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Author Topic: [Trailer] Cobalt Runner ~ PSP  (Read 7093 times)

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[Trailer] Cobalt Runner ~ PSP
« on: December 20, 2009, 10:06:50 pm »
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Too lazy to post all the stuff here, so check out it's website and the videos on it:

www.cobaltrunner.smmas.com

It's a PSP game using Quake as a base for it's engine, but quite a bit has changed from Quake and I doubt it's even compatible with it any more.

Also, if you're too lazy to check out the [awesome] site, then I respect that. Here's the latest video:

<a href="http://www.youtube.com/watch?v=7GaDMSTLWfs" target="_blank">http://www.youtube.com/watch?v=7GaDMSTLWfs</a>
« Last Edit: July 09, 2010, 06:07:42 am by 4Sword »
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Re: Cobalt Runner ~ PSP
« Reply #1 on: December 20, 2009, 10:19:46 pm »
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Wow, that certainly looks like a good bit of work, and it's certainly evolved beyond the Quake engine it started with :P. Nice work, Downsider.
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DJvenom

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Re: Cobalt Runner ~ PSP
« Reply #2 on: December 21, 2009, 12:21:00 am »
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Good freaking lord, sir. if you don't mind my asking, what map format does this game use? I'm somewhat fluent in Hammer if it uses .bsp and I'm also good with textures ;)
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Re: Cobalt Runner ~ PSP
« Reply #3 on: December 21, 2009, 12:28:40 am »
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Good freaking lord, sir. if you don't mind my asking, what map format does this game use? I'm somewhat fluent in Hammer if it uses .bsp and I'm also good with textures ;)

It used to use Quake's BSP format, but I modified it to load Half-Life's BSP format because it's an improvement over Quake's, lol.
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DJvenom

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Re: Cobalt Runner ~ PSP
« Reply #4 on: December 21, 2009, 12:40:34 am »
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You still lookin for a mapper?
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Re: Cobalt Runner ~ PSP
« Reply #5 on: December 21, 2009, 12:41:18 am »
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Holy asdfsgkjmwka

Gimmie D:
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Re: Cobalt Runner ~ PSP
« Reply #6 on: December 21, 2009, 01:20:15 am »
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You still lookin for a mapper?

I've got one, but you can feel free to hop on..

..If you can prove yourself >:D
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Re: Cobalt Runner ~ PSP
« Reply #7 on: December 21, 2009, 01:43:01 am »
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.wad for the texture format, I'm assuming :P
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Re: Cobalt Runner ~ PSP
« Reply #8 on: December 21, 2009, 01:57:03 am »
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.wad for the texture format, I'm assuming :P

Well, textures must also be baked into the map.

Use Zoner's compiling tools and throw the -nowadtextures switch in HLCSG.exe when building. That'll bake the textures into the BSP file. No WAD file nessecary :D
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DJvenom

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Re: Cobalt Runner ~ PSP
« Reply #9 on: December 21, 2009, 01:57:58 am »
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Is lighting achieved the same way? Also, is there a FGD specifically design for your game to specify character starting points? Sorry for all the questions :P
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Re: Cobalt Runner ~ PSP
« Reply #10 on: December 21, 2009, 02:01:11 am »
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Is lighting achieved the same way? Also, is there a FGD specifically design for your game to specify character starting points? Sorry for all the questions :P

Use the standard info_player_start that you would see in Half-Life.

And yeah, lighting and all that jazz is the same.

By the way, be careful about what you're making. This isn't a modern PC that the map is going to be running on, it's a handheld console.
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DJvenom

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Re: Cobalt Runner ~ PSP
« Reply #11 on: December 21, 2009, 02:04:07 am »
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I know :p I'm actually better at lower poly based levels anyways. Does your game support sprites yet? (again sorry for all the enquiries)
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Re: Cobalt Runner ~ PSP
« Reply #12 on: December 21, 2009, 02:13:18 am »
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I know :p I'm actually better at lower poly based levels anyways. Does your game support sprites yet? (again sorry for all the enquiries)

Forgot to mention that it doesn't support decals yet :(

Also, sprites as in billboard sprites ARE supported, just placed by a different method, which I can't be arsed to explain right now. Just ignore them for now.  :P
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Re: Cobalt Runner ~ PSP
« Reply #13 on: December 21, 2009, 02:22:57 am »
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Ooh! If you're building the map from the ground up, program in support for spheremapped textures at some point ;) That was always my biggest peeve with HL's bsp engine, although if textures are baked I doubt it will be possible. Just a small request if you do add anything to the map compilation process :P I'm downloading all the tools again right now. I hope Hammer won't give me any trouble because I just realized I'm on an up to date ATI card and they used to always give me issues : [
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Re: Cobalt Runner ~ PSP
« Reply #14 on: December 21, 2009, 02:33:13 am »
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Ooh! If you're building the map from the ground up, program in support for spheremapped textures at some point ;) That was always my biggest peeve with HL's bsp engine, although if textures are baked I doubt it will be possible. Just a small request if you do add anything to the map compilation process :P I'm downloading all the tools again right now. I hope Hammer won't give me any trouble because I just realized I'm on an up to date ATI card and they used to always give me issues : [

The textures baked wouldn't make that impossible, I just don't know if the PSP's GU would support something like that. If it does, it's entirely possible, but I don't know how useful it would be in the end, lol.
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Re: Cobalt Runner ~ PSP
« Reply #15 on: December 21, 2009, 02:33:51 am »
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I watched the pistol/achievement video and it really reminded me of Perfect Dark for the n64.

Looks great!
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DJvenom

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Re: Cobalt Runner ~ PSP
« Reply #16 on: December 21, 2009, 06:48:53 am »
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alright, so apparently the issue carried over to my new PC. Unless I can find a fix, I'm not going to be able to map :/
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Re: Cobalt Runner ~ PSP
« Reply #17 on: December 21, 2009, 11:03:34 am »
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The bug with ATI cards and Hammer? Doesn't Hammer have a software rendering mode?

This guy seems to have forced Hammer into a software rendering mode by using a bit of a roundabout way: http://www.chatbear.com/unity2/12/929,1254837200,27666/1080486/0#4
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DJvenom

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Re: Cobalt Runner ~ PSP
« Reply #18 on: December 22, 2009, 02:46:51 am »
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that workaround isn't working for me. I'm trying to hunt down the one that adds an extra dll, but so far to no avail
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rhalifax

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Re: Cobalt Runner ~ PSP
« Reply #19 on: December 31, 2009, 03:37:52 am »
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Looks good dude. keep it up
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