Well that was a giggle

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bobby 55
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Re: Well that was a giggle

Post by bobby 55 »

Sounds like I missed some suicidal lolz.
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Jonas
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Re: Well that was a giggle

Post by Jonas »

Jaedar wrote:In my opinion the two first ones were the best set pieces in the OSC, and I miss them.
They were impressive and memorable, but they were also piss poor game design. I now know how we could've fixed them, but especially the turret hallway would require substantial work, and the OSC02 map already has more detail packed into it than the editor can handle. Fixing the burning warehouse would mostly come down to code changes, and I get the impression that both of our programmers would rather eat a cat than touch a single line of TNM code ever again.
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bobby 55
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Re: Well that was a giggle

Post by bobby 55 »

Hahaha, for the sake of the cat population and the sanity of the programmers, that might be best left well enough alone then. :P
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symuun
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Re: Well that was a giggle

Post by symuun »

So... am I some sort of disturbed individual for not finding the OSC all that bad in version 1.0, then? I mean, I died a couple of times but I actually found that whole mission pretty entertaining. Unless the trauma wiped the really bad parts from my memory...
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Re: Well that was a giggle

Post by bobby 55 »

symuun wrote:So... am I some sort of disturbed individual for not finding the OSC all that bad in version 1.0, then? I mean, I died a couple of times but I actually found that whole mission pretty entertaining. Unless the trauma wiped the really bad parts from my memory...
Well it could be that you're clever, but feel free to feel disturbed, you'll fit right in here then. :P
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Hassat Hunter
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Re: Well that was a giggle

Post by Hassat Hunter »

Jonas wrote:
Jaedar wrote:In my opinion the two first ones were the best set pieces in the OSC, and I miss them.
They were impressive and memorable, but they were also piss poor game design.
We are hardcore and sado-machosistic though, so we want "hardcore" OSC ;).
Can't the majority of the fire-"problem" be fixed with a stratigical placed medkit (after the fact) and fire extinguisher (in the room)?

As for the turrets; there is a medbot in the very next room, so getting damaged *should* pose no issue.
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Jonas
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Re: Well that was a giggle

Post by Jonas »

Dying is the problem.
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Jaedar
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Re: Well that was a giggle

Post by Jaedar »

Jonas wrote:Dying is the problem.
I think the main problem is the door at the end. Without it, you could get out that much faster.
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Hassat Hunter
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Re: Well that was a giggle

Post by Hassat Hunter »

Well, you can avoid it by going in the shaft with the spiderbots.
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ggrotz
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Re: Well that was a giggle

Post by ggrotz »

Looks like I know the next DX related activity to try (outside of recording game mods - I about got ZODIAC done over the weekend). What would I need to do if I were to load the 1.00 version to load the starting OSC map and have it work right?
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JizzyJeff
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Re: Well that was a giggle

Post by JizzyJeff »

I thought the OSC traps were disabled because they required damage to pass through, so if your health was low at the beginning of the trap you were SOL.
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Jonas
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Re: Well that was a giggle

Post by Jonas »

Exactly.
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Hassat Hunter
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Re: Well that was a giggle

Post by Hassat Hunter »

That's why it would be a release for hardcore players, who can handle that kind of pressure ;).

Or simply; What exactly has changed between 1.0.0 and 1.0.4? If not much on the map that got the changes(2?) we could just use the 1.0.0 map. Would be easier as download than extraction/re-install though.
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Jonas
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Re: Well that was a giggle

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Of stuff unrelated to the removed obstacles, only the BSP fix.
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Hassat Hunter
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Re: Well that was a giggle

Post by Hassat Hunter »

Well, that was on 04, and that got only the beam removed (no objections there).
01 got crates and stuff under the elevator, but no fixes there (not even the metal door that breaks as wood).
03? Probably nothing gone there either...

So all that's left is just 02.
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