Draugemalf: yes
2722[9/16/2016 3:40:45 PM] Aidan Maxwell: Also "mindocarl". Sounds like the shittiest superhero ever! :D
2723[9/16/2016 3:41:19 PM] Draugemalf: are there any other mods being developed here that you know of?
2724[9/16/2016 3:41:52 PM | Edited 3:42:08 PM] Aidan Maxwell: Not to my knowledge no.
2725[9/16/2016 3:42:02 PM] Draugemalf: I mean there's that thing with the construct video and munshi on the forums, but the guy isn't on the skype group
2726[9/16/2016 3:50:38 PM] Icosahedron: there was that one 3 hour long new mod that was just released! that I'm totally not lying about!
2727[9/16/2016 3:51:32 PM] Draugemalf: ?
2728[9/16/2016 3:51:49 PM] Icosahedron: that was just a joke
2729Aidan Maxwell
2730[9/16/2016 4:01:03 PM] Aidan Maxwell: Mod should be authorized in about a day or two.
2731[9/16/2016 4:01:21 PM] Aidan Maxwell: But you can add it to your database Draugemalf.
2732[9/16/2016 4:11:54 PM] Draugemalf: Idk, I only added completed mods. I might make a wip mods section
2733[9/16/2016 4:11:59 PM] Draugemalf: what do you mean by authorized?
2734[9/16/2016 4:12:06 PM] Draugemalf: I can see it on moddb
2735[9/17/2016 12:52:21 AM] *** Dr. Trialtrex21 joined. ***
2736[9/17/2016 12:55:55 AM] Dr. Trialtrex21: Hello!
2737[9/17/2016 12:56:47 AM] Abion47: yo
2738[9/17/2016 12:58:12 AM] Aidan Maxwell: Stop following me you creep.
2739[9/17/2016 12:58:24 AM] Abion47: he's not
2740[9/17/2016 12:58:36 AM] Dr. Trialtrex21: I was just interested in meeting more people who work in HPL3.
2741[9/17/2016 12:59:19 AM] Aidan Maxwell: Don't you think right after I blocked you on Discord you moved right over here was just a conicidence? In the span of 20 minutes too.
2742[9/17/2016 12:59:45 AM] Abion47: yes, because it was in that 20 minutes he discovered there was a skype group
2743[9/17/2016 12:59:51 AM] Abion47: and asked for the link
2744[9/17/2016 12:59:56 AM] Abion47: politely
2745[9/17/2016 12:59:59 AM] Dr. Trialtrex21: Why would I move here just to follow you if you blocked me in the first place?
2746[9/17/2016 1:00:43 AM] Aidan Maxwell: To try and get at me for blocking you. To try and light the embers.
2747[9/17/2016 1:01:05 AM] Abion47: /facepalm
2748[9/17/2016 1:01:08 AM] Dr. Trialtrex21: I'm not a fan of inciting arguments, so I find that an unlikely scenario.
2749[9/17/2016 1:02:16 AM] Aidan Maxwell: Blocked. Instead of siting rage agaun I'm going to start cutting contact with people like you to stop the flame wars from being relit.
2750[9/17/2016 1:02:31 AM] Abion47: aidan, calm down
2751[9/17/2016 1:02:38 AM] Dr. Trialtrex21: I don't want to cause flame wars though?
2752[9/17/2016 1:02:40 AM] Dr. Trialtrex21: Jesus.
2753[9/17/2016 1:02:48 AM] Abion47: youre reacting to his response in discord
2754[9/17/2016 1:03:06 AM] Abion47: and as far as discord knows, this whole thing is still going
2755[9/17/2016 1:03:22 AM] Abion47: he didnt know that the matter was resolved within skype
2756[9/17/2016 1:03:33 AM] Abion47: all he was doing was giving his two cents on what he thought awas an ongoing issue
2757[9/17/2016 1:04:09 AM] Aidan Maxwell: Well he gave me his whole fucking wallet while he was at it.
2758[9/17/2016 1:05:02 AM] Abion47: like i said, he was reacting to your attack on his project without the knowledge that the matter had already been settled
2759[9/17/2016 1:05:29 AM] Abion47: and to be fair, his response was passionate but still well reasoned
2760[9/17/2016 1:05:45 AM] Aidan Maxwell: *unreasoned
2761[9/17/2016 1:06:05 AM] Abion47: i've explained to him what happened, and he just wanted to join the skype group for the exposure to other mod authors
2762[9/17/2016 1:06:16 AM] Abion47: oh jesus, are we really going to start this again?
2763[9/17/2016 1:06:33 AM] Aidan Maxwell: YOU EVEN EXPLAINED IT TO HIM.
2764[9/17/2016 1:06:39 AM] Aidan Maxwell: GOD
2765[9/17/2016 1:06:54 AM] Aidan Maxwell: Look I'm going to take 5.
2766[9/17/2016 1:06:57 AM] Dr. Trialtrex21: Damn, is this all really necessary?
2767[9/17/2016 1:07:09 AM] Abion47: well you blocked him, dumbass, what should i have done?
2768[9/17/2016 1:07:21 AM] Abion47: left him to sit in confusion?
2769[9/17/2016 1:07:32 AM] Aidan Maxwell: I don't need you or any of your entitled retarded opinions right now.
2770[9/17/2016 1:07:42 AM] Abion47: go take your meds aidan
2771[9/17/2016 1:08:05 AM] Aidan Maxwell: No, I'll overdose.
2772[9/17/2016 1:08:14 AM] Dr. Trialtrex21: overdramatic much?
2773[9/17/2016 1:08:17 AM] Aidan Maxwell: Two a day.
2774[9/17/2016 1:08:20 AM] Abion47: thats it, aidan, im fucking done with you
2775[9/17/2016 1:08:30 AM] Abion47: last time we gave you a second chance
2776[9/17/2016 1:08:45 AM] Abion47: and here you are trying to start beef again
2777[9/17/2016 1:09:10 AM] Abion47: like i said, his response was understandable given that he didnt know the matter was resolved
2778[9/17/2016 1:09:32 AM] Abion47: and still youre accusing him of stalking you around and stealing your shit
2779[9/17/2016 1:09:55 AM] Abion47: do i really need to remind you that literally everyone else here told you that you were in the wrong during this whole situation?
2780[9/17/2016 1:10:40 AM] Abion47: are you really willing to start this whole thing up again purely because of a single post made in understandable ignorance?
2781[9/17/2016 1:10:50 AM] Aidan Maxwell: Understandable? Look your a nice guy but you should really start not taking things ro heart. You're not the same. I'm going to town. See you guys later.
2782[9/17/2016 1:11:10 AM] Dr. Trialtrex21: Well, sorry for inciting further drama.
2783[9/17/2016 1:11:20 AM] Abion47: it was only going to happen again
2784[9/17/2016 1:11:31 AM] Abion47: dont mind him
2785[9/17/2016 1:11:33 AM] Dr. Trialtrex21: If its any consolation I really am interested in meeting other people working with HPL3.
2786[9/17/2016 1:11:42 AM] Dr. Trialtrex21: heh.
2787[9/17/2016 1:12:13 AM] (Romulator)Lachlan C.: [Saturday, September 17, 2016 1:11 AM] Dr. Trialtrex21:
2788
2789<<< If its any consolation I really am interested in meeting other people working with HPL3.In whatever case, hello and welcome! There's a few others of us here, but there are some also on the Discord.
2790[9/17/2016 1:12:27 AM] Dr. Trialtrex21: Hey again Rom. Haha.
2791[9/17/2016 1:12:48 AM] Aidan Maxwell: Another one to add to tge pile I guess.
2792[9/17/2016 1:12:54 AM] Aidan Maxwell: Bye.
2793[9/17/2016 1:13:05 AM] (Romulator)Lachlan C.: Me? Sorry(?)
2794[9/17/2016 1:13:50 AM] Abion47: ...i am one freak out short of tracking down robo and having him kicked from this group...
2795[9/17/2016 1:13:52 AM] (Romulator)Lachlan C.: I'm not one for drama. I tend to avoid it or politely confront it. I'm doing the former because we have a new person here, and the least I can do is extend a welcome!
2796[9/17/2016 1:14:24 AM] (Romulator)Lachlan C.: There may be personal issues behind things, which I am unaware of, but those things are; well, personal.
2797[9/17/2016 1:14:54 AM] (Romulator)Lachlan C.: If there's an issue, try to remain calm and solve it maturely.
2798[9/17/2016 1:15:16 AM] Abion47: believe me, i tried
2799[9/17/2016 1:15:30 AM] (Romulator)Lachlan C.: I'm not stating whether you're solving it maturely or immaturely, but doing so in a public Skype group isn't the greatest idea, since you're creating a character for yourself to be observed.
2800[9/17/2016 1:15:36 AM] Abion47: i must have mediated for half an hour last time before i decided that calm rationalities just werent going to make it through to him
2801[9/17/2016 1:16:05 AM] Dr. Trialtrex21: To be fair I don't really get how he saw my points as unreasonable lmao.
2802[9/17/2016 1:16:24 AM] Dr. Trialtrex21: If I may bring that up, that is.
2803[9/17/2016 1:16:27 AM] Abion47: because he's paranoid that you guys are stealing his work, despite all evidence to the contrary
2804[9/17/2016 1:16:46 AM] Abion47: and to be fair, i am capable of understanding his point of view
2805[9/17/2016 1:17:07 AM] Dr. Trialtrex21: I didn't even know about his work before my friend and I started work on our project
2806[9/17/2016 1:17:20 AM] Abion47: he's been working hard trying to reimplement all the unused enemies in SOMA as well as porting the monsters over from Amnesia and Penumbra
2807[9/17/2016 1:17:44 AM] Abion47: then suddenly he finds another group of people who are doing the exact same thing, or at the very least have a project with significant overlap
2808[9/17/2016 1:17:50 AM] Abion47: i can understand him getting defensive
2809[9/17/2016 1:18:00 AM] Dr. Trialtrex21: I suppose I can too.
2810[9/17/2016 1:18:07 AM] Abion47: what i dont understand is how rabidly aggressive he got with his defense
2811[9/17/2016 1:18:22 AM] Dr. Trialtrex21: But if I understand him correctly, he is doing it for the purpose of people using it in their mods.
2812[9/17/2016 1:18:36 AM] Dr. Trialtrex21: We are trying to restore cut content back into the core game.
2813[9/17/2016 1:18:43 AM] Abion47: thats one of the things that we reminded him of last time too
2814[9/17/2016 1:18:59 AM] Dr. Trialtrex21: It's not really a "mod" by definition.
2815[9/17/2016 1:19:01 AM] Abion47: he was expressing his fear that when your mod came out, his mod would get overshadowed and his work unappreciated
2816[9/17/2016 1:19:27 AM] Abion47: well to be fair, its quite the definition of a mod
2817[9/17/2016 1:19:39 AM] Abion47: you're modifying the game to add content :P
2818[9/17/2016 1:19:48 AM] Dr. Trialtrex21: Eh, I guess so lol.
2819[9/17/2016 1:19:56 AM] Dr. Trialtrex21: I was thinking more like adding our own stuff.
2820[9/17/2016 1:20:17 AM] Abion47: anywhoo, we had to tell him that your mod is getting released to players, whereas his mod is only really being released to mod-makers, and as such the target demographics are completely different
2821[9/17/2016 1:20:37 AM] Dr. Trialtrex21: Sound fair I suppose.
2822[9/17/2016 1:20:39 AM] (Romulator)Lachlan C.: [Saturday, September 17, 2016 1:19 AM] Abion47:
2823
2824<<< you're modifying the game to add content :PNot sure if mod or addon ;)
2825[9/17/2016 1:20:55 AM] Dr. Trialtrex21: Addon would probably be a proper title
2826[9/17/2016 1:21:05 AM] Abion47: well, thats using the distinction that SOMA uses
2827[9/17/2016 1:21:23 AM] Abion47: anything we create in HPL3 is technically a mod, but your stuff would definitely be published as an add-on
2828[9/17/2016 1:21:46 AM] Abion47: well actually, that might not be true, strictly speaking
2829[9/17/2016 1:21:56 AM] Dr. Trialtrex21: I guess it doesn't really matter lol :P
2830[9/17/2016 1:22:02 AM] (Romulator)Lachlan C.: Also Trialtrex, not too sure if you're aware, but one of our other members (Draugemalf, who's also on the Discord chat) sorta made a list of who's working on what in this chat~
2831
2832[Friday, September 16, 2016 3:38 PM] Draugemalf:
2833
2834<<< also, who's working on what mods?
2835
2836Me: The path least treaded
2837Ico: WIP Title
2838Aidan: DA and the mindocarl stuff
2839Romulator: Construct
2840TiMan: SCP
2841someone else was working on an omicron mod?
2842with simon 2 waking up?
2843[9/17/2016 1:22:36 AM] (Romulator)Lachlan C.: You know, just in case you were curious :P
2844[9/17/2016 1:22:41 AM] Dr. Trialtrex21: Neat shit lol
2845[9/17/2016 1:22:47 AM] Dr. Trialtrex21: TiMan is working on an SCP themed mod?
2846[9/17/2016 1:22:49 AM] Abion47: an "add-on" would be more appropriately called a mod, since you are modifying the experience of the original game, whereas what HPL3 calls a "mod" is actually a self-contained game/experience using HPL3 as a game engine
2847[9/17/2016 1:22:59 AM] Dr. Trialtrex21: I love SCP so that's especially interesting
2848[9/17/2016 1:23:02 AM] (Romulator)Lachlan C.: Mod and Custom Stories confirmed
2849[9/17/2016 1:23:09 AM] Dr. Trialtrex21: I've heard of the mod before but its neat to see he is here.
2850[9/17/2016 1:23:14 AM] (Romulator)Lachlan C.: Yep! And it's coming together pretty well :)
2851[9/17/2016 1:23:20 AM] Dr. Trialtrex21: Nice!
2852[9/17/2016 1:23:34 AM] Dr. Trialtrex21: I'd really like to check that out haha
2853[9/17/2016 1:24:09 AM] Dr. Trialtrex21: I find it interesting that he is making it since SOMA had SCP-like teasing and marketing initially
2854[9/17/2016 1:24:22 AM] (Romulator)Lachlan C.: It's about 10:30am in Isreal, so he might be able to shed some light on it for you later :)
2855[9/17/2016 1:24:48 AM] Dr. Trialtrex21: Yeah of course lol
2856[9/17/2016 1:24:56 AM] Abion47: hear that timan?
2857[9/17/2016 1:24:58 AM] Dr. Trialtrex21: Whenever he is on haha
2858[9/17/2016 1:25:05 AM] Abion47: youve got people highly anticipating your mod
2859[9/17/2016 1:25:07 AM] Abion47: no pressure
2860[9/17/2016 1:25:16 AM] Aidan Maxwell: Ok I calmed down now.
2861[9/17/2016 1:25:24 AM] Dr. Trialtrex21: Huh.
2862[9/17/2016 1:25:36 AM] (Romulator)Lachlan C.: Welcome back~
2863[9/17/2016 1:26:12 AM] Aidan Maxwell: Thanks.
2864[9/17/2016 1:26:30 AM] Dr. Trialtrex21: Am I, uh, still blocked?
2865[9/17/2016 1:26:54 AM] (Romulator)Lachlan C.: Can you see Trialtrex's messages?
2866[9/17/2016 1:27:30 AM] Aidan Maxwell: Unblocked. I can see your messages.
2867[9/17/2016 1:27:37 AM] Dr. Trialtrex21: Alright, hello!
2868[9/17/2016 1:28:03 AM] Aidan Maxwell: Hi. Sorry for the outburst.
2869[9/17/2016 1:28:20 AM] Dr. Trialtrex21: Sorry for the late and albeit passionate response in the Discord chat. I was alerted to your messages late and I didn't have much context
2870[9/17/2016 1:29:03 AM] Aidan Maxwell: It's grand.
2871[9/17/2016 1:29:31 AM] Dr. Trialtrex21: I think your efforts in restoring the enemies, and porting others, is pretty neat though.
2872[9/17/2016 1:29:59 AM | Edited 1:30:20 AM] Aidan Maxwell: The amybot looks cool in your addon.
2873[9/17/2016 1:30:14 AM] Dr. Trialtrex21: That's Combine's magic right there.
2874[9/17/2016 1:30:26 AM] Dr. Trialtrex21: He is new to HPL stuff but knows how this sort of stuff works anyway.
2875[9/17/2016 1:31:40 AM] Dr. Trialtrex21: But yeah, to sum up my thoughts, we don't really plan to release anything that restores enemies primarily.
2876[9/17/2016 1:31:55 AM] Dr. Trialtrex21: We are just going through the core game and restoring anything that was cut and has records still available.
2877[9/17/2016 1:32:14 AM] Dr. Trialtrex21: Really, the enemies are one of our less-interesting goals
2878[9/17/2016 1:32:53 AM] Dr. Trialtrex21: So yeah, sorry to come off as if we were taking your stuff.
2879[9/17/2016 1:34:24 AM] Aidan Maxwell: It's grand. Just one thing: can I still work on some of the unused Art Bully enemies in my UPGRADED series?
2880[9/17/2016 1:34:51 AM] Dr. Trialtrex21: We aren't claiming anything as our own. If you hope to distribute them for modders and stuff, its yours to do.
2881[9/17/2016 1:35:07 AM] Aidan Maxwell: Ok.
2882[9/17/2016 1:35:16 AM] Dr. Trialtrex21: We are releasing our content as a modified version of the original game.
2883[9/17/2016 1:36:01 AM] Dr. Trialtrex21: We aren't making anything for modders to use; It's solely something for the overall community.
2884[9/17/2016 1:36:44 AM] Aidan Maxwell: That puts my mind at ease I guess. I need to go now. See you guys later.
2885[9/17/2016 1:36:52 AM] Dr. Trialtrex21: Bye!
2886[9/17/2016 1:36:56 AM] (Romulator)Lachlan C.: See ya around!
2887[9/17/2016 1:37:11 AM] Dr. Trialtrex21: Yay peace is restored.
2888[9/17/2016 1:37:27 AM | Edited 1:37:54 AM] (Romulator)Lachlan C.: Heh - now that Draugemalf has said a few things about Construct again, I should get back to working on it :P
2889[9/17/2016 1:37:59 AM] Dr. Trialtrex21: One of these days I have to look at the dialogue we restored for Omicron so that Catherine lines come out of the speakers like at Lambda
2890[9/17/2016 1:38:22 AM] Dr. Trialtrex21: But ugh I have to review the code for Lambda so I can port it to the Omicron lines.
2891[9/17/2016 1:38:37 AM] Dr. Trialtrex21: Sounds annoying lmao.
2892[9/17/2016 1:38:46 AM] (Romulator)Lachlan C.: It kinda does honestly xD
2893[9/17/2016 1:39:04 AM] Dr. Trialtrex21: The cut dialogue from the game is so odd lmao
2894[9/17/2016 1:39:05 AM] (Romulator)Lachlan C.: Would doing so include that little blue light on some of the cameras to flicker when she talks? :P
2895[9/17/2016 1:39:14 AM] Dr. Trialtrex21: there isn't much reason for it to be cut
2896[9/17/2016 1:39:25 AM] Dr. Trialtrex21: That happens?
2897[9/17/2016 1:39:30 AM] Dr. Trialtrex21: I never even noticed haha
2898[9/17/2016 1:39:42 AM] Dr. Trialtrex21: Then yeah probably if I can figure it out
2899[9/17/2016 1:40:14 AM] (Romulator)Lachlan C.: Yeah, in the room where you simulate Brandon in the chair, while Cath is talking, there's a camera or something in the corner. Its blue light flickers while Cath talks. Pretty sure it's where her dialog sources from also.
2900[9/17/2016 1:40:22 AM] (Romulator)Lachlan C.: As in, the sound is projected from there.
2901[9/17/2016 1:40:34 AM] Dr. Trialtrex21: Yeah.
2902[9/17/2016 1:40:44 AM] Dr. Trialtrex21: That's how they work in Lambda I think, the sourcing I mean.
2903[9/17/2016 1:41:18 AM] (Romulator)Lachlan C.: [Saturday, September 17, 2016 1:39 AM] Dr. Trialtrex21:
2904
2905<<< The cut dialogue from the game is so odd lmaoI was quite astonished by the opening how it's missing like, 7 lines.
2906[9/17/2016 1:41:33 AM] Dr. Trialtrex21: yeah its really odd.
2907[9/17/2016 1:41:39 AM] Dr. Trialtrex21: A lot of it is there for review too
2908[9/17/2016 1:41:47 AM] Dr. Trialtrex21: with a little comment saying REVIEW THIS
2909[9/17/2016 1:42:02 AM] Dr. Trialtrex21: I feel like the person tasked with doing that didn't have time
2910[9/17/2016 1:42:14 AM] Dr. Trialtrex21: since a lot of the dialogue really adds a lot
2911[9/17/2016 1:42:32 AM] Dr. Trialtrex21: Fuck they even cut two of Ross' lines in Alpha that were in the trailer
2912[9/17/2016 1:42:39 AM] Dr. Trialtrex21: like why???
2913[9/17/2016 1:42:46 AM | Edited 1:43:07 AM] (Romulator)Lachlan C.: I think it's more "In today's Skype call, we're gonna look at the dialogue in 00_00_intro. What can we keep? Or rather, what should we keep?"
2914[9/17/2016 1:43:21 AM] Dr. Trialtrex21: I still find it odd that it didn't make it in
2915[9/17/2016 1:43:27 AM] Dr. Trialtrex21: a lot of the cut dialogue is really neat
2916[9/17/2016 1:43:45 AM] Dr. Trialtrex21: I mean, I sort of get why it was done for Omicron?
2917[9/17/2016 1:44:05 AM] Dr. Trialtrex21: Like, probably to add to the atmosphere. Having Catherine talking to you throughout it changes the mood a bit
2918[9/17/2016 1:44:05 AM] (Romulator)Lachlan C.: I honestly haven't really datamined (no pun intended) a lot of the stuff - really just have worked on the modifying currently known assets spectrum :)
2919[9/17/2016 1:44:30 AM] Dr. Trialtrex21: Suitman is something I'm really excited in seeing finished
2920[9/17/2016 1:44:38 AM] (Romulator)Lachlan C.: Hurhur
2921[9/17/2016 1:44:39 AM] Dr. Trialtrex21: Everything about him was fascinating for me
2922[9/17/2016 1:44:45 AM] Dr. Trialtrex21: Suit Robot I mean
2923[9/17/2016 1:44:46 AM] Dr. Trialtrex21: lol
2924[9/17/2016 1:45:43 AM] Dr. Trialtrex21: not this guy
2925[9/17/2016 1:45:58 AM] (Romulator)Lachlan C.: ...
2926[9/17/2016 1:46:05 AM] (Romulator)Lachlan C.: I want to make that an enemy now
2927[9/17/2016 1:46:07 AM] Dr. Trialtrex21: SuperSecret.rar
2928[9/17/2016 1:46:23 AM] Dr. Trialtrex21: I fucking love frictional for the stuff they put in there
2929[9/17/2016 1:46:51 AM] (Romulator)Lachlan C.: Like, it travels in a linear direction until it hits a corner/intersection, pauses, rotates, then travels that way.
2930[9/17/2016 1:47:12 AM] Dr. Trialtrex21: I would support your endeavor in that
2931[9/17/2016 1:47:19 AM] Dr. Trialtrex21: lmao
2932[9/17/2016 1:47:24 AM] (Romulator)Lachlan C.: Kind of like a ghost :P
2933[9/17/2016 1:47:32 AM] Dr. Trialtrex21: spoop
2934[9/17/2016 1:48:04 AM] Dr. Trialtrex21: supersecret is filled with the most amazing stuff
2935[9/17/2016 1:48:05 AM] Dr. Trialtrex21: like this
2936[9/17/2016 1:49:01 AM] (Romulator)Lachlan C.: An image I remember seeing was from the ARG. Someone sent a request saying something like "FG, STOP READING THIS AND WORK ON YOUR GAME" or something xD
2937Dr. Trialtrex21
2938[9/17/2016 1:49:27 AM] Dr. Trialtrex21: that
2939[9/17/2016 1:49:34 AM] (Romulator)Lachlan C.: That's the one :P
2940[9/17/2016 1:49:41 AM] Dr. Trialtrex21: yeah its great lmao
2941[9/17/2016 1:50:09 AM] (Romulator)Lachlan C.: Dem IPs though. Should look em up P:
2942[9/17/2016 1:50:30 AM] Dr. Trialtrex21: hack em
2943[9/17/2016 1:50:42 AM] (Romulator)Lachlan C.: wau.exe
2944Dr. Trialtrex21
2945[9/17/2016 1:52:30 AM] Dr. Trialtrex21: also about my project
2946[9/17/2016 1:52:41 AM] Dr. Trialtrex21: I was discussing with my friend about the cut robot spider enemy
2947[9/17/2016 1:52:54 AM] Dr. Trialtrex21: I want to restore it but I'm not sure where it would fit best
2948[9/17/2016 1:53:07 AM] Dr. Trialtrex21: I was thinking of making it just a passive thing that roams around Alpha
2949[9/17/2016 1:53:36 AM] Dr. Trialtrex21: It doesn't belong anywhere in the final game but I feel I'm not doing it justice in just leaving it alone
2950[9/17/2016 1:54:56 AM] (Romulator)Lachlan C.: If I recall, I think some discussion on the forum said "Put it in the caves in the Abyss", or I'm thinking of the wrong enemy
2951[9/17/2016 1:55:01 AM] (Romulator)Lachlan C.: (Again, haven't datamined)
2952[9/17/2016 1:55:16 AM] Dr. Trialtrex21: you might be
2953[9/17/2016 1:56:38 AM] Dr. Trialtrex21: this is the guy I'm talking about
2954[9/17/2016 1:56:58 AM] (Romulator)Lachlan C.: Yep - definitely talking about something different hehe
2955[9/17/2016 1:57:09 AM] (Romulator)Lachlan C.: Yeah, I'd put it in Alpha if it's not too cramped
2956[9/17/2016 1:57:19 AM] Dr. Trialtrex21: It'd just be a passive roaming thing
2957[9/17/2016 1:57:29 AM] Dr. Trialtrex21: Wouldn't fit to be hostile
2958[9/17/2016 1:57:31 AM] Draugemalf: Hi, a lot happened in the last 6-8 hours.
2959[9/17/2016 1:57:40 AM | Edited 1:58:11 AM] Dr. Trialtrex21: Hi Drauge
2960[9/17/2016 1:57:42 AM] (Romulator)Lachlan C.: Or it could go in the tunnel after the subway crash(?)
2961[9/17/2016 1:58:15 AM] Dr. Trialtrex21: as an enemy?
2962[9/17/2016 1:58:27 AM] (Romulator)Lachlan C.: Up to you!
2963[9/17/2016 1:58:34 AM] Draugemalf: :D
2964Anyway, what I was saying was that It'd be nice if we all made moddb pages since frictional might mention mods again, since it'll be soma's anniversary in a few days
2965[9/17/2016 1:58:35 AM] Dr. Trialtrex21: I feel its a bit too narrow for it
2966[9/17/2016 1:58:59 AM] Dr. Trialtrex21: Itd be neat if they did something for the anniversary
2967[9/17/2016 1:59:13 AM] Dr. Trialtrex21: By this point all I want from Frictional is info on their next game(s)
2968[9/17/2016 1:59:23 AM] Draugemalf: I don't think we can do 'something' , but we could at least show some activity
2969[9/17/2016 1:59:43 AM] Draugemalf: I mean, I don't know of any mods close to release
2970[9/17/2016 1:59:48 AM | Edited 2:00:22 AM] Draugemalf: also, SOMA 2 please
2971[9/17/2016 1:59:56 AM | Edited 2:00:13 AM] Dr. Trialtrex21: SOMA 2 lmao
2972[9/17/2016 2:00:08 AM] (Romulator)Lachlan C.: We'll likely see a Blog Post and/or an Announcement on the forum, but not sure if much else. The Moderator/Admin section of the forum has been quiet albeit for one FG Staff member who just asks about spam filter detection and similar meta things.
2973[9/17/2016 2:00:20 AM] Dr. Trialtrex21: Id like to see them do something other than horror next
2974[9/17/2016 2:00:35 AM] (Romulator)Lachlan C.: They're working on two games - one of which is not horror based
2975[9/17/2016 2:00:48 AM] Dr. Trialtrex21: yeah I know about the two games thing
2976[9/17/2016 2:00:53 AM] Dr. Trialtrex21: but its confirmed that one isn't horror?
2977[9/17/2016 2:01:49 AM] Dr. Trialtrex21: If so, good shit!
2978[9/17/2016 2:02:05 AM] Dr. Trialtrex21: I'm looking forward to seeing what they come up with.
2979[9/17/2016 2:02:47 AM] (Romulator)Lachlan C.: “One game is horror,†states Grip. “The other is not.â€
2980[9/17/2016 2:11:21 AM] Dr. Trialtrex21: yeah, good shit
2981[9/17/2016 2:14:30 AM] Dr. Trialtrex21: I'm interested in seeing how they fair with a different genre
2982[9/17/2016 2:15:33 AM] Draugemalf: It'd be funny if they advertise their horror game as 'From the creators of amnesia' and their non-horror game as 'from the creators of SOMA'
2983[9/17/2016 2:15:57 AM] Dr. Trialtrex21: That'd be great lmao
2984[9/17/2016 3:11:39 AM] Draugemalf: btw, just tested it and things that have float physics also go crazy underwater
2985[9/17/2016 3:11:46 AM] Draugemalf: lag-inducing crazy
2986[9/17/2016 3:56:59 AM] Draugemalf: any tips on this?
2987[9/17/2016 4:03:39 AM] Draugemalf: do you know how to make an object not be affected by fog? as in see it's ilum thorugh fog? Like if you want a bright light or something
2988[9/17/2016 4:07:17 AM] Abion47: only thing i can think of is to use script to give it a glow effect
2989[9/17/2016 4:10:36 AM] Draugemalf: does this image convey the "oh shit I'm screwed! gotta run/hide" message without the monster's ilum present?
2990[9/17/2016 4:12:59 AM] (Romulator)Lachlan C.: I'd like to think you could never create that idea in a picture, but it certainly does give off that eerie, unknown vibe.
2991[9/17/2016 4:13:53 AM] (Romulator)Lachlan C.: Reminds me of SCP-087-B.
2992[9/17/2016 4:14:05 AM] (Romulator)Lachlan C.: The way it's just... there on the stairs.
2993[9/17/2016 4:14:26 AM] Draugemalf: it's from that old scp game, right?
2994[9/17/2016 4:15:07 AM] (Romulator)Lachlan C.: Yeah, the endless staircase one.
2995[9/17/2016 4:15:59 AM] (Romulator)Lachlan C.: But the image in that URL (of SCP-087-B just sticking out of the darkness) is the comparison I'm thinking of with your image.
2996[9/17/2016 4:16:11 AM] Draugemalf: the context is that a jingiashi spawns after you do something in that room, and that's the only exit
2997[9/17/2016 4:16:24 AM] Draugemalf: I'm thinking of making it to take longer for it to notice you
2998[9/17/2016 4:16:31 AM] Draugemalf: because of the underwater fog
2999[9/17/2016 4:17:10 AM] (Romulator)Lachlan C.: When I said before about not being able to create that feeling in a picture, music would really, really help there.
3000[9/17/2016 4:17:32 AM] (Romulator)Lachlan C.: Something very quiet when it spawns.
3001[9/17/2016 4:17:44 AM] Draugemalf: yeah, but it kind of sucks that monster music ovverrides script music
3002[9/17/2016 4:17:47 AM] (Romulator)Lachlan C.: Something sudden and louder when the player notices.
3003[9/17/2016 4:18:05 AM] Draugemalf: I have some music cues in mind just for that
3004[9/17/2016 4:18:19 AM | Edited 4:18:45 AM] (Romulator)Lachlan C.: You should be able to override the monster music with eMusicPrio_OverrideAll or similar.
3005[9/17/2016 4:22:01 AM] (Romulator)Lachlan C.: Or by starting the music after the monster spawns if they're on the same priority. There'll be somewhere in script (probably in the Jiangshi's helper) which defines which priority its music uses.
3006[9/17/2016 4:29:02 AM] Draugemalf: I'm thinking of 02_06_monstercharge for when you look at the area where the monster is supposed to be
3007[9/17/2016 4:30:34 AM] Draugemalf: and 02_07_ashleysface with the volume turned down a bit until you see the monster
3008[9/17/2016 6:03:48 AM] (Romulator)Lachlan C.: http://puu.sh/redz3/b8fabcf5dd.gif
3009[9/17/2016 6:04:09 AM] (Romulator)Lachlan C.: I have underestimated how fast the Construct could run when I try to recreate the speed P:
3010[9/17/2016 6:04:59 AM | Edited 6:05:12 AM] Draugemalf: it's like speeding up the construct in the editor, it beegins to start steering and rotating when going around corners
3011[9/17/2016 6:07:53 AM] (Romulator)Lachlan C.: TODO:
3012 - Lower overall sprint speed
3013 - Add a block box
3014[9/17/2016 6:08:20 AM] Draugemalf: aaargh! pipes
3015[9/17/2016 6:08:35 AM] Draugemalf: I'm have around 200-300 pipes on my level so far
3016[9/17/2016 6:08:40 AM] Draugemalf: and I still have to add more
3017[9/17/2016 6:08:50 AM] (Romulator)Lachlan C.: Pipe monster. Coming soon.
3018[9/17/2016 6:09:50 AM] (Romulator)Lachlan C.: Actually
3019[9/17/2016 6:10:03 AM] (Romulator)Lachlan C.: Thanks to this mishap, I know I'm casting shadows from my flashlight now
3020[9/17/2016 6:10:09 AM] (Romulator)Lachlan C.: Huh.. :3
3021[9/17/2016 6:58:46 AM] Draugemalf: okay, I'm kind of close to finishing the underwater area of my map. Any feedback?
3022http://imgur.com/a/ZMsDF
3023[9/17/2016 8:16:33 AM] Aidan Maxwell: Nope, it looks good to me. Have you tried making it a bit murkier? If you already have fog then it would be good if you made it a bit thicker.
3024[9/17/2016 8:17:01 AM] Aidan Maxwell: Also 02_07_akers_chase is metal and terrifying at the same time.
3025[9/17/2016 8:17:44 AM | Edited 8:17:57 AM] Draugemalf: I made the fog less thick for taking screenshots
3026[9/17/2016 8:18:52 AM] Draugemalf: I'm thinking of putting this on moddb, but it might be a bit too spoilery since it's one of the encounters...
3027http://i.imgur.com/wZRpwWm.png
3028[9/17/2016 8:19:16 AM] Draugemalf: but there's 7-8 encounters in total, so ....
3029[9/17/2016 8:19:25 AM] Draugemalf: with one being infinetley repeatable
3030[9/17/2016 8:52:52 AM] Aidan Maxwell: Holy shit that is terrifying. Post it!
3031[9/17/2016 10:02:06 AM] Draugemalf: does anyone know how to remove text from a paper texture?
3032[9/17/2016 10:02:29 AM] (Romulator)Lachlan C.: Is it on the texture itself?
3033[9/17/2016 10:02:40 AM] Draugemalf: yeah, i don't think dds has layers
3034[9/17/2016 10:03:00 AM] (Romulator)Lachlan C.: If that's the case, the Stamp tool in Photoshop could be handy~
3035[9/17/2016 10:03:18 AM] (Romulator)Lachlan C.: Which one is it? I can take a look if you'd like?
3036[9/17/2016 10:03:38 AM] Draugemalf: note_fluid_leaking.dds or note_postit_flow_control.dds
3037(Romulator)Lachlan C.
3038[9/17/2016 10:12:47 AM] (Romulator)Lachlan C.: Look okay to you?
3039[9/17/2016 10:13:10 AM] Draugemalf: yep, it's great
3040[9/17/2016 10:13:21 AM] (Romulator)Lachlan C.: There ya go! :)
3041[9/17/2016 10:13:37 AM] Draugemalf: thanks!
3042[9/17/2016 10:13:43 AM] (Romulator)Lachlan C.: Anytime :3
3043[9/17/2016 11:33:53 AM] Draugemalf: do monsters that can see actually take light level into account when looking for you?
3044[9/17/2016 11:34:15 AM] Draugemalf: Like would they be better at seeing you in bright light vs complete darkness?
3045[9/17/2016 11:35:14 AM] Aidan Maxwell: Not sure, you can always download the Upgraded Amnesia Grunt and see for yourself. He has the same viewing distance as a Construt.
3046[9/17/2016 12:14:34 PM] Draugemalf: what do you think of this room?
3047[9/17/2016 12:14:43 PM] Draugemalf: tried to freshen up the color scheme a bit
3048[9/17/2016 12:15:19 PM] TiMan: I like the idea of the light coming out of the doorway, but I think you should add a bit more contrast
3049[9/17/2016 12:15:24 PM] TiMan: And make the light a bit more blue
3050[9/17/2016 12:18:43 PM] Draugemalf: I think i added more contrast by removing contrast
3051[9/17/2016 12:23:21 PM] Draugemalf: also, are those wall lights too distracting?
3052[9/17/2016 12:24:39 PM] Aidan Maxwell: You could dim them a bit, we want to concentrate on the task at hand (which is the table, right?)
3053[9/17/2016 12:24:56 PM] Draugemalf: table, and unplugged thing near the table
3054[9/17/2016 12:25:14 PM] Draugemalf: with flickering orange spotlight, but it's a picture
3055[9/17/2016 12:25:36 PM] Draugemalf: I meant the pc table, not the paper and electronics tables
3056[9/17/2016 12:26:55 PM] Aidan Maxwell: Oh I see it now.
3057[9/17/2016 12:28:22 PM] Draugemalf: Plan so far is: DOS command puzzles in the pc (uses abion's stuff). If you can't do that, then you flip the lever in the red-ish area. But that means some monster encounters will be a bit harder, also you won't be able to get 2 of the planned ending variations.
3058[9/17/2016 12:28:39 PM] Draugemalf: Also the lever disables the pc completely
3059[9/17/2016 12:28:48 PM] Draugemalf: so you won't be able to us it for doors and other stuff
3060[9/17/2016 12:30:25 PM | Edited 12:30:56 PM] Aidan Maxwell: How about you spawn the cracked computer screen entity and set off noise and a spark when you pull the lever? Then after one second you hear a distant wail from a monster and metal parts crashing. A great way to tell the player "YOU DONE FUCKED UP!"
3061[9/17/2016 12:30:45 PM] Draugemalf: that's the plan, more or less
3062[9/17/2016 12:34:58 PM] Draugemalf: also, I just discovered sticky areas, and they're awesome
3063[9/17/2016 12:35:48 PM] Aidan Maxwell: They are used for plugs, right?
3064[9/17/2016 12:35:54 PM] Draugemalf: yeah
3065[9/17/2016 12:36:06 PM] Draugemalf: and I think XoF used them for pipes in perditio at some point
3066[9/17/2016 12:36:26 PM] Draugemalf: they're basically used for sticking things, or making it hard to pull things
3067[9/17/2016 12:36:34 PM] Draugemalf: like those scales in the awake part of vertical slice
3068[9/17/2016 12:36:37 PM] Draugemalf: with the falling elevator
3069[9/17/2016 12:58:07 PM] Icosahedron: awesome a new member, welcome! a bit of a late welcome at that
3070[9/17/2016 1:03:24 PM] TiMan: Who
3071[9/17/2016 1:03:43 PM] Aidan Maxwell: [Saturday, September 17, 2016 2:15 AM] Dr. Trialtrex21:
3072
3073<<<
3074[9/17/2016 1:03:46 PM] TiMan: oh
3075[9/17/2016 1:03:57 PM] Dr. Trialtrex21: Hey hi
3076[9/17/2016 1:04:02 PM] Icosahedron: hello
3077[9/17/2016 1:04:09 PM] Dr. Trialtrex21: How is everyone today?
3078[9/17/2016 1:04:22 PM] Icosahedron: pretty good I guess, I just got on
3079[9/17/2016 1:04:26 PM] Draugemalf: more productive than usual :D
3080[9/17/2016 1:04:30 PM] Aidan Maxwell: Good.
3081[9/17/2016 1:04:30 PM] Dr. Trialtrex21: noice
3082[9/17/2016 1:04:51 PM] Aidan Maxwell: I am almost done the first section of my map.
3083[9/17/2016 1:05:38 PM] Draugemalf: I finished the area with the underwater valve puzzles, and now I started working on the control room area
3084[9/17/2016 1:07:44 PM] TiMan: Hello :d
3085[9/17/2016 1:07:57 PM] TiMan: I work on my mod once in 2 weeks :D
3086[9/17/2016 1:08:02 PM] TiMan: (please help me)
3087[9/17/2016 1:08:56 PM] Icosahedron: i can help some if you did want. as long as you already have some stuff to work off of, like concept art of the levels and design and such? ehh I'm bored right now
3088[9/17/2016 1:09:20 PM] TiMan: Yes I actually have
3089[9/17/2016 1:09:25 PM] TiMan: but I need the files first
3090[9/17/2016 1:09:31 PM | Edited 1:09:36 PM] TiMan: We'll see about that
3091[9/17/2016 1:10:03 PM] Icosahedron: im good with dem theta assets
3092[9/17/2016 1:10:27 PM] Draugemalf: I'm recently good with the corpse room assets :D , all 5 of them
3093[9/17/2016 1:10:30 PM] Icosahedron: i favorite the alien isolation type stuff, all futuristic creepy laboratory stuff
3094[9/17/2016 1:11:19 PM] Icosahedron: because it just emphasizes the loneliness, how empty the labs are
3095[9/17/2016 1:11:36 PM] Icosahedron: kinda reminds of some parts of half life in a way
3096[9/17/2016 1:11:59 PM] Icosahedron: though there are actually moving following people in that
3097[9/17/2016 1:12:58 PM] TiMan: [Saturday, September 17, 2016 1:10 PM] Icosahedron:
3098
3099<<< all futuristic creepy laboratory stuff^
3100[9/17/2016 1:13:10 PM] TiMan: Oh yes half life
3101[9/17/2016 1:13:29 PM] Icosahedron: which is why akers suits that area so well, frictional always finds the perfect combinations. the robots are good for upsilon, yoshida is awesome for tau, jiangshi is perfect for the curie
3102[9/17/2016 1:13:43 PM] Icosahedron: so on
3103Dr. Trialtrex21
3104[9/17/2016 1:13:49 PM] Dr. Trialtrex21: RIP
3105[9/17/2016 1:14:05 PM] Icosahedron: oh, my most recent error message!
3106[9/17/2016 1:14:13 PM] TiMan: [Saturday, September 17, 2016 1:13 PM] Dr. Trialtrex21:
3107
3108<<< RIPseems normal to me
3109[9/17/2016 1:14:20 PM] TiMan: I mean
3110[9/17/2016 1:14:21 PM] Icosahedron: rip leveleditor
3111[9/17/2016 1:14:24 PM] TiMan: level editor at its finest
3112[9/17/2016 1:14:28 PM] Icosahedron: yep
3113[9/17/2016 1:14:37 PM] Draugemalf: I only get it when accidentaly pressing ctrl-f instead of ctrl-d
3114[9/17/2016 1:14:39 PM] Dr. Trialtrex21: I need to get into the Lambda map so I can figure out how the Catherine speakers work
3115[9/17/2016 1:14:48 PM] Draugemalf: luckily I learned to autosave every 30 seconds
3116[9/17/2016 1:14:52 PM] Icosahedron: you can do that in any other map too
3117[9/17/2016 1:14:58 PM] Icosahedron: not all maps but you know
3118[9/17/2016 1:15:23 PM] TiMan: omicron also has this speaker system
3119[9/17/2016 1:15:29 PM] Icosahedron: by now i just have it as a habit to do ctrl s every five seconds after making a few changes
3120[9/17/2016 1:15:37 PM] Dr. Trialtrex21: does it?
3121[9/17/2016 1:16:08 PM] Draugemalf: umm... you mean dialogue using speakers?
3122[9/17/2016 1:16:12 PM] Dr. Trialtrex21: yeah
3123[9/17/2016 1:16:13 PM] Draugemalf: I used that in my mod
3124[9/17/2016 1:16:30 PM] Draugemalf: just let me copy paste a bit of code
3125[9/17/2016 1:16:58 PM] Dr. Trialtrex21: the level editor refuses to open Lambda
3126[9/17/2016 1:17:00 PM] Dr. Trialtrex21: that's weird
3127[9/17/2016 1:17:02 PM] Dr. Trialtrex21: whatever
3128[9/17/2016 1:18:13 PM] Draugemalf: bool dontDoItAgain1=false;
3129bool OnCollideRASpeakerSpook (const tString &in asParent, const tString &in asChild, int alState)
3130 {
3131 if(alState==-1) return true;
3132 if(!haveChip)
3133 {
3134 if(!dontDoItAgain1)
3135 {
3136 Lamp_SetLit("speakerRA",true,false);
3137 Voice_Play("Call_RA1", -1, "");
3138 Map_AddTimer("TimerSpeakerSpook",2,"SpeakerSpookRA1");
3139 dontDoItAgain1=true;
3140 }
3141 return true;
3142 }
3143 else
3144 {
3145 Lamp_SetLit("speakerRA",true,false);
3146 Voice_Play("Call_RA2", -1, "");
3147 Map_AddTimer("TimerSpeakerSpook2",2,"SpeakerSpookRA2");
3148 return false;
3149 }
3150 }
3151
3152void SpeakerSpookRA1(const tString &in)
3153 {
3154 Sound_CreateAtEntity("LampSpook", "02_05_theta/sweeteners/tv_scare_random", "speakerRA");
3155 Lamp_SetLit("speakerRA",false,false);
3156 }
3157
3158
3159void SpeakerSpookRA2(const tString &in)
3160 {
3161 Sound_CreateAtEntity("LampSpook", "02_05_theta/sweeteners/tv_scare_random", "speakerRA");
3162 Voice_Play("Call_RA2", -1, "");
3163 Lamp_SetLit("speakerRA",false,false);
3164 }
3165[9/17/2016 1:18:22 PM] Dr. Trialtrex21: oh shit
3166[9/17/2016 1:18:23 PM] Draugemalf: this is how I used the speakers for dialogue
3167[9/17/2016 1:18:25 PM] Icosahedron: it also never opens theta's gate level
3168[9/17/2016 1:18:34 PM] TiMan: [Saturday, September 17, 2016 1:18 PM] Icosahedron:
3169
3170<<< it also never opens theta's gate levelI know how to fix it
3171[9/17/2016 1:20:12 PM] Draugemalf: so basically when the player collides with a trigger area (al state stuff) it checks for some stuff, then plays the dialogue that is suppposed to play and turns the speaker lights on, Afterwards it waits and turns the lights off
3172[9/17/2016 1:21:13 PM] Draugemalf: a very basic solution would be this:
3173
3174[Saturday, September 17, 2016 1:18 PM] Draugemalf:
3175
3176<<< Lamp_SetLit("speakerRA",true,false);
3177 Voice_Play("Call_RA2", -1, "");
3178 Map_AddTimer("TimerSpeakerSpook2",2,"SpeakerSpookRA2");
3179
3180and the timer just sets the lamp to unlit
3181[9/17/2016 1:21:17 PM | Edited 1:21:39 PM] Draugemalf: the lamp is the speaker
3182[9/17/2016 1:24:41 PM] Dr. Trialtrex21: Thanks Drauge
3183[9/17/2016 1:24:53 PM] Dr. Trialtrex21: that should make things easier
3184[9/17/2016 1:25:42 PM] Draugemalf: also, the lamp should have flicker active
3185[9/17/2016 1:25:58 PM] Draugemalf: that's how the effect of speaking-like lights is achieved
3186[9/17/2016 1:26:00 PM] Draugemalf: I think
3187[9/17/2016 1:26:01 PM] *** Nugget joined. ***
3188[9/17/2016 1:26:10 PM] Dr. Trialtrex21: That is Combine from the Discord chat btw
3189[9/17/2016 1:26:11 PM] Draugemalf: the main game might be using something different
3190[9/17/2016 1:26:12 PM] Nugget: Y
3191[9/17/2016 1:26:13 PM] Nugget: o
3192[9/17/2016 1:26:16 PM] Draugemalf: hi
3193[9/17/2016 1:27:03 PM] Draugemalf: like, making the lights actually flicker depeinding on the vo files, but I haven't checked
3194[9/17/2016 1:27:34 PM] Dr. Trialtrex21: is there a specific script for that or something
3195[9/17/2016 1:27:56 PM] Draugemalf: idk, it could be something like the lipsyinc stuff, but for lights
3196Aidan Maxwell
3197[9/17/2016 1:28:47 PM] Aidan Maxwell: @Nugget
3198[9/17/2016 1:29:05 PM] Nugget: I don't think the lights flickering actually sync with the voice file.
3199[9/17/2016 1:29:12 PM] Draugemalf: then it's solved
3200[9/17/2016 1:29:19 PM] Icosahedron: that would be tricky
3201[9/17/2016 1:29:21 PM] Draugemalf: it's what I said earlier
3202[9/17/2016 1:29:25 PM] Icosahedron: timers are easier
3203[9/17/2016 1:29:43 PM] Icosahedron: sorry wasn't paying attention but another new member! welcome
3204[9/17/2016 1:29:48 PM] Dr. Trialtrex21: ah yes good greetings message
3205[9/17/2016 1:29:50 PM] Nugget: Could probably be done with just a really tiny spotlight with specific flicker settings that gets turned on when voice lines are triggered and turned off when they're over.
3206[9/17/2016 1:30:06 PM] Draugemalf: that's exactly what I used
3207[9/17/2016 1:30:36 PM] Nugget: 👌
3208[9/17/2016 1:31:04 PM] Aidan Maxwell: (ok)
3209[9/17/2016 1:31:41 PM] Draugemalf: â–¢
3210[9/17/2016 1:32:15 PM] Aidan Maxwell: (e)
3211[9/17/2016 1:46:07 PM] Draugemalf: empty hallway
3212need to put something in there
3213crates are boring
3214put 2 crates
3215desperately look for other stuff to place
3216nothing comes to mind
3217I hate pipes :(
3218[9/17/2016 1:46:22 PM] Dr. Trialtrex21: anyone know why some maps crash when trying to open them in the level editor?
3219[9/17/2016 1:46:30 PM] Dr. Trialtrex21: and maybe how to fix it?
3220[9/17/2016 1:46:34 PM] Icosahedron: some issues with the files
3221[9/17/2016 1:46:37 PM] Draugemalf: 2 of them crash because of registry stuff in the xml
3222[9/17/2016 1:46:47 PM] Draugemalf: or something like that
3223[9/17/2016 1:47:02 PM] Aidan Maxwell: Try opening the maps xml file and remove the PC names.
3224[9/17/2016 1:47:16 PM | Edited 1:47:21 PM] Aidan Maxwell: If that doesn't exists open the .hpm file.
3225[9/17/2016 1:50:17 PM] Dr. Trialtrex21: Thanks! :D
3226[9/17/2016 2:17:49 PM] Draugemalf: generic hallway 2 : http://i.imgur.com/vAMAVTV.png
3227[9/17/2016 2:18:06 PM] Icosahedron: awesome.
3228[9/17/2016 2:18:15 PM] Icosahedron: really good use of lighting
3229[9/17/2016 2:19:06 PM] Icosahedron: you can see light coming from the door at the end of the hallway and some shining through the doorway off to the left
3230[9/17/2016 2:19:08 PM] Draugemalf: I feel better about the control room i posted earlier
3231[9/17/2016 2:19:08 PM] Draugemalf: I kind of used the same principles here though
3232[9/17/2016 2:34:10 PM] Dr. Trialtrex21: anyone know if there is a way to hide icons in the editor?
3233[9/17/2016 2:34:27 PM] Dr. Trialtrex21: my friend was wondering
3234[9/17/2016 2:36:02 PM] Icosahedron: press i
3235[9/17/2016 2:36:14 PM] Dr. Trialtrex21: thanks
3236[9/17/2016 2:57:55 PM] Draugemalf: Ico, did you mention making billboards flicker with lights once?
3237[9/17/2016 3:23:51 PM] Icosahedron: yes
3238[9/17/2016 3:23:59 PM] Icosahedron: they have brightness settings so it's possible
3239[9/17/2016 3:24:06 PM] Icosahedron: they have connected light settings as well
3240[9/17/2016 3:24:26 PM] Draugemalf: is it doable within the editor?
3241[9/17/2016 3:24:29 PM] Icosahedron: so you just select which one you want, but also make sure that is connected to a lamp (obviously)
3242[9/17/2016 3:24:41 PM] Icosahedron: yes, they have the settings for it
3243[9/17/2016 3:25:09 PM] Icosahedron: if they even tried to do all of that in script that would be very tedious
3244[9/17/2016 3:25:42 PM] Icosahedron: maybe it would be easy to accomplish but it would be bothersome to have to do it for every single billboard you wanted
3245[9/17/2016 3:26:12 PM] Draugemalf: mini storage room with medkits: http://i.imgur.com/tWX2j0R.png
3246[9/17/2016 3:26:23 PM] Draugemalf: also storytelling through ambient stuff?
3247[9/17/2016 3:26:25 PM] Icosahedron: nice
3248[9/17/2016 3:27:18 PM] Draugemalf: I want the tunnel lights to flicker when monsters are near, but they look ugly without billboards, I guess I can make them work
3249[9/17/2016 3:27:48 PM] Icosahedron: yep.
3250[9/17/2016 3:27:51 PM] Draugemalf: Now all that remains is to do the tunnel area and then the pplant area, and one map is finished :D
3251[9/17/2016 3:28:34 PM] Aidan Maxwell: Finished the final song of the album that will replace Clap (Demo): Zandronum. It's named after the software that compiles and runs DooM WADS.
3252[9/17/2016 3:28:59 PM | Edited 3:29:07 PM] Aidan Maxwell: It features sounds from Id's games like DooM and QUAKE.
3253Icosahedron
3254[9/17/2016 8:05:42 PM] Icosahedron: trying to create a curved ceiling thing is hard...
3255[9/17/2016 8:06:19 PM] Icosahedron: i had to like use a bunch of planes and walls and stuff
3256[9/17/2016 8:58:34 PM] (Romulator)Lachlan C.: [Saturday, September 17, 2016 1:14 PM] Draugemalf:
3257
3258<<< I only get it when accidentaly pressing ctrl-f instead of ctrl-dThen when you Ctrl+S, you accidentally Ctrl+D, so to correct you Ctrl+F and facedesk at your errors.
3259[9/17/2016 10:24:50 PM] Nugget: Huh, so part of the unused main theme was originally used for the brain scan sequence, that's cool.
3260[9/17/2016 10:25:46 PM] Nugget: I wonder where the full theme was going to be used, if anywhere.
3261[9/18/2016 1:56:34 AM] Draugemalf: any opinions on the wall lights?
3262[9/18/2016 1:57:18 AM] Dr. Trialtrex21: they should probably give off more ambient light around them to give them more presence
3263[9/18/2016 1:58:31 AM] Dr. Trialtrex21: maybe I'm wrong though
3264[9/18/2016 1:58:43 AM] Dr. Trialtrex21: overall it looks good though
3265[9/18/2016 1:59:44 AM] Draugemalf: yeah, I want to make sure they're nor mistaken for low effort windows
3266[9/18/2016 1:59:58 AM] Draugemalf: I'll probably make a scripted event where one starts flickering or something
3267[9/18/2016 2:00:11 AM] Dr. Trialtrex21: thatd probably be neat
3268(Romulator)Lachlan C.
3269[9/18/2016 3:02:32 AM] (Romulator)Lachlan C.: Found out where I can track updates to SOMA's stuff P:
3270[9/18/2016 3:02:50 AM] Abion47: steamdb.info?
3271[9/18/2016 3:02:56 AM] (Romulator)Lachlan C.: Ayup :3
3272[9/18/2016 3:03:00 AM] Dr. Trialtrex21: pretty simple solution haha
3273[9/18/2016 3:03:12 AM] Abion47: i mentioned it when we were talking about the private beta last time :P
3274[9/18/2016 3:03:32 AM] (Romulator)Lachlan C.: I've just been using steamdb for checking numbers of sales :P Didn't realise I could check last updated packages and stuff hehe
3275[9/18/2016 3:06:37 AM] (Romulator)Lachlan C.: Looking at Bundles and found a game called Squirbs for $0.19 - currently 96% off
3276[9/18/2016 3:06:59 AM] Abion47: from my experience with bad rats, games that cheap are usually that cheap for a reason
3277[9/18/2016 3:07:23 AM] (Romulator)Lachlan C.: You could buy it
3278[9/18/2016 3:07:28 AM] (Romulator)Lachlan C.: Play it for the trading cards
3279[9/18/2016 3:07:36 AM] (Romulator)Lachlan C.: Sell the trading cards for 8 cents profit :P
3280[9/18/2016 3:07:41 AM] (Romulator)Lachlan C.: Refund :P
3281[9/18/2016 3:07:56 AM | Edited 3:08:04 AM] Abion47: the problem with that is that some gaming companies are making shovelware for precicely that reason
3282[9/18/2016 3:07:56 AM] *** (Romulator)Lachlan C. is thinking evil thoughts ***
3283[9/18/2016 3:08:16 AM] Abion47: because the game company also receives a cut from the card sale
3284[9/18/2016 3:08:34 AM] Abion47: and i refuse to promote that behavior
3285[9/18/2016 3:09:06 AM] (Romulator)Lachlan C.: If I recall, it's 10% goes to Steam, and 10% goes to the company, and the rest goes to you.
3286[9/18/2016 3:09:27 AM] (Romulator)Lachlan C.: Trying to remember, haven't sold a trading card in a while.
3287[9/18/2016 3:10:01 AM] (Romulator)Lachlan C.: And yet, I spent yesterday evening gathering 6,490 gems from clearing out my emoticons and backgrounds, hehe
3288[9/18/2016 3:10:31 AM] Abion47: are you familiar with the company Digital Homicide?
3289[9/18/2016 3:10:41 AM] Dr. Trialtrex21: ah yes
3290[9/18/2016 3:10:50 AM] (Romulator)Lachlan C.: I think I read something about this last night
3291[9/18/2016 3:10:53 AM] Abion47: that's their entire business model
3292[9/18/2016 3:10:54 AM] Dr. Trialtrex21: the man the myth the legend
3293[9/18/2016 3:11:00 AM] (Romulator)Lachlan C.: Didn't they like, try to sue their consumers or something?
3294[9/18/2016 3:11:06 AM] Dr. Trialtrex21: yeah
3295[9/18/2016 3:11:14 AM] Dr. Trialtrex21: they are currently attempting to sue around 100 steam users
3296[9/18/2016 3:11:22 AM] Abion47: they make one game, then produce like 5-10 slightly different versions of that game with card support
3297[9/18/2016 3:11:39 AM] Abion47: they dont make money off the games, but off the card sales
3298[9/18/2016 3:11:40 AM] Dr. Trialtrex21: but since their attempt to sue Jim Sterling failed, this one probably will too
3299[9/18/2016 3:12:19 AM] Abion47: its a poisonous and detestable business practice that i refuse to tolerate, even if doing so means i get free money
3300[9/18/2016 3:12:58 AM] (Romulator)Lachlan C.: Yeah - I've been hoarding cards lately. I'm holding off since I can use them for trading to the steamcardexchange bot.
3301[9/18/2016 3:13:50 AM] Abion47: im also suspicious of squirbs since the top 4 reviews give it shining and verbose recommendations, and nearly all the others in the top ten call it complete shit
3302[9/18/2016 3:14:37 AM] (Romulator)Lachlan C.: Well, I didn't buy Squirbs :P
3303[9/18/2016 3:14:48 AM] (Romulator)Lachlan C.: I just came across it while looking at Bundles~
3304[9/18/2016 3:16:06 AM] Abion47: in other news, ive decided that before i work on the omicron escape mod, i'm going to do a story of it first
3305[9/18/2016 3:16:49 AM | Edited 3:16:58 AM] Abion47: writing a story is overall easier than making a mod, and its something i can do without needing copious amounts of time to devote to it
3306[9/18/2016 3:17:11 AM] Abion47: plus i can use the storywriting practice
3307[9/18/2016 3:18:27 AM] Abion47: the only problem is figuring out how to convert a story made for a game and converting it into prose format :p
3308[9/18/2016 3:19:21 AM] (Romulator)Lachlan C.: Hehe, good idea :P The design stage is pretty fundamental to laying out how things will work out in your mod.
3309[9/18/2016 3:21:47 AM] Draugemalf: I tried making a story before the mod for Leucos, but that didn't turn out as well as I'd hoped to. I'm trying to be more spontaneous with the level design and story in my current mod...
3310[9/18/2016 3:23:43 AM] (Romulator)Lachlan C.: If your story and actions flow well, you should be fine
3311[9/18/2016 4:29:59 AM] Draugemalf: Soma doesn't have a retail version, right?
3312[9/18/2016 4:30:49 AM] (Romulator)Lachlan C.: I don't believe so.
3313[9/18/2016 4:31:12 AM] (Romulator)Lachlan C.: It can be purchased through Steam, GOG and the Humble Store.
3314[9/18/2016 4:31:54 AM] Draugemalf: yeah, but humble store is basically steam
3315[9/18/2016 4:32:08 AM] (Romulator)Lachlan C.: Pretty much, because you'll get a Steam key.
3316[9/18/2016 4:33:10 AM] Aidan Maxwell: Hey guys. Does anyone know how to solve this problem: I want to have an omnitool open a door permanently. How would you code that?
3317[9/18/2016 4:33:50 AM] Draugemalf: open the door, and then set a bool to check if it's already open
3318[9/18/2016 4:34:06 AM | Edited 4:34:25 AM] Draugemalf: with the bool thing you can add if things to the omnitool interact setup function
3319[9/18/2016 4:34:10 AM] Draugemalf: at the begining of the script
3320[9/18/2016 4:35:37 AM] Draugemalf: in bool Omnitool_OnUse(
3321[9/18/2016 4:35:41 AM | Edited 4:35:49 AM] (Romulator)Lachlan C.: Or, disable interactivity with the door and the Omnitool panel after the door opens.
3322[9/18/2016 4:36:38 AM] Aidan Maxwell: bool Omnitool_OnUse(const tString &in asTool, const tString &in asEntity)
3323 {
3324 if (asEntity == "omnitool_panel_1")
3325 {
3326 cLux_AddDebugMessage("Open the door");
3327 CathTool_UseOnPanel("Omnitool", asEntity);
3328 SlideDoor_SetClosed("StartDoor",false,false);
3329 }
3330 }
3331[9/18/2016 4:36:57 AM] Aidan Maxwell: This says that " CathTool_UseOnPanel" doesn't exist.
3332[9/18/2016 4:37:20 AM] Draugemalf: include some helper or custom depth thing
3333[9/18/2016 4:37:24 AM] (Romulator)Lachlan C.: You need to include a helper for CathTool.
3334[9/18/2016 4:37:32 AM] Draugemalf: also delete the asEntity
3335[9/18/2016 4:37:36 AM] Draugemalf: from the function call
3336[9/18/2016 4:37:54 AM] Draugemalf: nvm
3337[9/18/2016 4:37:56 AM] Draugemalf: don't do that
3338[9/18/2016 4:38:05 AM] (Romulator)Lachlan C.: Was gonna say.. :p hehe
3339[9/18/2016 4:38:06 AM] Aidan Maxwell: What helper?
3340[9/18/2016 4:38:54 AM] Draugemalf: #include "helper_custom_depth.hps" ?
3341[9/18/2016 4:38:59 AM] Draugemalf: maybe that one
3342[9/18/2016 4:39:44 AM] Aidan Maxwell: Not all paths return a value.
3343[9/18/2016 4:39:47 AM | Edited 4:39:50 AM] Aidan Maxwell: Error.
3344[9/18/2016 4:40:08 AM] Draugemalf: well, put a return true or return false somewhere
3345[9/18/2016 4:41:19 AM] Aidan Maxwell: Nope, that doesn't work either. Same error.
3346[9/18/2016 4:41:27 AM] Aidan Maxwell: bool Omnitool_OnUse(const tString &in asTool, const tString &in asEntity)
3347 {
3348 if (asEntity == "omnitool_panel_1")
3349 {
3350 cLux_AddDebugMessage("Open the door");
3351 CathTool_UseOnPanel("Omnitool", asEntity);
3352 SlideDoor_SetClosed("StartDoor",false,false);
3353
3354 return true;
3355 }
3356 }
3357[9/18/2016 4:41:40 AM] Draugemalf: not in the if
3358[9/18/2016 4:41:44 AM] (Romulator)Lachlan C.: Put it after the if block
3359[9/18/2016 4:42:24 AM] (Romulator)Lachlan C.: And if still doesn't work, should OnUse be a bool?
3360[9/18/2016 4:42:46 AM] Draugemalf: yes, it should
3361[9/18/2016 4:42:47 AM] Draugemalf: I think
3362[9/18/2016 4:42:51 AM] Draugemalf: I also had it as bool
3363[9/18/2016 4:42:55 AM | Edited 4:43:03 AM] Draugemalf: and I've seen it on other mods
3364[9/18/2016 4:43:15 AM] (Romulator)Lachlan C.: No problem - I haven't used it before so I can't confirm, nor check ;3 hehe
3365[9/18/2016 4:45:19 AM] Aidan Maxwell: OK, so no errors, I can grab the Omnitool but now when I try to swipe it, it doesn't work.
3366[9/18/2016 4:45:32 AM] Draugemalf: there was something else
3367[9/18/2016 4:45:38 AM] Aidan Maxwell: Like it pops up but it doesn't play the animation.
3368[9/18/2016 4:45:41 AM] Draugemalf: omg, i remember how much i hated setting it up
3369[9/18/2016 4:45:44 AM] Draugemalf: I had the same issue
3370[9/18/2016 4:45:56 AM] Draugemalf: I know
3371[9/18/2016 4:46:02 AM] Draugemalf: use this:
3372
3373 bool Omnitool_CanBeUsed(const tString &in asTool, const tString &in asEntity)
3374 {
3375 if (asEntity == "OmniPanel_LabsExit") return true;
3376 else if (asEntity == "omnislot_inside_1") return true;
3377 else if (asEntity == "InteractArea_Omni") return true;
3378 else if (asEntity == "OmniPanel_LabsEntrance") return true;
3379 else if (asEntity == "AuxDoorControlPanel") return true;
3380 //if (CathTool_CanUse("OmniTool_Configured","ObservationTunnelTerm")) return true;
3381
3382 return false;
3383 }
3384[9/18/2016 4:46:05 AM] Draugemalf: but for your map
3385[9/18/2016 4:46:14 AM] Draugemalf: add this function after the other thing you did
3386[9/18/2016 4:49:53 AM] Aidan Maxwell: Nope, it still doesn't work.
3387[9/18/2016 4:51:18 AM] Draugemalf: can you send the relevant code?
3388[9/18/2016 4:51:58 AM] Aidan Maxwell: bool Omnitool_OnUse(const tString &in asTool, const tString &in asEntity)
3389 {
3390 if (asEntity == "omnitool_panel_1")
3391 {
3392 cLux_AddDebugMessage("Open the door");
3393 CathTool_UseOnPanel("Omnitool", asEntity);
3394 SlideDoor_SetClosed("StartDoor",false,false);
3395 }
3396 return true;
3397 }
3398
3399 bool Omnitool_CanBeUsed(const tString &in asTool, const tString &in asEntity)
3400 {
3401 if (asEntity == "omnitool_panel_1") return true;
3402 else if (asEntity == "omnislot_inside_1") return true;
3403 else if (asEntity == "InteractArea_Omni") return true;
3404 else if (asEntity == "OmniPanel_LabsEntrance") return true;
3405 else if (asEntity == "AuxDoorControlPanel") return true;
3406 //if (CathTool_CanUse("OmniTool_Configured","ObservationTunnelTerm")) return true;
3407
3408 return false;
3409 }
3410[9/18/2016 4:52:53 AM] Draugemalf: you don't have to paste all the other stuff, just the first if
3411[9/18/2016 4:53:12 AM] Draugemalf: also, slidedoor set closed shouldn't need to be called in the fuction
3412[9/18/2016 4:53:26 AM] Draugemalf: I think you can set it in the omnitool panel editor thing
3413[9/18/2016 4:53:30 AM] Draugemalf: does the animation play?
3414[9/18/2016 4:53:41 AM] Aidan Maxwell: No.
3415[9/18/2016 4:55:31 AM] Draugemalf: try reloading the map in the editor?
3416[9/18/2016 4:55:45 AM] Draugemalf: not by f5, but manually
3417[9/18/2016 4:56:15 AM] Aidan Maxwell: What do you mean?
3418[9/18/2016 4:56:26 AM] Draugemalf: load map and select the map to load
3419[9/18/2016 4:56:40 AM] Draugemalf: not the editor
3420[9/18/2016 4:56:42 AM] Draugemalf: the dev tool
3421[9/18/2016 4:57:40 AM] Aidan Maxwell: Didn't work.
3422[9/18/2016 4:57:48 AM] (Romulator)Lachlan C.: You should be able to force an animation to play.
3423[9/18/2016 4:58:02 AM] Draugemalf: I didn't need to do that
3424[9/18/2016 4:58:14 AM] Draugemalf: I made it work... somehow, but Idk what I did
3425[9/18/2016 5:03:34 AM] (Romulator)Lachlan C.: I'm kinda curious about this now.
3426[9/18/2016 5:04:20 AM] Draugemalf: it's probably done in editor
3427[9/18/2016 5:04:36 AM] Draugemalf: the script looks fine
3428[9/18/2016 5:04:38 AM] (Romulator)Lachlan C.: Makes me want to dig through code to figure out what is missing, if it's not a PlayerHands_PlayAnimation(); or similar.
3429[9/18/2016 5:05:07 AM] Draugemalf: that's the error I was getting then
3430[9/18/2016 5:05:17 AM] Draugemalf: aidan, try including more stuff
3431[9/18/2016 5:05:36 AM] Draugemalf: #include "interfaces/Map_Interface.hps"
3432#include "base/Inputhandler_Types.hps"
3433
3434
3435#include "base/InputHandler_Types.hps"
3436#include "helpers/helper_map.hps"
3437#include "helpers/helper_props.hps"
3438#include "helpers/helper_effects.hps"
3439#include "helpers/helper_audio.hps"
3440#include "helpers/helper_imgui.hps"
3441#include "helpers/helper_sequences.hps"
3442#include "helpers/helper_game.hps"
3443#include "helpers/helper_modules.hps"
3444#include "helpers/helper_ai.hps"
3445#include "helpers/helper_player.hps"
3446
3447#include "helper_imgui_station.hps"
3448#include "helper_imgui_station_app_mail.hps"
3449#include "helper_custom_depth_imgui.hps"
3450#include "helper_custom_depth.hps"
3451#include "helper_imgui_urban.hps"
3452#include "helper_custom_depth.hps"
3453#include "custom_depth/helper_custom_depth_audio.hps"
3454#include "helpers/helper_eventdb.hps"
3455
3456#include "modules/PlayerEnergyHandler.hps"
3457[9/18/2016 5:05:48 AM] Draugemalf: it's probably one of theese
3458[9/18/2016 5:06:35 AM] (Romulator)Lachlan C.: Protip - you've included custom_depth.hps twice
3459[9/18/2016 5:07:00 AM] Draugemalf: maybe it hepled :P
3460[9/18/2016 5:07:08 AM] (Romulator)Lachlan C.: Ayyyy ;)
3461[9/18/2016 5:07:44 AM] (Romulator)Lachlan C.: Include all the code, then include it all again for validation purposes~
3462[9/18/2016 5:08:09 AM] (Romulator)Lachlan C.: #include "hps_api.hps"
3463[9/18/2016 5:10:02 AM] Aidan Maxwell: Welp, including all of the didn't help either. Hmm.
3464[9/18/2016 5:10:15 AM] (Romulator)Lachlan C.: [Sunday, September 18, 2016 5:08 AM] (Romulator)Lachlan C.:
3465
3466<<< #include "hps_api.hps"Don't do this btw, lol
3467[9/18/2016 5:10:25 AM] (Romulator)Lachlan C.: Alright, time to look through stuff
3468Aidan Maxwell
3469[9/18/2016 5:16:07 AM] (Romulator)Lachlan C.: Well, CathTool_UseOnPanel(); is what plays the animation.
3470[9/18/2016 5:16:27 AM] (Romulator)Lachlan C.: And that is in your code, and in helper_custom_depth.hps
3471[9/18/2016 5:16:42 AM] Draugemalf: try using a ladder
3472[9/18/2016 5:16:45 AM] Draugemalf: before that
3473[9/18/2016 5:16:49 AM] Draugemalf: and see if you can
3474[9/18/2016 5:16:54 AM] Draugemalf: or if you get an error
3475[9/18/2016 5:18:31 AM] Draugemalf: Is using duplicated assets throught the map more perfomance-friendly than adding every kind of possible asset but in a smaller quantity?
3476[9/18/2016 5:18:49 AM] Draugemalf: The map so far is bigger than leucos(i think) but uses less memory
3477[9/18/2016 5:19:23 AM] (Romulator)Lachlan C.: Do you have large fog areas in your map?
3478[9/18/2016 5:19:28 AM] Draugemalf: yes
3479[9/18/2016 5:19:36 AM] (Romulator)Lachlan C.: Because it will help with culling and will reduce memory use~
3480[9/18/2016 5:20:16 AM] Draugemalf: i think i enabled seeing the edges of the fog areas
3481[9/18/2016 5:20:25 AM] Draugemalf: since they change color for each room almost
3482[9/18/2016 5:20:35 AM] Draugemalf: and the end distance is over 50 in all of them
3483[9/18/2016 5:20:44 AM] Aidan Maxwell: No errors with the ladder I'm afraid.
3484[9/18/2016 5:21:21 AM] Draugemalf: have you checked that the omnitool is named properly and referenced properly in the tool areas etc. ?
3485[9/18/2016 5:21:50 AM] Draugemalf: try using aux Interact areas and see if it works for them
3486[9/18/2016 5:22:02 AM] Draugemalf: I remember doing some stuff with those
3487[9/18/2016 5:26:05 AM] Aidan Maxwell: Well they are named correctly.
3488[9/18/2016 5:26:50 AM] Draugemalf: Just work on something else for a while, that's what I did. I startedworking on the omnitool early, and then left it for last.
3489[9/18/2016 5:27:01 AM] Draugemalf: probably cleard up the error along the way with other scriping stuff
3490[9/18/2016 5:27:39 AM] (Romulator)Lachlan C.: Your Omnitool in the map, it is named "Omnitool"?
3491[9/18/2016 5:28:05 AM] Aidan Maxwell: Yep.
3492[9/18/2016 5:30:34 AM] (Romulator)Lachlan C.: Well, if you ever want to force it:
3493
3494Player_PlayCustomToolAnimation("tool_omnitool_use_panel", false, "");
3495[9/18/2016 5:31:04 AM] (Romulator)Lachlan C.: Keep in mind, that's just the animation. It's missing a lot of effects otherwise~
3496[9/18/2016 7:24:42 AM] Draugemalf: need some design/lighting tips: http://imgur.com/a/K9t3G
3497[9/18/2016 7:27:20 AM] Aidan Maxwell: More decals on the walls, especially at 2, 3.
3498[9/18/2016 7:28:16 AM] Draugemalf: 4 was really bad before, it had the plain pplant walls. Had to make decorations out of girders
3499[9/18/2016 7:41:42 AM] Aidan Maxwell: Hey there is this really cool server called Hentai Rape on L4D2. It has servers pretty much in every 1st world city including London, East Coast, NYC, Singapore and much more.
3500[9/18/2016 7:41:56 AM] Aidan Maxwell: Pardon the name but it is super fun.
3501[9/18/2016 10:13:13 AM] (Romulator)Lachlan C.: I.. personally wouldn't (want to) join a server by that name. :p
3502[9/18/2016 10:32:27 AM] TiMan: Hey drauge malf
3503[9/18/2016 10:32:35 AM] TiMan: How big is your custom story going to be?
3504[9/18/2016 10:49:50 AM] Draugemalf: bigger than leucos
3505[9/18/2016 10:49:57 AM] Draugemalf: and thats only the main map
3506[9/18/2016 10:50:20 AM] Draugemalf: there are 4 other smaller maps with exploration stuff and narrative stuff
3507[9/18/2016 10:50:26 AM] Aidan Maxwell: How big do you think the mod's going to be bigger percentage wise?
3508[9/18/2016 10:50:37 AM] Aidan Maxwell: 1.5%? 2%?
3509[9/18/2016 10:50:59 AM] Draugemalf: Idk, somewhere around what you mentioned
3510[9/18/2016 10:51:11 AM] Draugemalf: What I do hope to do is to make it better quality
3511[9/18/2016 10:51:21 AM] Draugemalf: I like what i've been doing so far more than leucos
3512[9/18/2016 10:51:23 AM] Draugemalf: visually
3513[9/18/2016 10:51:42 AM] TiMan: Oh I see
3514[9/18/2016 10:51:46 AM] TiMan: it looks really interesting so far
3515[9/18/2016 10:52:08 AM] Aidan Maxwell: Especially the underwater parts.
3516[9/18/2016 10:52:28 AM] TiMan: But I think you should really practice on soundspace areas
3517[9/18/2016 10:52:57 AM] TiMan: Sound is key factor in horror games
3518[9/18/2016 10:53:21 AM] TiMan: So try to make the map full of sounds like fg did in their maps
3519[9/18/2016 10:53:35 AM] Draugemalf: yeah, I will do that after I finish decorating the remaining rooms, and finish the lgihting in the tunnels
3520[9/18/2016 10:53:35 AM] TiMan: and not relying on big soundspace areas and 10 dynmic objects
3521[9/18/2016 10:53:45 AM] Draugemalf: only 4 rooms left to do on the main map
3522[9/18/2016 10:53:49 AM] TiMan: Yeah, in your free time of course after you finish your maps
3523[9/18/2016 10:54:30 AM] TiMan: If you can make sounds right, it can be terrifying af
3524[9/18/2016 10:55:24 AM] Aidan Maxwell: Also make sure that the footstep sounds can work in your soundscapes' sound prefix.
3525[9/18/2016 10:55:35 AM] Aidan Maxwell: Caused me some headache when starting out.
3526[9/18/2016 10:56:33 AM | Edited 10:56:40 AM] TiMan: Yeah that's super important
3527[9/18/2016 10:57:11 AM] TiMan: Just look how fg created their soundspace areas and you can except some good results to your map :P
3528[9/18/2016 10:58:50 AM] Draugemalf: here's an overview of the main map :
3529http://imgur.com/a/aeg2M
3530[9/18/2016 10:59:52 AM] Aidan Maxwell: Looking pretty boss so far!
3531[9/18/2016 11:01:12 AM] Draugemalf: I would've tried to make this whole area into multiple smaller maps, but it would've complicated stuff because the puzzles are kind of interconnected
3532[9/18/2016 11:01:26 AM] TiMan: That's pretty god damm big
3533[9/18/2016 11:01:39 AM] TiMan: which is good
3534[9/18/2016 11:01:43 AM] Draugemalf: I think it's somewhat bigger than leucos, but idk
3535[9/18/2016 11:02:26 AM | Edited 11:02:37 AM] TiMan: as long as you optimize your map so people with weaker computers can play it too without lags
3536[9/18/2016 11:02:41 AM] Draugemalf: I will add visibility areas, but that's all I can say
3537[9/18/2016 11:02:57 AM] Draugemalf: I mean, Leucos crashed on loading if you didn't wait for it to load
3538[9/18/2016 11:03:11 AM] Draugemalf: and it usually took up to 2 mintutes for some people
3539[9/18/2016 11:03:23 AM] Draugemalf: but it didn't have any visibility areas
3540[9/18/2016 11:03:51 AM] Draugemalf: A let's player was playing on ultra low graphics, and the map was fugly with no shadows
3541[9/18/2016 11:04:03 AM] Draugemalf: because every spotlight had a very long range
3542[9/18/2016 11:05:18 AM] Aidan Maxwell: Hey Drauge, do you need any help with this mod? Sounds, level design, music?
3543[9/18/2016 11:12:57 AM] Draugemalf: Maybe a few retextures? Like make the wau tentacle stuff from the jingiashi look organic? Like mindcoral but yellow-ish? I still haven't decided if I'm going to go in that direction though.
3544
3545Other than that, I will probably need some voice actors , but I'm still a few levels short of actually having to worry about that. There are 4 characters (3 male, 1 female), I think I will try to do one of the voices, but stupid accent.
3546
3547So far I only worked on level design.
3548On the scripting side of stuff, maybe I'll need help if I actually decide to make a oxygen bar UI thing.
3549Also, I might need some help with importing 3d models and stuff soon.
3550[9/18/2016 11:14:56 AM] Aidan Maxwell: You want the Jingiashi retextured?
3551[9/18/2016 11:15:48 AM] Draugemalf: yeah, jingiashi and yoshida, basically I want to make the wau tentacles red or brown-yellow -ish
3552[9/18/2016 11:16:27 AM] Aidan Maxwell: Oh I can do that. I'll give you the .dds files, you'll just need to go over em.
3553[9/18/2016 11:23:01 AM] Draugemalf: I was also thinking of making an "environments" trailer for the mod in a week or so, before I get to scripting/ voice acting, but after I'm done with sounds and level design. I have some footage in mind (camera moving slowly in some specific areas, and a subtle monster encounter), and a specific ambient song for that (idk about copyright, but cryo chamber seems to be okay with non-profit stuff), but I lack the video editing skills. Since you did the trailer for Leucos, maybe you'd want to help with this mod too
3554[9/18/2016 11:23:33 AM] Aidan Maxwell: Yes, I'd love to! :)
3555[9/18/2016 1:02:18 PM] Abion47: SlideDoor_SetClosed("StartDoor",false,false);the second parameter is if you want animations to play or not
3556[9/18/2016 1:02:30 PM] Abion47: you have it set to false, so the door will just instantaneously open
3557[9/18/2016 1:02:50 PM] Draugemalf: i think it's the other way around, true is for animation not to play
3558[9/18/2016 1:02:57 PM] Draugemalf: it's isInstant
3559[9/18/2016 1:03:01 PM] Draugemalf: not AnimationPlays
3560[9/18/2016 1:03:02 PM] Abion47: nope
3561[9/18/2016 1:03:03 PM] Draugemalf: IIRC
3562[9/18/2016 1:03:04 PM] Abion47: its abEffects
3563[9/18/2016 1:03:33 PM | Edited 1:04:14 PM] Abion47: * @param asName name of the door, wildcards supported.
3564 * @param abClosed true = close - false = open
3565 * @param abEffects if the change should activate effects associated with it.
3566[9/18/2016 1:14:31 PM] Aidan Maxwell: Male Flesher or Female?
3567[9/18/2016 1:15:54 PM] Draugemalf: male
3568[9/18/2016 1:15:59 PM] Aidan Maxwell: OK.
3569[9/18/2016 1:23:51 PM] Icosahedron: hmm. the lighting is pretty nice in that one room you showed earlier drauge, but the problem that makes it look like windows is that the billboards all point downwards instead of just straight out
3570[9/18/2016 1:24:16 PM] Draugemalf: which picture are you talking about?
3571[9/18/2016 1:24:28 PM] Icosahedron: you can have them point that way but just not as much because it looks kinda funny. the one you posted recently
3572[9/18/2016 1:25:22 PM] Draugemalf: recently? I posted more since then :D
3573[9/18/2016 1:25:30 PM] Draugemalf: but anyway, I'll try that
3574[9/18/2016 1:25:36 PM] Icosahedron: I didn't see as I was scrolling through the chat
3575[9/18/2016 1:25:48 PM] Icosahedron: there weren't any other pictures that I saw
3576[9/18/2016 1:26:27 PM] Icosahedron: i was going through it really fast cause it didn't take time to read all of it so yeah
3577[9/18/2016 1:26:30 PM] Draugemalf: [Sunday, September 18, 2016 7:24 AM] Draugemalf:
3578
3579<<< http://imgur.com/a/K9t3G
3580[9/18/2016 1:26:48 PM] Icosahedron: oh
3581[9/18/2016 1:27:09 PM] Icosahedron: heheh i was just looking out for any big pictures shown on skype besides links
3582[9/18/2016 1:28:04 PM] Draugemalf: I tried tilting the windows so that they don't look like windows anymore
3583[9/18/2016 1:28:10 PM] Draugemalf: that worked somewhat
3584[9/18/2016 1:31:38 PM] Abion47: just in case anyone was interested in watching the chiefs vs texans game, there's a spam bot on the forums thats got your back
3585[9/18/2016 1:33:13 PM] Aidan Maxwell: Oh hell yeah, SPORTS!!
3586[9/18/2016 1:34:05 PM] Aidan Maxwell: Anyhow, Drauge, your divesuit monster is almost ready. I won't be able to do the Flesher due to school tomorrow but at least I got this done.
3587[9/18/2016 1:34:52 PM] Draugemalf: cool, thanks! can't wait to see how it looks
3588[9/18/2016 1:40:11 PM] Aidan Maxwell: Sent.
3589[9/18/2016 9:13:25 PM] (Romulator)Lachlan C.: [Sunday, September 18, 2016 1:31 PM] Abion47:
3590
3591<<< just in case anyone was interested in watching the chiefs vs texans game, there's a spam bot on the forums thats got your backThey've come up a lot recently. I've posted my concerns in the moderator subforum. I'll see if the IT guy noticed.
3592[9/19/2016 6:50:10 AM] Eetu Heikkilä: does anyone know if there are any tutorials around regarding the visibility areas? im devastated
3593[9/19/2016 9:28:10 AM] Aidan Maxwell: Look up the FG Wiki. I found a Visability Area tutorial there.
3594[9/19/2016 10:53:09 AM] Draugemalf: what do you need them for? Perditio seems to be very well optimized (many small maps)
3595[9/19/2016 12:29:12 PM | Removed 12:29:12 PM] Eetu Heikkilä: This message has been removed.
3596[9/19/2016 12:29:40 PM | Removed 12:29:40 PM] Eetu Heikkilä: This message has been removed.
3597[9/20/2016 1:56:13 AM] Draugemalf: How do you make sounds to actually use custom properties?
3598[9/20/2016 1:56:29 AM] Draugemalf: the box gets unchecked after you deselect the sound
3599[9/20/2016 7:49:26 AM] Draugemalf: Did some urban environments for the first/last map. Are these ok?
3600http://imgur.com/a/Zgegu
3601[9/20/2016 10:50:00 AM] Aidan Maxwell: There should be more detail on the ceiling and the walls, they feel really bare, like a Barbie house or something.
3602[9/20/2016 10:50:14 AM] Aidan Maxwell: I really like the lighting on 3 though.
3603[9/20/2016 1:29:28 PM] Draugemalf: idk, but most houses i've seen have flat boring ceilings
3604[9/20/2016 1:29:59 PM] Draugemalf: and adding pipes would make the whole apartment look ugly
3605[9/20/2016 1:34:53 PM] Abion47: the only thing i might suggest is maybe use welders to create a sort of baseboard at the top of the walls against the ceiling (i forget what those are called)
3606[9/20/2016 1:35:19 PM] Abion47: otherwise, yeah, there's not much you can add to the ceiling of a residential home that would add to the detail without making it look fake as hell
3607[9/20/2016 1:36:31 PM] Draugemalf: I mean, there was that one room that I used once to test terminals for leucos, that's now in this apartment that had a complex ceiling. It took a lot of tries to make it look not silly and exaggerated, i'm not certain about it now
3608[9/20/2016 1:41:59 PM] Abion47: its different, but not necessarily in a bad way
3609[9/20/2016 1:42:06 PM] Abion47: more quirky than odd, i think
3610[9/20/2016 1:43:16 PM] Draugemalf: this is how it looked initially :D : http://i.imgur.com/QskZ0XG.png
3611[9/20/2016 1:44:31 PM] Abion47: that's more firmly in the "odd" category
3612[9/20/2016 1:56:15 PM] Icosahedron: don't add much to the ceiling
3613[9/20/2016 1:57:39 PM] Icosahedron: everybody says that a lot but sometimes do we really need that much detail in one room? like how a hallway in a house can look boring af
3614[9/20/2016 1:58:34 PM] Icosahedron: (I realize you already stated that earlier)
3615[9/20/2016 1:58:39 PM] Draugemalf: I'm trying to add visibility areas to leucos right now and fix a few small bugs
3616[9/20/2016 1:58:45 PM] Icosahedron: oh okay
3617[9/20/2016 1:59:24 PM] Icosahedron: still though different areas have different purposes so adding a lot of the same details to a lot of rooms would be weird.
3618[9/20/2016 1:59:24 PM] Draugemalf: Today was a strange day, I didn't feel like working on the main map (only tunnels are left), so I did the urban map, and now I don't feel like doing that either, I want to fix things in leucos
3619[9/20/2016 1:59:38 PM] Icosahedron: alright
3620[9/20/2016 1:59:47 PM] Icosahedron: it still looks awesome though!
3621[9/20/2016 2:01:26 PM] Draugemalf: I hate how the editor randomly decides to create screwed up 0 Y sized areas that can't be recovered...
3622[9/22/2016 2:51:31 PM] Aidan Maxwell: True horror is when something natural is slightly off but we can't put our finger on it.
3623[9/22/2016 2:52:15 PM] Aidan Maxwell: I raise you bad taxidermy.
3624[9/22/2016 2:52:33 PM] Aidan Maxwell: You either laugh or get creeped out by it, am I right?
3625[9/22/2016 2:52:47 PM] Aidan Maxwell: Just remember that laughing is a defence mechanism.
3626[9/22/2016 2:53:26 PM] Aidan Maxwell: Some of these things can get under your skin, like really badly.
3627[9/22/2016 2:55:46 PM | Removed 2:56:04 PM] Aidan Maxwell: This message has been removed.
3628[9/22/2016 2:58:02 PM] Draugemalf: So uncanny valley but for animals?
3629[9/22/2016 2:59:40 PM] Aidan Maxwell: YEP.
3630[9/22/2016 3:00:13 PM] Aidan Maxwell: Imagine those guys chasing you in an abandoned warehouse.
3631heisenberg
3632[9/23/2016 6:50:07 AM] heisenberg: a new entry concerning soma and stuff on fg's facebook^
3633[9/23/2016 6:55:03 AM] (Romulator)Lachlan C.: Content not found
3634[9/23/2016 6:56:06 AM] (Romulator)Lachlan C.: rip clipboard
3635[9/23/2016 6:56:41 AM] (Romulator)Lachlan C.: Nope, must just be because I need to sign in, oh well
3636[9/23/2016 7:05:53 AM] heisenberg: it's also on their blogspot
3637[9/23/2016 3:06:47 PM] Abion47: yeah, its the same post thats on the FG blog
3638[9/23/2016 3:07:03 PM] Abion47: nice update, but sadly nothing new
3639[9/24/2016 5:40:28 AM | Edited 5:49:06 AM] Draugemalf: any thoughts on the tunnels lighting? http://i.imgur.com/U6wx9VT.png http://i.imgur.com/PKRHSix.png , tried to give it another shot with the same lamps
3640[9/24/2016 6:34:43 AM] TiMan: add some slight fog particle
3641[9/24/2016 6:34:52 AM] TiMan: the particles has to bbe almost invisible
3642[9/24/2016 6:35:08 AM] TiMan: and add some fog area
3643[9/24/2016 6:35:23 AM | Edited 6:35:34 AM] Draugemalf: I already have a fog area
3644[9/24/2016 6:35:31 AM | Edited 6:35:33 AM] TiMan: Then add fog particles
3645[9/24/2016 6:36:07 AM] TiMan: In real life you'll see some fog through any light, even if it's almost inivisble
3646[9/24/2016 6:37:26 AM] TiMan: Also
3647[9/24/2016 6:37:28 AM] TiMan: this thing
3648[9/24/2016 6:37:36 AM] TiMan: What's the name of the object?
3649[9/24/2016 6:37:50 AM] Draugemalf: which one?
3650[9/24/2016 6:37:52 AM] TiMan: This rail thingy with cables and red light
3651[9/24/2016 6:37:54 AM] TiMan: all of these
3652[9/24/2016 6:38:41 AM] Draugemalf: station cable holder or something, it's actually a compound of those things
3653[9/24/2016 6:39:28 AM] TiMan: ah ok
3654[9/24/2016 6:45:57 AM] Draugemalf: added those and tried to solve the clipping on those compounds
3655TiMan
3656[9/24/2016 6:52:41 AM] TiMan: Here's my tunnel lighting :P
3657[9/24/2016 7:12:33 AM] Draugemalf: nice, you also use normal sized tunnels, right?
3658[9/24/2016 7:12:41 AM] Draugemalf: not scaled up to 2 on every axis?
3659[9/24/2016 8:03:41 AM] TiMan: I use normal snap axis
3660[9/24/2016 8:03:43 AM] TiMan: Why?
3661[9/24/2016 8:03:52 AM] Draugemalf: I mean object scale
3662[9/24/2016 8:04:04 AM] Draugemalf: not where it is on the worldspace
3663[9/24/2016 8:04:13 AM] TiMan: Oh
3664[9/24/2016 8:04:26 AM] Draugemalf: btw, which screenshot looks better, this: http://i.imgur.com/g4IjT4c.png or this : http://i.imgur.com/wH7ehL7.png
3665[9/24/2016 8:04:27 AM] TiMan: Yeah it's the normal scale
3666[9/24/2016 8:06:17 AM] Aidan Maxwell: Second one. By far.
3667[9/24/2016 8:06:17 AM] TiMan: Second one
3668[9/24/2016 12:16:41 PM] Draugemalf: is there a limit to how many spot sounds can be heard at a time?
3669[9/24/2016 12:29:48 PM] Aidan Maxwell: Don't put two identical sound together. They'll overlap.
3670[9/24/2016 12:35:48 PM] Draugemalf: how close is together? Outer area intersect? Inner area intersect?
3671[9/24/2016 12:42:36 PM] Draugemalf: nvm fixed the issue, for some reason the file path for the sound got deleted
3672[9/25/2016 11:41:58 AM] Eetu Heikkilä: so there are two maps, the forest and the house.. I want the player to be able to go from the forest to the house and from the house to the forest whenever he wants to.. but everytime the player returns to the forest all the script areas are back.. am I making any sense? So anyway I was wondering if there's a way to fix this .. anyone got any ideas?;.;
3673[9/25/2016 11:58:40 AM] Eetu Heikkilä: Also it seems that OnStart(); happens everytime I return to the map, but it should happen only the first time I enter the certain map right?
3674[9/25/2016 12:23:26 PM] Draugemalf: the only thing I can think of is to add global variables to see if an area should be triggered or not
3675[9/25/2016 12:23:57 PM] Draugemalf: there's some special functions that are used to make global variables that are stored across all the maps
3676[9/25/2016 12:23:59 PM] Draugemalf: I think
3677[9/25/2016 12:24:05 PM] Draugemalf: Abion shoud know more about this
3678[9/25/2016 12:24:27 PM] Eetu Heikkilä: Ok, thanks! Also do you have any idea about the onstart thing?
3679[9/25/2016 12:25:24 PM] Draugemalf: idk, maybe there's another thing like onEnter or onLoad or something. If that doesn't work, just make a global variable that checks if this has already been done
3680[9/25/2016 12:26:56 PM] Eetu Heikkilä: How did I make global variables again? (Sorry, dunno anything:P)
3681[9/25/2016 12:27:32 PM] Draugemalf: I think abion mentioned a function like setglobalvariable or something, I'm not sure of that
3682[9/25/2016 12:27:43 PM] Draugemalf: just open the api or the helpers and search for global
3683[9/25/2016 12:27:56 PM] Draugemalf: it should pop up somewhere
3684[9/25/2016 12:29:18 PM] Eetu Heikkilä: gotcha
3685[9/25/2016 2:53:00 PM] Abion47: cScript_SetGlobalVar family of functions
3686[9/25/2016 2:53:55 PM] Abion47: such as cScript_SetGlobalVarInt, cScript_SetGlobalVarString, cScript_SetGlobalVarFloat, and such and such
3687[9/25/2016 2:54:42 PM] Abion47: as far as the OnStart function getting called multiple times, my immediate thought is that each map is getting unloaded after the next one loads, which makes sense
3688[9/26/2016 3:23:51 AM] Icosahedron: that lighting you had in your tunnel timan was a bit weird since you're lamp was very very bright and also green, but it cast a small yellow ish light
3689[9/26/2016 4:25:54 AM] Aidan Maxwell: Hey guys, has anyone here played CoC DCotE? I'm having this bug where every time I pause the game it crashes.
3690[9/26/2016 4:28:24 AM] Abion47: cant say i had that problem
3691[9/26/2016 4:28:34 AM] Abion47: do you have the version on steam?
3692[9/26/2016 4:29:46 AM] Aidan Maxwell: Retail. I got it in a Gamestop alternative for 4 EURO.
3693[9/26/2016 4:30:26 AM] Abion47: probably needs some serious patching then
3694[9/26/2016 5:38:15 AM] Aidan Maxwell: I fixed it by setting the FOV to defaults, I wanted to change it to normal FOV but I guess the menu couldn't handle it.
3695[9/26/2016 6:15:49 AM] Draugemalf: is there any way to pose scaled up entites?
3696[9/26/2016 6:16:04 AM] Draugemalf: without them being screwed up ingame?
3697[9/26/2016 6:17:13 AM] Aidan Maxwell: Static physics + Interaction Disabled + ??? = Profit
3698[9/26/2016 6:23:58 AM] Draugemalf: Thanks! This is really awesome
3699[9/26/2016 6:52:14 AM] Aidan Maxwell: Some modders don't know about this and you grab things you aren't supposed to.
3700[9/26/2016 6:53:30 AM] Draugemalf: Still doesn't work for everything, but it works for tentacle_weapon
3701[9/26/2016 6:53:33 AM] Draugemalf: so it's good
3702[9/26/2016 6:53:43 AM] Draugemalf: I'm trying to recreate a piece of concept art
3703[9/26/2016 10:05:34 AM] TiMan: I know this one, it looks really solid so far :)
3704
3705Maybe you can use it in your mod
3706Or perhaps I can :p
3707[9/26/2016 10:06:08 AM] Draugemalf: Idk, maybe make a small mod around that ideea
3708[9/26/2016 10:06:24 AM] Draugemalf: My current mod is 2015-ish
3709[9/26/2016 10:06:29 AM] Draugemalf: in technology levels
3710[9/26/2016 11:08:28 AM] TiMan: Do you mean most of your mod is urban looking assets?
3711[9/26/2016 11:27:09 AM] Draugemalf: no, but it's not set in the future, so no robots and no wau
3712[9/26/2016 11:42:36 AM] Aidan Maxwell: Anyone need help mapping? I have a block with my personal projects and it would be nice to help someone out with something.
3713[9/26/2016 2:17:29 PM] Abion47: i wish i had finished doing the basic layout of my omicron map, or i would take you up on that
3714[9/26/2016 11:33:21 PM] Abion47: holy hell the forum koreans got active
3715[9/27/2016 12:55:08 AM] (Romulator)Lachlan C.: Managed to fix that.
3716[9/27/2016 12:55:44 AM] (Romulator)Lachlan C.: Surprisingly though, none of the posts were picked up by the spam filter, or by our bot which now reports/flags suspicious posts automatically.
3717[9/27/2016 5:08:11 AM] Draugemalf: Did another concept art thing.
3718[9/27/2016 5:08:12 AM] Draugemalf: http://i.imgur.com/xQ9rKcx.png
3719[9/27/2016 5:08:21 AM] Draugemalf: http://i.imgur.com/Lekm2rg.jpg
3720[9/27/2016 8:29:01 AM] *** Michael "Robosprog" Reeve removed Aidan Maxwell from this conversation. ***
3721[9/27/2016 8:29:21 AM] (Romulator)Lachlan C.: Woo! Drama
3722[9/27/2016 8:29:35 AM] Michael "Robosprog" Reeve: just finally read what was put
3723[9/27/2016 8:29:48 AM] Michael "Robosprog" Reeve: some of the language used towards other members of this group was straight up unacceptable
3724[9/27/2016 8:29:51 AM] (Romulator)Lachlan C.: Been away a while then eh? :P
3725[9/27/2016 8:29:54 AM] Michael "Robosprog" Reeve: yuuup
3726[9/27/2016 8:29:55 AM] Michael "Robosprog" Reeve: uni mang
3727[9/27/2016 8:30:03 AM] Michael "Robosprog" Reeve: been drunk/high a lot of the time
3728[9/27/2016 8:30:29 AM] *** (Romulator)Lachlan C. pats Robo's back ***
3729[9/27/2016 8:31:35 AM] Michael "Robosprog" Reeve: it's been great man
3730[9/27/2016 8:31:38 AM] Michael "Robosprog" Reeve: fucking love it
3731[9/27/2016 8:31:39 AM] Hardarm: draugemolf
3732[9/27/2016 8:31:43 AM] Hardarm: don't exagerate with the fog
3733[9/27/2016 8:31:48 AM] Hardarm: make it more dim
3734[9/27/2016 8:32:35 AM] Draugemalf: will keep that in mind
3735[9/27/2016 8:36:27 AM] *** (Romulator)Lachlan C. has been promoted to conversation host. ***
3736[9/27/2016 10:21:32 AM] heisenberg: umm
3737[9/27/2016 10:21:35 AM] heisenberg: doctor poo's out?
3738[9/27/2016 10:21:41 AM] heisenberg: oh I just read the other message, nvm
3739[9/27/2016 10:29:17 AM] Eetu Heikkilä: Ok guys proud to announce my new upcoming mod ARCHIPELAGO ^.^
3740[9/27/2016 10:29:19 AM] Eetu Heikkilä: http://www.moddb.com/mods/archipelago
3741[9/27/2016 10:30:52 AM] heisenberg: nice
3742[9/27/2016 10:30:54 AM] heisenberg: good luck
3743[9/27/2016 10:31:06 AM] Eetu Heikkilä: thanks
3744[9/27/2016 2:11:02 PM] Icosahedron: wait aidan is removed now? I thought he was done with the stupid argument thing, that was all dumb anyway
3745[9/27/2016 2:11:32 PM] Icosahedron: oh I see
3746[9/27/2016 2:16:42 PM] heisenberg: he was
3747[9/27/2016 2:16:56 PM] Icosahedron: right
3748[9/27/2016 2:17:01 PM] heisenberg: Michael just wasn't there at the time and he's the head of this chat
3749[9/27/2016 2:17:06 PM] Icosahedron: yeah
3750[9/27/2016 2:17:12 PM] heisenberg: so he threw aidan away
3751[9/27/2016 2:17:18 PM] heisenberg: a fair punishment honestly
3752[9/27/2016 2:17:21 PM] Icosahedron: like if that actually happened again..
3753[9/27/2016 2:17:27 PM] heisenberg: yeah
3754[9/27/2016 2:19:44 PM] Icosahedron: https://www.youtube.com/watch?v=IzVqkV_hQjc good god who is this russian singer I'm dying
3755[9/27/2016 2:36:18 PM] (Romulator)Lachlan C.: > wait aidan is removed now? I thought he was done with the stupid argument thing, that was all dumb anyway
3756
3757I spoke to Robo, and his arguments and reasoning could be summed up with
3758
3759"This is a support group, and if one is being hostile in a support environment, it's no longer a supportive environment. Furthermore, the message behind implying killing oneself as an insult isn't exactly the best thing to say, due to how others could potentially take certain insults to heart. If Aiden doesn't learn about these things and understand there are possible repurcussions for his language, he never will".
3760
3761I don't particularly agree since I did witness Aiden apologise and reconcile. I could also see this as outright bullying (inner University Child Protection Unit is crying out), but I don't know. I'm the kind of person whose lenience would more or less result in a slap on the wrist.
3762
3763Furthermore, Robo's made me a conversation admin in case stuff like this happens in future. Hoping it doesn't, but at least in Robo's inactivity due to University study, someone else can now weed out drama if it comes up again.
3764
3765I'll talk to Aiden in the near future about letting him back in, likely with the "If another incident occurs, that's it", kind of aspect, but that can also be up to you all to consider also.
3766
3767[/rant]
3768[9/27/2016 2:42:07 PM] heisenberg: well i mean this is a community
3769[9/27/2016 2:42:13 PM] heisenberg: we're all a part of it
3770[9/27/2016 2:42:30 PM] heisenberg: as long as we're respectful to each other this community should hold fast
3771[9/27/2016 2:43:10 PM] heisenberg: albiet, if this kind of shit happens again this community will be getting more and more futile
3772[9/27/2016 2:43:15 PM] Icosahedron: guess so. I mean, sometimes people learn things at different times, or never get used to stuff like people working on similar stuff to yours. being mature about things like that don't always come to mind at first but the least you could do is not say rude messages like that. it's a poor defense.
3773[9/27/2016 2:43:19 PM] heisenberg: people will be separated by their opinions
3774[9/27/2016 2:43:40 PM] heisenberg: by stuff like "i don't want to talk to you X because Y doesn't like you"
3775[9/27/2016 2:43:53 PM] heisenberg: let's just chill the fuck out and stop being childish
3776[9/27/2016 2:44:11 PM] heisenberg: because honestly, being childish was the main factor that influenced aidan's behavior
3777[9/27/2016 2:44:18 PM] Icosahedron: yeah. but that's why I was wondering what happened when aidan was suddenly removed, since he did apologize
3778[9/27/2016 2:44:39 PM] Icosahedron: but he did it twice though so I'm honestly not sure what'll happen
3779[9/27/2016 2:44:41 PM] heisenberg: apologizing isn't always the remedy
3780[9/27/2016 2:44:51 PM] heisenberg: if you ask me
3781[9/27/2016 2:44:53 PM] Icosahedron: yeah, he did it twice.
3782[9/27/2016 2:44:59 PM] heisenberg: you fuck up, you gotta pay for fucking up
3783[9/27/2016 2:45:04 PM] Icosahedron: yep
3784[9/27/2016 2:45:09 PM] Eetu Heikkilä: (y)
3785[9/27/2016 2:45:42 PM | Edited 2:45:49 PM] Icosahedron: also if someone is just doing damage control. or like fake apologies but again I'm sure exactly
3786[9/27/2016 2:45:52 PM] Draugemalf: @icosahedron that's vitas
3787(Romulator)Lachlan C.
3788[9/27/2016 2:46:07 PM] Draugemalf: Check out opera 2 or lucia di lamermoor
3789[9/27/2016 2:46:17 PM] (Romulator)Lachlan C.: It's too early for this stuff, lol
3790[9/27/2016 2:46:21 PM] Icosahedron: well you know
3791[9/27/2016 2:46:22 PM] Draugemalf: He has some crazy vocals
3792[9/27/2016 2:47:13 PM] heisenberg: i think you shouldn't add him in just yet
3793[9/27/2016 2:47:21 PM] heisenberg: would look pretty weird
3794[9/27/2016 2:47:30 PM] heisenberg: he got kicked out and few hours later he gets in
3795[9/27/2016 2:47:35 PM] heisenberg: he should learn his lesson
3796[9/27/2016 2:47:53 PM] Icosahedron: makes sense.
3797[9/27/2016 2:47:58 PM] heisenberg: i'm not saying do not add him, i'm just saying that you should add him after a decent amount of time
3798[9/27/2016 2:48:07 PM] Icosahedron: it IS pretty weird like that
3799[9/27/2016 2:48:09 PM] heisenberg: letting him to rethink his behavior
3800[9/27/2016 2:48:42 PM] Icosahedron: why did he freak out or something? in your screenshot it said something about cooling down or something
3801[9/27/2016 2:48:47 PM] (Romulator)Lachlan C.: I'll talk to him over the next few days to look at his behaviour.
3802[9/27/2016 2:48:57 PM] Icosahedron: well
3803[9/27/2016 2:49:03 PM] Icosahedron: i would've expected that anyway
3804[9/27/2016 2:49:12 PM] heisenberg: see if he understands the kick decision
3805[9/27/2016 2:49:40 PM] heisenberg: should he not, keep him out until he learns his lesson
3806[9/27/2016 2:49:46 PM] (Romulator)Lachlan C.: Nah, he didn't freak out - I mean a "cool down" period meaning "This just happened, so let's just give it a moment to pass then figure stuff out".
3807[9/27/2016 2:49:56 PM] Icosahedron: oh.
3808[9/27/2016 2:50:13 PM] Icosahedron: i hope he doesn't freak out. i still have him on skype though.
3809[9/27/2016 2:50:37 PM] (Romulator)Lachlan C.: For example, this is the cool down period because the drama has happened and yet, we're still discussing it, but in 2-3 days, we won't be.
3810[9/27/2016 2:50:49 PM] Icosahedron: no i understand
3811[9/27/2016 2:50:49 PM] heisenberg: yeah
3812[9/27/2016 2:51:04 PM] heisenberg: let's just stop talking about him so we don't take it to the point of talking behind one's back
3813[9/27/2016 2:51:17 PM] heisenberg: let him cool down and learn a decent lesson
3814[9/27/2016 2:51:19 PM] Icosahedron: yeah i was starting to think about that
3815[9/27/2016 2:52:50 PM] (Romulator)Lachlan C.: I'll talk to Aiden over the next few days and see what we can work out. But the "third strike and you're out" rule would apply should he come back.
3816
3817If others want to voice opinion, feel free to say something to me :)
3818[9/27/2016 2:55:37 PM] (Romulator)Lachlan C.: Anyone know if Aiden is still on the Discord?
3819[9/27/2016 2:56:19 PM] Draugemalf: He was yesterday, i think. But it seems that he left
3820[9/27/2016 2:56:30 PM] Draugemalf: Or was kicked, but i doubt that
3821[9/27/2016 2:59:43 PM] (Romulator)Lachlan C.: Cheers - just wanted to know if he could post somewhere else in the meantime. All good!
3822[9/27/2016 3:05:45 PM] (Romulator)Lachlan C.: Alright, I'm off for a bit. Can't walk with a phone, drink and McDonalds in my hands :p
3823
3824Catch ya later :3
3825[9/27/2016 4:26:56 PM] Abion47: while i understand the gesture of kicking him, it's also a bit late for the punishment :/
3826[9/27/2016 4:27:21 PM] Michael "Robosprog" Reeve: Whilst I won't publish Aidan's messages to me, they were rude and passive aggressive. He doesn't seem to understand the idea that his actions were unacceptable, threatened cat fishing into the group, said I had no life etc.
3827[9/27/2016 4:27:38 PM] Michael "Robosprog" Reeve: He's clearly not learnt anything.
3828[9/27/2016 4:28:44 PM] Michael "Robosprog" Reeve: Until he has, it'd be best for him to stay away I feel. Also I initially thought that too abion. But I asked others opinions and they essentially told me I should act anyway.
3829[9/27/2016 4:30:47 PM] Michael "Robosprog" Reeve: I feel that considering his words, a simple sorry my bad does not suffice. He lost his temper and lashed out aggressively. Whilst the apology is a good start, he really needs to learn why his actions were wrong, and learn from that.
3830[9/27/2016 4:31:46 PM] Abion47: well yeah, dont get me wrong, punishment is totally warranted considering what was said the first time and the fact that it happened again, but i also feel like the situation has been resolved long enough for true punishment to feel a bit arbitrary
3831[9/27/2016 4:33:28 PM] Abion47: at this point i feel like a gesture of punishment would be more effective, like kicking him then re-adding him like 10 minutes later as a warning
3832[9/27/2016 4:33:35 PM] Michael "Robosprog" Reeve: I thought that too initially as stated, but others kinda helped me see it was still necessary. I'll write up a big post explaining my reasoning when I'm next able if you want.
3833[9/27/2016 4:34:05 PM] Abion47: im not criticizing, what's done is done, and i can definitely see the logic in carrying it out
3834[9/27/2016 4:34:19 PM | Edited 4:34:48 PM] Abion47: plus if his response is as you say then it was justified
3835[9/27/2016 4:34:25 PM] Abion47: this is just my $0.02
3836[9/27/2016 4:36:26 PM] Michael "Robosprog" Reeve: In bed with my gf ATM, so tad awkward to say the least. I think I'd do the explanation just to give a proper break down more than anything as it's clear there is some confusion. I do appreciate the input though, it's important to review what's been done.
3837[9/28/2016 1:41:12 PM] *** Aidan Maxwell joined. ***
3838[9/28/2016 1:41:43 PM] Aidan Maxwell: Thank god, I made it back.
3839[9/28/2016 1:42:00 PM] Aidan Maxwell: Explanation:
3840[9/28/2016 1:42:01 PM] Aidan Maxwell: https://www.frictionalgames.com/forum/thread-24784-post-358235.html#pid358235
3841[9/28/2016 1:43:14 PM] Aidan Maxwell: So guys, how is the SOMA mods going?
3842[9/28/2016 1:48:28 PM] heisenberg: finished prototyping my SOMA mod in HPL2 xD
3843[9/28/2016 1:49:11 PM] Aidan Maxwell: Cool, also congrats on the new CS release!
3844[9/28/2016 1:49:46 PM] heisenberg: thanks
3845[9/28/2016 1:59:19 PM] Aidan Maxwell: In other news: the album is published!
3846[9/28/2016 2:15:47 PM] Icosahedron: cool
3847[9/28/2016 2:16:22 PM] Aidan Maxwell: Please post what your favourite song is, I'm really excited to know. :)
3848[9/28/2016 2:23:31 PM] Icosahedron: I mean I don't usually listen to stuff like this but I think it's cool what you did. if I were to pick a favorite it would probably be like mental or something? also is the blue screen song basically about the like 20 different bsod's you got?
3849[9/28/2016 2:24:17 PM] Aidan Maxwell: Yes, Blue Screen is based off that. :p
3850[9/28/2016 2:44:48 PM] Michael "Robosprog" Reeve: I don't see what you fail to understand about kicked.
3851[9/28/2016 2:44:52 PM] *** Michael "Robosprog" Reeve removed Aidan Maxwell from this conversation. ***
3852[9/28/2016 2:45:11 PM] Icosahedron: what are you talking about?
3853[9/28/2016 2:45:16 PM] Icosahedron: what did he even do
3854[9/28/2016 2:45:58 PM] Icosahedron: hmm... I think I get why actually. he didn't really say anything about learning any lesson just the fact that he's back in the group?
3855[9/28/2016 2:47:12 PM] Michael "Robosprog" Reeve: [Sunday, September 11, 2016 3:12 PM] Aidan Maxwell:
3856
3857<<< Go blast your skull open with a shotgun cunt. I'm out of this conv.
3858[9/28/2016 2:47:43 PM] Michael "Robosprog" Reeve: He managed to get back in.
3859[9/28/2016 2:47:58 PM] Icosahedron: what do you mean?
3860[9/28/2016 2:48:05 PM] Michael "Robosprog" Reeve: Found an invite link.
3861[9/28/2016 2:48:15 PM] Michael "Robosprog" Reeve: I wasn't ready for him to rejoin, Rom's said he'll speak to him, then he'll be readded afterwards.
3862[9/28/2016 2:48:24 PM] Michael "Robosprog" Reeve: If he'd just been patient this wouldn't have happened.
3863[9/28/2016 2:48:47 PM] Icosahedron: rom did I think but I remember there was a link posted on the forum that allowed me to join?
3864[9/28/2016 2:49:05 PM] Icosahedron: if you're removed from the group can you reuse that link or does that not work
3865[9/28/2016 2:49:11 PM] (Romulator)Lachlan C.: I haven't spoken yet, since Uni and stuff.
3866[9/28/2016 2:49:42 PM] Michael "Robosprog" Reeve: You can reuse it apparently.
3867[9/28/2016 2:49:44 PM] Icosahedron: hmm
3868[9/28/2016 2:49:45 PM] Michael "Robosprog" Reeve: If he rejoins,
3869[9/28/2016 2:49:47 PM] Michael "Robosprog" Reeve: again
3870[9/28/2016 2:49:55 PM] Michael "Robosprog" Reeve: I won't let him back in full stop.
3871[9/28/2016 2:50:27 PM] Icosahedron: alright
3872[9/28/2016 2:52:28 PM] Icosahedron: why is it so hard to just not join unless said to, since he didn't join to really talk about anything besides the tumor tuner bandcamp.
3873[9/28/2016 2:52:59 PM] Icosahedron: maybe I didn't really need to ask that but still
3874[9/28/2016 2:53:28 PM] (Romulator)Lachlan C.: Curiosity? The feeling of being part of something? Or being amongst a community of familiar acquaintances?
3875[9/28/2016 2:53:58 PM] (Romulator)Lachlan C.: Think of it like, a primary school friendship group. Whether they're your friends or not, being separate from a particular group makes you feel rather.. odd.
3876[9/28/2016 2:54:31 PM] Icosahedron: understandable but that's just being impatient, since you'd realize people would find out eventually that you were not allowed back in yet
3877[9/28/2016 2:54:50 PM] Icosahedron: well it has been a day later so i'd just assume he thought it was okay or something.
3878[9/28/2016 2:55:01 PM] heisenberg: wow lol
3879[9/28/2016 2:56:56 PM] (Romulator)Lachlan C.: Wasn't it relatively public knowledge that Robo didn't want him back in shortly after yesterday's drama? I don't remember much. This time yesterday, I was walking to a McDonalds and I haven't slept much since P:
3880[9/28/2016 2:58:27 PM] Icosahedron: well you know what i meant. i think you said something like "24 hour kinda cool down" or something
3881[9/28/2016 3:00:39 PM] (Romulator)Lachlan C.: Yeah - but that was to discuss stuff. But I doubt I am in the correct health to do so, since I have a bit of Uni work to do and
3882[Wednesday, September 28, 2016 2:56 PM] (Romulator)Lachlan C.:
3883
3884<<< haven't slept
3885[9/28/2016 6:35:15 PM] Abion47: this is becoming quite the series of events
3886[12:23:33 AM] oneminusone skypeisterrible: connection test
3887[12:25:34 AM] oneminusone skypeisterrible: it cannot be, no messages since Sep0516?
3888[12:30:10 AM] Abion47: um, no
3889[12:30:25 AM] (Romulator)Lachlan C.: Yeah, a lot has happened since :o
3890[12:30:32 AM] Abion47: like... a lot a lot
3891[12:30:56 AM] Dr. Trialtrex21: this is why skype is a 10/10 software
3892[12:31:04 AM] Abion47: ^^ also theres this guy
3893[12:31:12 AM] Dr. Trialtrex21: hello I am bean
3894[12:31:45 AM] Abion47: can you get me ender's autograph?
3895[12:33:12 AM] oneminusone skypeisterrible: oh wow a guy
3896[12:33:19 AM] oneminusone skypeisterrible: what did i miss?
3897[12:33:21 AM] Dr. Trialtrex21: hello
3898[12:33:22 AM] Dr. Trialtrex21: i am
3899[12:33:23 AM] Dr. Trialtrex21: bean
3900[12:33:51 AM] Dr. Trialtrex21: a few things i think
3901[12:34:12 AM] Abion47: the reddit and the forum are bleeding together a bit, there's a discord server now, and aidan is in time out
3902[12:34:38 AM] Dr. Trialtrex21: wait did something happen with aidan
3903[12:34:40 AM] oneminusone skypeisterrible: time out from here?
3904[12:34:46 AM] Abion47: yep
3905[12:35:01 AM] Abion47: he received the sternest of talking-tos
3906[12:35:04 AM] oneminusone skypeisterrible: over the definition of "artist"
3907[12:35:10 AM] Abion47: oh lol no
3908[12:35:21 AM] oneminusone skypeisterrible: never letting that go
3909[12:35:42 AM] oneminusone skypeisterrible: i'll read above myself
3910[12:35:46 AM] Abion47: you best
3911[12:35:55 AM] Abion47: the artist discussion was nothing compared to this :P
3912[12:36:23 AM] oneminusone skypeisterrible: only +1 to skype is that the entire chatlog is preserved forever
3913[12:36:46 AM] Dr. Trialtrex21: skype is
3914[12:36:50 AM] Dr. Trialtrex21: garbage
3915[12:38:14 AM] oneminusone skypeisterrible: nope... maybe i broke skype by typing before it all loaded
3916[12:38:21 AM] oneminusone skypeisterrible: or maybe it will load later
3917[12:38:25 AM] oneminusone skypeisterrible: it is a mystery
3918[12:39:03 AM] oneminusone skypeisterrible: maybe it will never load
3919[12:39:54 AM] oneminusone skypeisterrible: somebody quick, ctrl+c everything since september 5, 2016 and PM me