My first vc1 map had been under construction too long now and I decided to release it on first of October 2011
There is still some small work do to but now I have fixed release time.
EDIT:
First public beta of DauTien is out: Link to vietcong.Info DauTien_beta_1
Some backround:
I started to use VC1 editor about 3 years ago. Before that I had made few maps for vc2
My main target is to create something as good as I can and that's why it had been so long under construction.
Most of time goes for every kind of graphic testings and script improvements.
I must say big thanks to all who helped me. That list is too long and I even don't know all testers because team testing was organized by Intruder.
And lot of indirect help from different web pages, forums and tutorials.
I still point out 3 names:
LDC - custom trees are made by him and he was first tester of every single object.
Intuder - gave a lot of advice and organized team testing with good feedback.
Silent Bob - was holding up forum and also helped to test.
Map name:Dau Tien
name meaning in English: "First"
Game modes:
COOP_US - with 1 civilian AI. If he is killed then mission is restarting
COOP_VC
Discovery - no ai. Its just for testings
US_AI_test - you enter as US and see all US AI for COOP_VC
VC_AI_test - you enter as VC and see all VC AI for COOP_US
-Map is restarting with fast fade.
-When mission is done then switch automatically to next map.
AI:
Most of AI is patrolling
Random body and random weapon for every AI
Near other AI/PC and in peace mode AI will stop,look other AI/PC and shortly after that continue his path.
Ai cant shoot when he is under water.
In coop_us is one civilian AI. Don't kill him! If you kill, then mission is automatically restarted.
MP Synchronized objects:
!!all scripted objects are synchronized and all other players will see same as you!!
1x DOOR - you and AI can use that door
6x PUNJI_PIT_TRAP - randomly on/off; options to remove cover and destroy.
1x MACE_TRAP - random position; option to reset
2x WHIP_TRAP - random position; option to reset
2x AMMO BOX - with moving cover and fixed count of kit's
2x MED BOX - with moving cover and fixed count of kit's
1x WOUNDED - player can be continuously wounded and in coma
1x OIL LAMP - ON/OFF/shoot down
1x SWIMMING DUCK - can be killed
5x BOTTLE - can shoot ( biggest difference with original is that others will see destruction.
1x AI BOAT - with 2 machine gunners and moving in random ways.
Other:
Reflective water.
Known bugs:
No reflection for plyers
Big map size (about 47 MB )
Slow loading because of bigger textures,high lightmap and shadow tree.
Ando wrote:
...
That list is too long and I even don't know all testers because team testing was organized by Intruder.
...
Intuder - gave a lot of advice and organized team testing with good feedback.
daan24 wrote:
are you also gonna convert it to vc2? (just askin would be awesome if u did )
Not sure. But it will be little complicated.
VC2 engine is acting differently with my water but its possible to fix.
Also I must remove scripted objects because its too much work to create all scripts for VC2.
daan24 wrote:
are you also gonna convert it to vc2? (just askin would be awesome if u did )
Not sure. But it will be little complicated.
VC2 engine is acting differently with my water but its possible to fix.
Also I must remove scripted objects because its too much work to create all scripts for VC2.
i can help u with some scripts but not all, im not that good at scripting yet
I updated first post with more details about my map.
daan24 wrote:
Ando wrote:
daan24 wrote:
are you also gonna convert it to vc2? (just askin would be awesome if u did )
Not sure. But it will be little complicated.
VC2 engine is acting differently with my water but its possible to fix.
Also I must remove scripted objects because its too much work to create all scripts for VC2.
i can help u with some scripts but not all, im not that good at scripting yet
Most complicated part with VC2 scripts is synchronization. I made some synchronized AI vehicle action for vc2 on my HaiLang map but it was 3 years ago and I am too lazy to learn that vc2 scripts structure again.
I will release all my vc1 object scripts too after that map is released and then you can use all my work.
I think 47 mb isn't really big, but Ando great work
for the water reflection did you "only" duplicated the map?
Did you try reflections with ENBseries mod?
Ando wrote: I updated first post with more details about my map.
daan24 wrote:
Ando wrote:
daan24 wrote:
are you also gonna convert it to vc2? (just askin would be awesome if u did )
Not sure. But it will be little complicated.
VC2 engine is acting differently with my water but its possible to fix.
Also I must remove scripted objects because its too much work to create all scripts for VC2.
i can help u with some scripts but not all, im not that good at scripting yet
Most complicated part with VC2 scripts is synchronization. I made some synchronized AI vehicle action for vc2 on my HaiLang map but it was 3 years ago and I am too lazy to learn that vc2 scripts structure again.
I will release all my vc1 object scripts too after that map is released and then you can use all my work.
aah i think it will not be a problem, most of the objects are already dynamic objects in the editor