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[SA/IV] GTA Wasteland

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BlackStallionDX
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#331

Posted 03 November 2015 - 04:42 AM

Hi DamnedDev, old account is'nt made by me. I glad 2 see progress on rage-edition;) Now about BETA2, i've planned released it on this month, but my motherboard is died=( i use laptop, but i can't connect my HDD 2 laptop at this time.  

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#332

Posted 03 November 2015 - 04:58 AM

 

Spoiler

 

 

Why not change the VCPD cop car in the background to something more HQ?

 

 

Use for props too many polys? For what?


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#333

Posted 03 November 2015 - 05:08 AM

 

 

Spoiler

 

 

Why not change the VCPD cop car in the background to something more HQ?

 

 

Use for props too many polys? For what?

 

 

The wrecked car props in IV and V have more polys than that, you wouldn't be saving much.


DamnedDev
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#334

Posted 03 November 2015 - 06:47 AM Edited by DamnedDev, 03 November 2015 - 06:50 AM.

Hi DamnedDev, old account is'nt made by me. I glad 2 see progress on rage-edition;) Now about BETA2, i've planned released it on this month, but my motherboard is died=( i use laptop, but i can't connect my HDD 2 laptop at this time.  

I see i need a advance copy before you release so we can have it released at the same time. But scripting from SA version might not make it in IV version til a little later. But some of the scripting will when released at the same time. And try to use a adapter from ebay they are extremely cheap. I'm sure we can do this pretty nice. Also i really need to talk to you about mod about plans. It's very very hard to know what your plans are and rest of team that is left that i gathered still active but we need to know more info. Also it be hard for me to make some modeling done for map since land keeps changing i saw pieces of beta 2 in these files and i can already tell it's gonna be a massive change in design. Also do like the change route. But we need to talk on skype or pm.
 

 

 

 

 

Spoiler

 

 

Why not change the VCPD cop car in the background to something more HQ?

 

 

Use for props too many polys? For what?

 

 

The wrecked car props in IV and V have more polys than that, you wouldn't be saving much.

It depends i have sercet plans i do plan on doing and replacing some props. I have to discuss it with Black with idea's. I also will be replacing veg from V in this mod. Structure on plans depends on Black when we talk.


BlackStallionDX
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#335

Posted 03 November 2015 - 09:20 AM

DamnedDev, [email protected]
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BlackStallionDX
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#336

Posted 26 November 2015 - 04:48 PM


turbocharger
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#337

Posted 01 December 2015 - 11:17 AM

^That's a nice slideshow.


BlackStallionDX
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#338

Posted 29 December 2015 - 12:18 PM

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BlackStallionDX
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#339

Posted 30 December 2015 - 01:01 AM

gta_sa_2015-12-30_10-50-51-53.jpg

Don't foget about feedback! What's style of wasteland is better?

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universetwisters
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#340

Posted 30 December 2015 - 02:14 AM

Are those directly ported from Fallout or were they remade to look like that?


BlackStallionDX
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#341

Posted 30 December 2015 - 03:23 AM

Remade, textures from cgtextures.com and edited by me, models are scrath made.


I'm trying made atmosphere like that


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#342

Posted 30 December 2015 - 03:28 AM

The New Vegas style looks way better and more appropriate for the setting you're trying to achieve.


BlackStallionDX
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#343

Posted 27 January 2016 - 01:46 PM

map.jpg

BETA 2'll realesed on 15\02\15


BlackStallionDX
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#344

Posted 07 February 2016 - 11:09 AM

BETA 2 finally realesed!

https://yadi.sk/d/DYTZqufloRMh2- main mod

https://yadi.sk/d/eKSjcI_noRMmM- english language

Feedback, more and more feedback

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BlackStallionDX
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#345

Posted 08 February 2016 - 09:20 PM

27Kof.jpg

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Speccy
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#346

Posted 09 February 2016 - 12:15 AM

Nice one on releasing the beta, mate. You also seem to have done a solid job with the shooting mechanics.

 

I'm sure quite a few Fallout fans will appreciate your work as well, once they come to hear of it. Pretty much any Windows PC out there has a copy of SA installed on it anyway these days!

 

Good luck!

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BlackStallionDX
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#347

Posted 09 February 2016 - 09:29 PM

Durected by Flame

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DamnedDev
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#348

Posted 13 February 2016 - 05:33 AM

IV version is delayed my message box got glitched and didn't see he sent me mod files til yesterday. I will try to have a Beta Release next week. And another Week another hopefully scripting ported.

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#349

Posted 25 February 2016 - 05:50 AM

Due to unforeseen bugs the First Version Release of IV version pushed back. There's bugs that are needed to be fixed.


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#350

Posted 03 March 2016 - 04:16 PM Edited by DamnedDev, 03 March 2016 - 04:17 PM.

Here's New Screens for RAGE Version. I fixed most bugs still have to fix some before i release First Beta of it.

Screens:

Promo1.jpg
Promo2.jpg
Promo3.jpg
Promo4.jpg
Promo5.jpg
Promo6.jpg
Promo7.jpg
Promo8.jpg
Promo9.jpg
Promo10.jpg
Promo11.jpg


Enjoy these screens. I will keep posted on new updates as soon as i'm ready to discuss more.

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#351

Posted 05 March 2016 - 05:18 AM

Everything looks too bright and colorful to be a wasteland.
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DamnedDev
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#352

Posted 05 March 2016 - 07:55 AM

Everything looks too bright and colorful to be a wasteland.

I'm not gonna degrade the color. Brightness is fine. Any ways scripting has begun and more fixes other way.


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#353

Posted 05 March 2016 - 03:43 PM

The Tellytubbies: Wasteland IV
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#354

Posted 05 March 2016 - 04:05 PM

 

Everything looks too bright and colorful to be a wasteland.

I'm not gonna degrade the color. Brightness is fine. Any ways scripting has begun and more fixes other way.

 


Yes, because this DOESN'T scream "wasteland".
 
pripyat-schools-nurseries-15.jpg

If I were you, I would read this article on color theory within level design, but of course, this is going to fall on deaf ears.

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65536
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#355

Posted 05 March 2016 - 05:24 PM Edited by 65536, 05 March 2016 - 05:46 PM.

 

 

Everything looks too bright and colorful to be a wasteland.

I'm not gonna degrade the color. Brightness is fine. Any ways scripting has begun and more fixes other way.

 


Yes, because this DOESN'T scream "wasteland".
 
pripyat-schools-nurseries-15.jpg

If I were you, I would read this article on color theory within level design, but of course, this is going to fall on deaf ears.

 

 

Only if @DamnedDev could make on every enterable building in his Wasteland RAGE map, on every their floor, to have unique look and graphitti, and windows to have unique broken / cracked / missing / replaced window glasses besides non-broken windows without glasses like that photo of abandoned Pripyat for every floor instead of repeating same combination of same cracked windows for every 2-3 floors? I think the map could be more real... He to has saw anywhere in the real world on any abandoned building with more than 4-5 floors to have even two floors (where waste inside the floor, windows (missing borders, with broken / cracked / missing glasses, having replacements for glasses) to be 100% identical?!? Probably not. I also ask: is he going to test his map on least several PCs before releasing so to be sure it will works straight out of box? Also I suggest he do NOT include any ENB or graphic mod - they might not work for everyone, I especially on SA version I've had lots of crashes until I've removed any graphical mods - in BlackStallionDX's San Andreas Wasteland this was the Color mod in my case included with his map...

 

Although it looks nice! I've played very first BlackStallionDX's mod - Worst Town and there was 9-story building where windows looked unique on every floor, also there was a graffiti present only on the 5th and 6th floor if I'm remembered correctly...


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#356

Posted 05 March 2016 - 05:27 PM

He won't. John won't stop until every man, woman, and child has a computer as broken high end as his.

 

This mod is NOT for store bought computers.


BlackStallionDX
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#357

Posted 05 March 2016 - 10:20 PM

 

 

 

Everything looks too bright and colorful to be a wasteland.

I'm not gonna degrade the color. Brightness is fine. Any ways scripting has begun and more fixes other way.

 


Yes, because this DOESN'T scream "wasteland".
 
pripyat-schools-nurseries-15.jpg

If I were you, I would read this article on color theory within level design, but of course, this is going to fall on deaf ears.

 

 

Only if @DamnedDev could make on every enterable building in his Wasteland RAGE map, on every their floor, to have unique look and graphitti, and windows to have unique broken / cracked / missing / replaced window glasses besides non-broken windows without glasses like that photo of abandoned Pripyat for every floor instead of repeating same combination of same cracked windows for every 2-3 floors? I think the map could be more real... He to has saw anywhere in the real world on any abandoned building with more than 4-5 floors to have even two floors (where waste inside the floor, windows (missing borders, with broken / cracked / missing glasses, having replacements for glasses) to be 100% identical?!? Probably not. I also ask: is he going to test his map on least several PCs before releasing so to be sure it will works straight out of box? Also I suggest he do NOT include any ENB or graphic mod - they might not work for everyone, I especially on SA version I've had lots of crashes until I've removed any graphical mods - in BlackStallionDX's San Andreas Wasteland this was the Color mod in my case included with his map...

 

Although it looks nice! I've played very first BlackStallionDX's mod - Worst Town and there was 9-story building where windows looked unique on every floor, also there was a graffiti present only on the 5th and 6th floor if I'm remembered correctly...

 

Bugs with enb and color mods?Hmmm...strange, i got very low-end pc, all work fine - 3,00GHz, 2GB RAM and NVIDIA 8800 GT 512 MB, no bugs or lags, lags can be only when game load zombies or other creatures=\


DamnedDev
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#358

Posted 05 March 2016 - 10:52 PM Edited by DamnedDev, 05 March 2016 - 11:02 PM.

Buzz needs to help with enb again. It's not easy working on map and doing other things and then juggle doing visuals. As far as I can tell on intertiors it's possible. I did have few models I've made but stopped after many design changes. Once he's decided on final landscape designs then it leaves extra time to come up with ideas. Current version of RAGE version is very buggy. Due to him using different mapping style it's broken on tools. It was not easy doing manual way. Every so often after camera turns after your about to leave model it disappears. It's something to do with IDE which can't figure out. Now Michael did say he can force load WPL's as a temp fix. I just need at least one more team member or more to help juggle these things easier. To many nights I spent to sort it out. Black doing a way to reuse IDE's in SA version. There's things that need to be upgraded on RAGE version models on some are to low res compared to others which is more visible on here. I'm just trying to get a good First Beta decent enough released. Then do improvements. And then scripting it. To many things to juggle. So things will be slowed down to manage a steady peace of work here. As far as testing on machines pretty much gonna be the same as SA version. Only difference is at some point is to add bump maps to models and do small improvements. Texture upgrading is a possible thing but too many to change as of the moment.


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#359

Posted 06 March 2016 - 12:22 AM Edited by 65536, 06 March 2016 - 12:39 AM.

Buzz needs to help with enb again. It's not easy working on map and doing other things and then juggle doing visuals. As far as I can tell on intertiors it's possible. I did have few models I've made but stopped after many design changes. Once he's decided on final landscape designs then it leaves extra time to come up with ideas. Current version of RAGE version is very buggy. Due to him using different mapping style it's broken on tools. It was not easy doing manual way. Every so often after camera turns after your about to leave model it disappears. It's something to do with IDE which can't figure out. Now Michael did say he can force load WPL's as a temp fix. I just need at least one more team member or more to help juggle these things easier. To many nights I spent to sort it out. Black doing a way to reuse IDE's in SA version. There's things that need to be upgraded on RAGE version models on some are to low res compared to others which is more visible on here. I'm just trying to get a good First Beta decent enough released. Then do improvements. And then scripting it. To many things to juggle. So things will be slowed down to manage a steady peace of work here. As far as testing on machines pretty much gonna be the same as SA version. Only difference is at some point is to add bump maps to models and do small improvements. Texture upgrading is a possible thing but too many to change as of the moment.

 

I think you might just try remake every building interior once, and try it in game. If all windows (and might be graffiti / trash) in every floor on interior are unique for every floor and there is NO two floors with 100% same look (even only with different unique looking windows, nothing else) and game is stable, I think can keep that interior and do NOT need to change anything for that particular building again... My suggestion is just do NOT have only 3-4 models windows repeating across entire building and to have repeating same pattern every two / three / four floors for example, to have one pattern for windows on 1st, 4th and 7th floor, then to be another set on windows on the 2nd floor that is repeated 100% on 5th and 8th floor, and a third pattern of windows on 3rd floor, which is also 100% same on 6th and 9th floors, that's all! Sorry if I've bothered you, @DamnedDev... I just want your map to look like real abandoned buildings and various real ghettos, nothing else... Shame, seem you're having much work on your Wasteland RAGE map to be done yet.


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#360

Posted 06 March 2016 - 05:04 AM

Buzz needs to help with enb again. It's not easy working on map and doing other things and then juggle doing visuals. As far as I can tell on intertiors it's possible. I did have few models I've made but stopped after many design changes. Once he's decided on final landscape designs then it leaves extra time to come up with ideas. Current version of RAGE version is very buggy. Due to him using different mapping style it's broken on tools. It was not easy doing manual way. Every so often after camera turns after your about to leave model it disappears. It's something to do with IDE which can't figure out. Now Michael did say he can force load WPL's as a temp fix. I just need at least one more team member or more to help juggle these things easier. To many nights I spent to sort it out. Black doing a way to reuse IDE's in SA version. There's things that need to be upgraded on RAGE version models on some are to low res compared to others which is more visible on here. I'm just trying to get a good First Beta decent enough released. Then do improvements. And then scripting it. To many things to juggle. So things will be slowed down to manage a steady peace of work here. As far as testing on machines pretty much gonna be the same as SA version. Only difference is at some point is to add bump maps to models and do small improvements. Texture upgrading is a possible thing but too many to change as of the moment.

 
I think you might just try remake every building interior once, and try it in game. If all windows (and might be graffiti / trash) in every floor on interior are unique for every floor and there is NO two floors with 100% same look (even only with different unique looking windows, nothing else) and game is stable, I think can keep that interior and do NOT need to change anything for that particular building again... My suggestion is just do NOT have only 3-4 models windows repeating across entire building and to have repeating same pattern every two / three / four floors for example, to have one pattern for windows on 1st, 4th and 7th floor, then to be another set on windows on the 2nd floor that is repeated 100% on 5th and 8th floor, and a third pattern of windows on 3rd floor, which is also 100% same on 6th and 9th floors, that's all! Sorry if I've bothered you, @DamnedDev... I just want your map to look like real abandoned buildings and various real ghettos, nothing else... Shame, seem you're having much work on your Wasteland RAGE map to be done yet.
All can be done if things go to plan. And on land design and layout overall. Things needs to be replaced a and remove repeating things. The plan is to bring this to V when possible. Things need to be added. I think benefits of adding decals and other things improves things.
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