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LBA DM The general discussion about the LBA-DM Half Life MOD. [homepage]

 
 
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  #1  
Old 2001-08-21, 12:06
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Progress?

Is there any progress with the LBA DM?
I'm waiting for ages already...
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  #2  
Old 2001-08-21, 12:16
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There is progress if they use my models. They can use them allmost right away (only need to make a HL-wad), and add the ground. But still they should have allmost all models of Citadel Island. So they should have a start, and I will make more models.

But I don't know exactly how far they are, I'm very curious myself, so if somebody knows, plz tell us....
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  #3  
Old 2001-08-21, 12:31
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Can I beta test?
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  #4  
Old 2001-08-21, 17:02
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Quote:
Originally posted by FireBall2K
Can I beta test?
Me 2!
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  #5  
Old 2001-09-17, 21:16
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I don't know how far the rest is but I'm going to do the sound again at the coming thurday, and if they need help with drawing the map, then I can help a bit.
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  #6  
Old 2001-09-18, 21:22
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I posted a message quite a while ago stating exactly what had been done for the MOD and in all, not that much.

The main things that were completed were the models of Twinsun and Franco soldier, but neither were ever animated. The external textures were all made into a WAD. A couple of weapons had been made in the old Quake2 format but not for HL. The music had been made, even though we were not certain on if and how we would implement it. Four maps were started, none of them were ever completed.

We lacked levelers, coders and 3D artists. Webseed left and didnt continue work as he said he may and I was left heading it. I did as much as I had the will to do, but I just felt I was doing it alone and I was, levels just werent being done at all, things kept getting reported to be done but were "lost" or "deleted" and the only other real thing we got done was Jesse's music.

The MOD isn't moving right now at all as far as I know, unless those ppl who claimed to have been working on things have actually done them, either way I wont be the one to construct the MOD as I don't have a fraction of the time I need, I have another personal project in development (not LBA).
  #7  
Old 2001-09-18, 21:31
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I'll be willing to donate any RMP work that would be suitable.
But I think most of the 3D models would be too high-res.
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  #8  
Old 2001-09-19, 20:58
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Well as you know I can create most of the inorganic models needed, but it doesn't change the fact that it's not moving. We need scripting and coding still, no ppl for that dept.
  #9  
Old 2001-09-23, 17:01
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Quote:
Originally posted by Phoenix
Well as you know I can create most of the inorganic models needed, but it doesn't change the fact that it's not moving. We need scripting and coding still, no ppl for that dept.
That's not very strange, I think. Because coding is the hardest part of everything and there are only 189(?) people on the MBN forum. You have a great chance not everyone has Half-Life. Much less people can MAKE things for it, and even less people can code for it. So we have to find a coder who doesn't like LBA...

But WHAT exactly has to be coded? It's just basic DM, isn't it? Try to switch to the Q3 engine, it's easier to code for that...
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  #10  
Old 2001-09-24, 08:55
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I havn't tried much mod making, surely one of them can take animated direct X files (*.x) ?
This would making charecter movement animating easy.
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  #11  
Old 2001-09-24, 14:11
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Well, I hope so, too. It would suck if the LBA mod didn't came anymore
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  #12  
Old 2001-09-24, 19:10
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Why not make a Max Payne MOD? It's easier and cooler!
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  #13  
Old 2001-09-24, 20:30
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Why should we/they do that? Max Payne is a shooter of it's own and why would it be easier? I think coding the slowmotion mode in Max Payne would be 'a Payne in the ass'. No, let's just stick to the LBA idea, that's cool!
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  #14  
Old 2001-09-24, 22:54
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Smithers, who is that Bafoon? Why thats Homer Simpson sir, he works in sector 7G. Excellent, assign him to rework the LBA-DM mod all around the Quake3 engine himself.

What has been done already was done for HL, how can you possibly say Quake3 is easy to make a DM mod for, it ain't! HL is just the same, so we stick with it.

As for using DirectX files, nope, they don't even come into it. All HL animations (Character/Weapon) is done using mdl files and skeletal animation all unique to the game's engine, .X files dont come into it.

I myself dont' know exactly what needs to be coded, as I said, i'm not a coder. But Webseed downloaded the SDK and I know you need that if you're gonna make a mod, I dont have it, and If i did, i wouldnt know what to do with it. That is why we'd need somene who has worked on am MOD b4.
  #15  
Old 2001-09-25, 07:31
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Well, I like your joke about Smithers and the Homer drone in sector 7G, very funny
But, I thought there wasn't much work done (only the Franco soldier model) for HL. The site was last updated more than a month ago. And because it's actually easier to CODE for Q3, and LBADM needs coders, I thought, make it Q3. It was just a suggestion.
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  #16  
Old 2001-10-12, 21:36
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hi im back
ive done some work on the lbadm dll file.
its going slow but it is working up to now
can someone uload or send me the levels and models that have already been done ive got the external wad file.
and ive been doing alot of sprite work
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  #17  
Old 2001-10-13, 12:38
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Quote:
Originally posted by HomerSimpson
Why should we/they do that? Max Payne is a shooter of it's own and why would it be easier? I think coding the slowmotion mode in Max Payne would be 'a Payne in the ass'. No, let's just stick to the LBA idea, that's cool!
HS, Max Payne has MOD options, and mod tools!
No need to make your own slow-motion engine, since it's with
the MAX FX tools.

Did you play Max Payne that you decided it can be modified?
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  #18  
Old 2001-10-13, 14:59
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Quote:
Originally posted by FireBall2K


HS, Max Payne has MOD options, and mod tools!
No need to make your own slow-motion engine, since it's with
the MAX FX tools.

Did you play Max Payne that you decided it can be modified?

Ooooooh, you meant a LBA mod for Max Payne? I thought you meant a Max Payne mod for Half-Life. That's why I thought it was pretty stupid and hard to code. Well, in that case it is a good idea, since LBA-HL isn't going anywhere anymore.

And yes, I did play Max Payne
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  #19  
Old 2001-10-21, 00:39
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How about an LBA mod for games such as Unreal Tournament or Quake 4? That would be class.
  #20  
Old 2001-10-21, 01:16
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Quake 4

Anyways... I do think that the Half-Life engine is very old, maybe too old for new mods.

UT could be a good engine for a LBA mod since it's the game most people have after Half-Life.

Quake 3 could be a great engine, it's really beautiful...
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  #21  
Old 2001-10-21, 01:39
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yup, that one's comming
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  #22  
Old 2001-10-21, 10:51
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Quote:
Originally posted by lgr
How about an LBA mod for games such as Unreal Tournament or Quake 4? That would be class.
Well, I suggested an other engine before, but this is what Phoenix said:

Quote:
Originally posted by Phoenix
Smithers, who is that Bafoon? Why thats Homer Simpson sir, he works in sector 7G. Excellent, assign him to rework the LBA-DM mod all around the Quake3 engine himself.

What has been done already was done for HL, how can you possibly say Quake3 is easy to make a DM mod for, it ain't! HL is just the same, so we stick with it.

I myself dont' know exactly what needs to be coded, as I said, i'm not a coder. But Webseed downloaded the SDK and I know you need that if you're gonna make a mod, I dont have it, and If i did, i wouldnt know what to do with it. That is why we'd need somene who has worked on am MOD b4.
And they need a coder for HL.
---------
BTW: I said it was easier to make a Q3 mod, not easy.
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  #23  
Old 2001-10-21, 11:43
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It would be the easiest to make a mod / level for Unreal Tournament. Have you seen the SDK?? That is easy!
  #24  
Old 2001-10-21, 11:58
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Quote:
Originally posted by lgr
It would be the easiest to make a mod / level for Unreal Tournament. Have you seen the SDK?? That is easy!
Aaaah, yes, I remember building my school for Duke Nukem3D. That sucked big time, but the result was cool! Too bad I lost it in my HD format.
Back on-topic: I wouldn't mind making a mod for UT (although I never tried it). I also remember someone had already done a map of BETA Citadel Island, so maybe that can be used IF we're going to do it. But I think that we should complete the other projects first? Unless you think a UT mod can be done very fast.
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  #25  
Old 2001-10-21, 16:33
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Sorrt for double-posting, but here is the UT Citadel Island beta 3 map, I won't take up your forum space, El.

Download it HERE.

I'm NOT taking credit for it, I posted it for lgr, for his LBA mod for UT thing. The map was made by Michel Art Design.
Copyright 1999-2001 Michel Art Action Design Inc.

NOTE: In a week it'll be gone, so when you want it, d/l it now. Because I have limited bandwith, just like El.
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Last edited by HomerSimpson; 2001-10-21 at 16:38.
 

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