RE1 Game Map.

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RE1 Game Map.

Postby Allan » Sat Apr 04, 09 10:49 pm

I'm not sure whether to turn this into some kind of rudimentary Co-Op game, or make it as a battle map, but w/e.

The principal idea is to create a map as close to the game map of RE1 (Original, not REmake) as possible.

I've already got a start (Main hall complete, aside from doors. Room with Bazooka for Jill complete, but untextured), and have got the map images for guidance. So I'll keep you posted as far as progress goes. :D
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Postby Raiiiny » Sun Apr 05, 09 8:57 am

Co-op! if you need any help let me know
not working anywhere atm an have some free time.

been wanting to make my own co-op horror map like halo/silent hill
more like the halo travel an shoot, but with hidden items an horror like SH.
map was going great, but ran out of ideas an was having probelms with afew npc's. like what
would be the goal be; to kill a boss type npc? than i didn't know what to add.
could drop an intresting mod an start a new stage or possibly a cutscene?(though i suck at conversation)
or maybe even just starting back at the begining idk...

does really need co-op maps,
was considering making the entire dx-SP to MP co-op, would require alot of work though an only support like 2-4 players.
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Postby Allan » Sun Apr 05, 09 10:02 pm

Update - I now have music for:

- Save-rooms
- Mansion
- Guardhouse

I'm going to start on weapons now.
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Postby Allan » Mon Apr 06, 09 5:17 am

A further update.

I now have 13 doors installed, which open by walking into them.
Started work on dining room.
Weapon coding begins now.
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Postby VodunLoas » Mon Apr 06, 09 10:30 am

Interesting. Keep it up.
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Postby ~DJ~ » Tue Apr 07, 09 12:08 am

Can I help at something? >_>

I can do 1 frame meshs... and good textures...
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Postby Allan » Tue Apr 07, 09 7:57 am

Textures would be most useful. If you can find any screenshots of the game, try and make textures something like those used.

Doesn't have to be exact, just close enough so you'd notice. I'm currently only using default DX textures. :o

Also, does anyone know where I can get the meshes and textures for-

-A combat knife of some description.
-Beretta 92F/FS
-Colt Python
-Remington M870
-ARWEN 37
-M202A1 FLASH
-M2A1-7, or 'RE1 Flamethrower'. (M2A1 has a fuelpack, RE1's version doesn't)

And as for map progress -

Added the corridor you fight the first zombie in.
Added the stairs to the basement.
Last edited by Allan on Tue Apr 07, 09 8:05 am, edited 2 times in total.
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Postby ~DJ~ » Tue Apr 07, 09 8:46 pm

Sure, I'll try to, when I'll get em, I'll PM you or some other contacting way..
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Postby Allan » Wed Apr 08, 09 3:44 am

Update:

The entire left hand side of Mansion 1F has been mapped.
The 3 types of Bazooka rounds are coded.
Work is beginning on the Magnum and Shotgun tracing.
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Postby VodunLoas » Wed Apr 08, 09 4:37 am

Awesome can't wait to play it.
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Postby Baleout » Wed Apr 08, 09 4:16 pm

I LOVE YOU ALLAN
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Postby Allan » Wed Apr 08, 09 9:07 pm

I love you too, Bale. ^_^

By the way, the shotgun will shoot through up to 5 enemies per trace.
Every enemy hit halves the damage dealt to the next one in the line of fire.

So, potential to hit 25 enemies for variable amounts of damage! :D

And the magnum will go straight through any enemy with a mass less than about 200.

Finally, does anyone have a reasonable quality picture of the 'magical' Item Storage box that is in saverooms?

EDIT: The fire for the flamethrower is done. If it touches wood, or textiles (Carpet), it will 'set it on fire' (The fire stays in place for ~8 seconds, dealing damage to those who come near). This is in order to make up for the poor range it has.
Last edited by Allan on Thu Apr 09, 09 12:20 am, edited 2 times in total.
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Postby ~DJ~ » Thu Apr 09, 09 12:31 am

Magical Item Storage box?

Never heard of it..


Ink robin or the Storage box itself?


EDIT: I Get it, the so called "Magical" Item Storage box that stores thing and then you came across another room and it travels too! :O
Last edited by ~DJ~ on Thu Apr 09, 09 12:34 am, edited 1 time in total.
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Postby clyzm » Fri Apr 10, 09 1:40 am

so i herd u need weponz
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Postby Allan » Fri Apr 10, 09 1:42 am

I does indeed. :D

I've been trying to PM you about it, but my nets kept crashing because of low upload speed. O_o
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Postby Dex » Fri Apr 10, 09 8:11 am

I praise thy mod and wish thy the best of luck.
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Postby Allan » Sat Apr 11, 09 2:00 pm

I have a ModDB page awaiting approval. :D

http://www.moddb.com/mods/that-resident ... r-deus-ex/
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Postby Allan » Sat Apr 11, 09 6:31 pm

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Postby Dex » Sat Apr 11, 09 7:38 pm

AWESOME STUFF
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Postby ~DJ~ » Sat Apr 11, 09 8:06 pm

Oh yay, the ModDB page is opened!

Congratulations Allan :P
Last edited by ~DJ~ on Sat Apr 11, 09 8:07 pm, edited 1 time in total.
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Postby Allan » Sat Apr 11, 09 9:28 pm

Kick-assery. :D
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Postby clyzm » Sat Apr 11, 09 9:35 pm

Nice job m8.

Ze shotgun must be mirrored though.
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Postby Allan » Sat Apr 11, 09 9:42 pm

Hm, true.

I was hoping you'd help me with weapons. I tried to get that off FPSBanana, and it's not imported half as well as it does when you do it. D:
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Postby clyzm » Sat Apr 11, 09 10:33 pm

What's wrong with it? Meshing seems to be fine and I see no data loss. Something wrong with the anims?
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Postby ~DJ~ » Tue Apr 14, 09 4:00 am

ModDB Updated!

Please check it out!

http://www.moddb.com/mods/that-resident ... r-deus-ex/
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Postby Cozmo » Tue Apr 14, 09 9:45 pm

Added you on MSN other day; I wouldn't mind helping out with odd bits of coding and such. :P
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Postby Dex » Wed Apr 15, 09 6:49 pm

Last edited by Dex on Wed Apr 15, 09 6:50 pm, edited 1 time in total.
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