Re: [Renamed] Goth's Campaign 4 Development Thread
Posted: 09 Apr 2011, 04:33
@Milo: No worries on voice sets and fmv's, that's being handled.
@Flail: Thanks for jumping in. I'm sure Milo will appreciate the help. btw, flaME rocks. No, no new tech added to the tree. A few more templates for templates.txt and names.txt which I'm handling personally. And maybe I'm misunderstanding the flaME hotkeys, but the unit editor isn't working for me. I've had to add my custom units manually (no big deal).
@Rman: Thanks for the encouragement. Anytime you feel like it, send me some samples of the mission 1 dialogue in your voice, we'll see if you're the person to voice Tactical Sergeant Gibbs. Do it however you feel is natural, preferred format is whatever you feel like saving it as. My tools will handle .ogg .mp3 or whatever. .wav is very large, though. I prefer .ogg, personally.
Missions 4 and 5 maps are done. I'm ironing out Mission 4's stuff, Mission 5 is going to be in the adjacent area west of the main map. Missions 6-12 are still in the planning stage.
I should point out that there's still lots of room for storyline. Mission 13 is the final stage of the campaign, and is by and large (80%) finished. We've established that it's the final battle with NEXUS, and will be a level of challenge that is meant to be long, difficult, and epic -- even on Easy difficulty. There are some parameters that need to be adhered to, such as:
a) No new additions to the Tech/Research tree. The game is touchy concerning changes to the tree. My old Devestator mod never would convert over properly, for example, because it added in a few things. So while that isn't set in stone (and I'll give it another shot), for now the answer is no.
b) The story ends with the final victory over NEXUS. That's set in stone.
Back to work!
@Flail: Thanks for jumping in. I'm sure Milo will appreciate the help. btw, flaME rocks. No, no new tech added to the tree. A few more templates for templates.txt and names.txt which I'm handling personally. And maybe I'm misunderstanding the flaME hotkeys, but the unit editor isn't working for me. I've had to add my custom units manually (no big deal).
@Rman: Thanks for the encouragement. Anytime you feel like it, send me some samples of the mission 1 dialogue in your voice, we'll see if you're the person to voice Tactical Sergeant Gibbs. Do it however you feel is natural, preferred format is whatever you feel like saving it as. My tools will handle .ogg .mp3 or whatever. .wav is very large, though. I prefer .ogg, personally.
Missions 4 and 5 maps are done. I'm ironing out Mission 4's stuff, Mission 5 is going to be in the adjacent area west of the main map. Missions 6-12 are still in the planning stage.
I should point out that there's still lots of room for storyline. Mission 13 is the final stage of the campaign, and is by and large (80%) finished. We've established that it's the final battle with NEXUS, and will be a level of challenge that is meant to be long, difficult, and epic -- even on Easy difficulty. There are some parameters that need to be adhered to, such as:
a) No new additions to the Tech/Research tree. The game is touchy concerning changes to the tree. My old Devestator mod never would convert over properly, for example, because it added in a few things. So while that isn't set in stone (and I'll give it another shot), for now the answer is no.
b) The story ends with the final victory over NEXUS. That's set in stone.
Back to work!