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Poll

What Characters from the Character Creation threads should we add in CP?

Sho' Gun
1 (1.9%)
Lord Dormeur
2 (3.8%)
Granny X
2 (3.8%)
Tara Rocket
1 (1.9%)
Baros The Magician
3 (5.7%)
Sir Crazy
2 (3.8%)
Draco
0 (0%)
Billy Red Bird
1 (1.9%)
The Faunz
2 (3.8%)
SOM SAN'gWONGA
1 (1.9%)
Captain Beardman
1 (1.9%)
Jean-christophe
0 (0%)
Xilf
1 (1.9%)
Miss Universe
1 (1.9%)
Shocktopus-pus
1 (1.9%)
The Black Dragon
0 (0%)
Minecraft Griefer
1 (1.9%)
Invisible Steve
6 (11.3%)
The Outlaw
3 (5.7%)
Suggs
3 (5.7%)
Insect Mutant's Son
0 (0%)
Whalebert
3 (5.7%)
Porky
1 (1.9%)
Kaza Teran
0 (0%)
Gary ''Snakeskin'' Johnson
5 (9.4%)
Waffle SS Soldier
2 (3.8%)
TimeSplitter, Reptile Hybrid
2 (3.8%)
The Gambler
0 (0%)
Prometheus BM/F
1 (1.9%)
Mistress Mole
0 (0%)
Disco Monster
4 (7.5%)
Badass Bill
3 (5.7%)
Aztec Low Priest
0 (0%)

Total Members Voted: 10

Voting closed: June 18, 2012, 07:25:06 AM

Author Topic: TimeSplitters Community Project: General Discussion  (Read 14966 times)

0 Members and 1 Guest are viewing this topic.

Re: TimeSplitters community project?
« Reply #315 on: May 06, 2012, 09:55:58 AM »
All done!

Oh, great, my 'welcome Undeadjelly' post got deleted too...



TL:DR  I want to help,  have some source experience, should probably start modeling.

That's cool, UndeadJelly  :thumbsup: Hopefully, you stick around. And welcome  :D

I would like an Ice Station map, if that's possible.

Okay.

Re: TimeSplitters community project?
« Reply #316 on: May 06, 2012, 07:38:47 PM »
Too late? No way, man. I'm glad you want to help  :thumbsup: And a music composer is one of many people we need  :thumbsup:
And welcome, dude!

Great! Thanks very much :) I am a huge fan of Graeme Norgate's music, and of course the Timesplitters series, so I'm really looking forward to helping out!

I would say that a little organisation may help, perhaps you could formulate a list of who is able to work on what? Sticky it, or keep it updated? These are naive suggestions however, so if guys already have a plan of action, I'll just hop on quite happily :D

Online Tuppence870

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Re: TimeSplitters community project?
« Reply #317 on: May 07, 2012, 03:31:18 PM »
CS_Compound_TS1&2 - Counter-Strike:Source Showcase


I've just made this preview video for my map, for anyone who can't play it because they don't have CS:S or just can't be bothered to download it (yet).  :tarryhipper:

Offline Lewis

  • Member
Re: TimeSplitters community project?
« Reply #318 on: May 07, 2012, 04:01:21 PM »
CS_Compound_TS1&2 - Counter-Strike:Source Showcase

I've just made this preview video for my map, for anyone who can't play it because they don't have CS:S or just can't be bothered to download it (yet).  :tarryhipper:


That Tuppence, is awesome.

Be proud of this, be very, very proud.


Offline Drifting

  • Moderator
Re: TimeSplitters community project?
« Reply #320 on: May 07, 2012, 04:43:47 PM »
CS_Compound_TS1&2 - Counter-Strike:Source Showcase

I've just made this preview video for my map, for anyone who can't play it because they don't have CS:S or just can't be bothered to download it (yet).  :tarryhipper:


Wow, I'm really impressed. I'm a little bummed that you have to hit the switch to turn on the music, but I'm guessing you did that for a reason.
"The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt." - Bertrand Russell

Offline Fauch

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Re: TimeSplitters community project?
« Reply #321 on: May 07, 2012, 07:00:33 PM »
basically the idea is to make a mod? because CS:S is quite different from TS...

Online Tuppence870

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Re: TimeSplitters community project?
« Reply #322 on: May 08, 2012, 12:26:26 PM »
basically the idea is to make a mod? because CS:S is quite different from TS...

True, but it's a start. Also, I started work on this map and two other TS maps before the words 'TimeSplitters community project' became a thing, so I decided to get them finished, just in case they help (and if we use Source, it won't take long to get them running in our game).

Wow, I'm really impressed. I'm a little bummed that you have to hit the switch to turn on the music, but I'm guessing you did that for a reason.

Originally, I also wanted the music to play permanently, but there's a bug which causes it to not play on some occasions. Also, the 'looping' feature is bugged, so you need to press the button twice again (once to turn the silent music off, then again to turn the actual music on) in order to keep it playing.



Chemical Plant is also very nearly ready, so I'll try to upload it whenever I get time.

Re: TimeSplitters community project?
« Reply #323 on: May 08, 2012, 12:27:50 PM »
basically the idea is to make a mod? because CS:S is quite different from TS...

We could make it on the style of TimeSplitters.

Offline Undeadjelly

  • Member
Re: TimeSplitters community project?
« Reply #324 on: May 09, 2012, 06:58:44 PM »
I think we need to get a consensus of what people want to do, and who is willing to work on what.  Something small and feasible for a bunch of novices (no offense to people who are not, just assuming here).  Something like one or two unique TS game modes, a handful of levels and weapons, and a few characters.  Kinda as a tech demo to prove that we can do more, and maybe attract more talent, because what we need is a pile of character modelers since that is one thing TS has.  So we might want to start a new thread or, I am sure we can dig through the old threads to find favorites of these things and see if some work can be done on them.

Generally I think we need to choose a Few things we want to do and work on those, and if they go well we can always add more, but start small and scale up as we build steam, or we will just overwhelm ourselves.

On another note I have gotten all 3 TS games running on my computer under PS2 emulation so I can get screenshots of things in HD with them.  I generally take screenshots in 1536x1344, but I can with a lot of effort get it to emulate at 3072x2688 (my computer does not like this much).  I have no idea why we would need anything past the first for reference photo's but if there is a specific example we need to really see what the original artwork looked like we can.  I can get screenshots on request if needed.
« Last Edit: May 09, 2012, 07:44:06 PM by Undeadjelly »

Offline SHARKGUN

  • Member
Re: TimeSplitters community project?
« Reply #325 on: May 09, 2012, 10:13:08 PM »
I think we need to get a consensus of what people want to do, and who is willing to work on what.  Something small and feasible for a bunch of novices (no offense to people who are not, just assuming here).  Something like one or two unique TS game modes, a handful of levels and weapons, and a few characters.  Kinda as a tech demo to prove that we can do more, and maybe attract more talent, because what we need is a pile of character modelers since that is one thing TS has.  So we might want to start a new thread or, I am sure we can dig through the old threads to find favorites of these things and see if some work can be done on them.

Generally I think we need to choose a Few things we want to do and work on those, and if they go well we can always add more, but start small and scale up as we build steam, or we will just overwhelm ourselves.

You're absolutely right. I've said the same a few times already. But if we do it we should stick to a modern engine instead of source, but people people don't want that, so I'm out.


On another note I have gotten all 3 TS games running on my computer under PS2 emulation so I can get screenshots of things in HD with them.  I generally take screenshots in 1536x1344, but I can with a lot of effort get it to emulate at 3072x2688 (my computer does not like this much).  I have no idea why we would need anything past the first for reference photo's but if there is a specific example we need to really see what the original artwork looked like we can.  I can get screenshots on request if needed.

Can you PM me the settings for getting the game run so well in the emu? My specs are CoreI7, 8GB Ram, Geforce GT 450M.

Online Blundell

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Re: TimeSplitters community project?
« Reply #326 on: May 10, 2012, 04:41:42 AM »
Long time since I've been on here, and woah I'm impressed to see this!... I hope this really works out!, Hope it's not just an mod of CS tho... but a much more original or more like the TS Series itself... Any ideas for characters? character selection screen? guns?, maybe applaying story modes???

Re: TimeSplitters community project?
« Reply #327 on: May 10, 2012, 07:41:15 AM »
Any ideas for characters? character selection screen? guns?, maybe applaying story modes???

After we are happy with an engine.

You're absolutely right. I've said the same a few times already. But if we do it we should stick to a modern engine instead of source, but people people don't want that, so I'm out.

What is so bad about Source? It isn't exactly hard to use.

Offline SHARKGUN

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Re: TimeSplitters community project?
« Reply #328 on: May 10, 2012, 10:12:50 AM »
What is so bad about Source? It isn't exactly hard to use.


Nope, I'm too busy right now and I'm not fond of the idea of picking old engines for a project that will take a considerable amount of time. Because if we ever finish it the game will look like Wolfenstein in comparison to other games.
Even Source?

My assumption is that we won't see much progress of the source engine in the future.

Frostbite 2, CryEngine 3, Unreal Engine 3 (soon 4), id Tech 5, Crystal Tools, PhyreEngine, Unity and a few other proprietary ones will continue to evolve as they are the backbone of the current game industry.

Re: TimeSplitters community project?
« Reply #329 on: May 10, 2012, 10:14:57 AM »
But there have been many amazing mods made with the Source Engine. Also, it won't look bad at all. Source has great graphics, and like I said, easy to use.

 

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