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Topics - .:KFrohman:.

Pages: [1]
1
Already asked permission of Oz, he's fine with this.

I'm here to present the VMF of x1e again, but this time without all the bullshit before. You might ask "why are you re-releasing it? We already have x1e".
It aint that simple. Back in March, I got bored and decided to finally fix up that shitty fuckstick that is the nexus (what with its' 33.65784 degree angles or some bullshit), and make it to 45 degrees.  This meant I had to essentially rebuild the entire front of the building and move shit around.

That's the main changes, there are other minor alterations too, including some work by Nicknero and Kiwiee. I can't remember who did what exactly, but most, if not all of their shit was in the Nexus.

There's been a few modifications to the map on a whole. Modifications to the catwalks (which really could be rebuilt, mainly the support beams as they're ugly as fuck), changes to the nexus front (I decided to include veran's doors SIDE NOTE: Sticking a glass texture on the inside causes a portal failure. It's not ideal unless you solve the issue).

Also a couple of changes to the sewer network, and I reset the passcode to the armoury so mappers can add their own.

Included is a BSP which you can just drop into GMod and see the changes for yourself. Can't remember if it's fullbright or not.
As I mentioned before, there's certain things you have to do to get this working, but, if the thread exists still, you can probably find it in there. You shouldn't be tackling this map unless you know what you're doing.

Known bugs:
Adding glass to the inside of the nexus front doors causes a portal glitch
RT Camera/Screen constantly misaligned. May need to redo the entire system.
Running the compiler on -final or telling the light_environment to soften the shadows by anything more than 5 will cause VRAD to die.

Download (VMF + BSP) - 7z format


I probably wont give technical support or check this thread often. Good luck.

Oh yeah, one more thing. As before, I request that the credits' textures remain as is (can be found in the old thread, just look through my posts), and that any future version you guys come up with, credit my name too. I don't mind if you add more credits.

2
Half-Life 2 Roleplay / RP_City45_Catalyst_x1e VMF Release
« on: January 22, 2012, 09:56:08 PM »
I KNOW I'M GONNA GET A LOT OF STICK FOR THIS - I DON'T GIVE A FUCK.

This is it, the whole unedited release of the latest developer version of City 45 for you to do whatever with. Learn, enhance, improve, fix, I don't care really, all I ask is you leave the credits' textures as is and leave them in position.

Veran said to me that if I was to do this, I'd lose my unit at CG but to be quite fucking honest, I haven't played much, if at all in the last two weeks, and my disposition is simply "couldn't give many fucks", so feel free to hit it with a delete hammer.

Things you should be aware of:

  • You NEED EP1, EP2, CS:S AND L4D2 to use this. Merge all the game models, materials, sounds etc. into the EP2 game. Source SDK to be run with the EP2 game, 2009 engine.

  • Included are custom models and materials (decals, credits etc.) not related to any of the games mentioned above. Drop them into your EP2 directory.
  • Use vbct for compiling, with the following settings:


VBSP:  -notjunc
VRAD: -textureshadows -StaticPropPolys -LargeDispSampleRadius

Map TODO list:

  • The nexus front. I began rebuilding it two days ago and made good progress, UNTIL one of the brushes decided to be LOLNOPE and decide to invalidate half of its' face for NO REASON. May require total rebuild again. Replaced nexus doors, however one of the subsections with the hazard markings has a broken face which means the whole subsection needs replacing. NB. This is why I'm releasing it, because the nexus front is a complete load of fuck and REFUSES to work with me.

  • CWU HQ has had NO changes done to it because it was low priority, and the fruit never gave me black prints. If you chose to develop it further, hassle this guy.

  • As of current, the lighting seems to be fine, not fucking up like before. If it does (see: Random splotches of light in an otherwise unlit area), consider removing some func_details.


I might post more later... I dunno. Does this mean I'm leaving CG? No, but I've considered it. I'm moving back to OCRP where I can have more fun.

Enjoy.

3
A funny machinima about two metrocops in the City 17 area. A lot of it is un-canon, but that's what makes it so funny. New Civil Protection episodes come around rarely, but when they do, they are worth the wait.

<a href="https://www.youtube.com/watch?v=c1ey8EnVSiA" target="_blank">https://www.youtube.com/watch?v=c1ey8EnVSiA</a>
<a href="https://www.youtube.com/watch?v=tCuXnjmBH_Y" target="_blank">https://www.youtube.com/watch?v=tCuXnjmBH_Y</a>
<a href="https://www.youtube.com/watch?v=uO18jvjbU8k" target="_blank">https://www.youtube.com/watch?v=uO18jvjbU8k</a>
<a href="https://www.youtube.com/watch?v=f5G2H8UC74s" target="_blank">https://www.youtube.com/watch?v=f5G2H8UC74s</a>
<a href="https://www.youtube.com/watch?v=R4W5DjIOInQ" target="_blank">https://www.youtube.com/watch?v=R4W5DjIOInQ</a>
<a href="https://www.youtube.com/watch?v=Spr5YFfrnA0" target="_blank">https://www.youtube.com/watch?v=Spr5YFfrnA0</a>
<a href="https://www.youtube.com/watch?v=1k15NP2cW08" target="_blank">https://www.youtube.com/watch?v=1k15NP2cW08</a>

All of the episodes up to "The Tunnel".

4
Half-Life 2 Roleplay / Replacement EpU and OfC Skin
« on: November 24, 2011, 02:59:55 AM »
Because I'm a finicky cunt, I just had to notice how bad the current EpU and OfC skins are, and how they suffered compression artefacts, among other things. Noting that they shared the same layout as the original metrocop skin, I took the base metroskin, segregated certain areas and started doing photoshop things to it.

As a result, both units now have:

  • Green and Blue tinted faceplates
  • Reflective eye sockets like that found on regular metros
  • Bump mapping
  • Envmap reflectivity elsewhere
  • Brighter coloured shoulder caps, trouser leggings and other misc. items.
  • Camo pattern on the trousers.


In addition, both units' uniforms are tinted very slightly green or blue, depending on if it's an EpU or OfC.

Click to see the original size.
Click to see the original size.

Download.

I may, in future, upload a version WITHOUT the reflective eyes. Depends on demand.

Released here due to positive feedback from select individuals.

5
Mapping / 3D Skybox causing some light issues
« on: November 10, 2011, 02:56:36 PM »
City 45 is giving me issues. Whenever a 3D skybox is present, somewhere, somehow, the lighting gets fucked in certain places to varying degrees, however it's almost always sunlight doing this.
Examples:

http://cloud.steampowered.com/ugc/614967448829272106/5B360B7664A0E68FED859B4B17A54AC60AA48445/
http://cloud.steampowered.com/ugc/614967448829273608/607D8B25C31ACDBA5EF39251283EC5984321B713/

Here's what it's supposed to look like:

http://cloud.steampowered.com/ugc/614967448829387511/07F6955C237ADBC1E0B2F18DF9EE03E79912C0BB/
http://cloud.steampowered.com/ugc/614967448829389058/F181767027A5AD39A5EF174A6675EDAC2D30A522/

Now, listing things I've done:

Alt + P just reports misc. keyvalue errors, namely gmod_allowphysgun
Interlopers reports a Zero Area Child Patch but no location of it.
Deleting the 3D skybox sets the lighting correctly (see second set of images)
Compile options on VRAD: -LargeDispSampleRadius -softsun 2 -textureshadows -StaticPropPolys -noskyboxrecurseReplacing the skybox from version 1 of the original tnb map to version 2's skybox worked for a bit, but now back to square one
Ensured there was no light_environment in the skybox (there's one in the actual world area)

Compile log:

Code: [Select]


================== VBSP ==================






materialPath: c:\program files (x86)\steam\steamapps\mike086\half-life 2 episode two\ep2\materials
Loading C:\Users\KFrohman\Documents\rp_city45_catalyst_x1c.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mike086\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/rp_city45_catalyst_x1c/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/rp_city45_catalyst_x1c/nature/canal_reeds_wvt_patch
Patching WVT material: maps/rp_city45_catalyst_x1c/nature/blendgrassdirt01_wvt_patch
Patching WVT material: maps/rp_city45_catalyst_x1c/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1086 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\KFrohman\Documents\rp_city45_catalyst_x1c.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_04_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_04_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (2248512 bytes)
Error! prop_static using model "models/props_c17/furniturecouch001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturecouch001a.mdl"!
Error! prop_static using model "models/props_rooftop/sign_letter_h001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_rooftop/sign_letter_h001.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/CANAL_REEDS uses unknown detail object type canal_reeds!
Material NATURE/CANAL_REEDS uses unknown detail object type canal_reeds!
Material NATURE/CANAL_REEDS uses unknown detail object type canal_reeds!
Material NATURE/CANAL_REEDS uses unknown detail object type canal_reeds!
...10
Compacting texture/material tables...
Reduced 15616 texinfos to 7088
Reduced 1830 texdatas to 1283 (105589 bytes to 73846)
Writing C:\Users\KFrohman\Documents\rp_city45_catalyst_x1c.bsp
18 seconds elapsed


================== VVIS ==================








8 threads
reading c:\users\kfrohman\documents\rp_city45_catalyst_x1c.bsp
reading c:\users\kfrohman\documents\rp_city45_catalyst_x1c.prt
2658 portalclusters
6368 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 3382 visible clusters (0.00%)
Total clusters visible: 504117
Average clusters visible: 189
Building PAS...
Average clusters audible: 741
visdatasize:642795  compressed from 1786176
writing c:\users\kfrohman\documents\rp_city45_catalyst_x1c.bsp
5 minutes, 11 seconds elapsed


================== VRAD ==================








[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']


Loading c:\users\kfrohman\documents\rp_city45_catalyst_x1c.bsp
24992 faces
1 degenerate faces
2590395 square feet [373016960.00 square inches]
9 Displacements
16068 Square Feet [2313824.25 Square Inches]
24991 patches before subdivision
zero area child patch
zero area child patch
275241 patches after subdivision
1309 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 30633938, max 1411
transfer lists: 233.7 megs
0...1...2...3...4...5...6...7...8...9...10    Bounce #1 added RGB(795667, 670166, 391042)
0...1...2...3...4...5...6...7...8...9...10    Bounce #2 added RGB(131792, 98147, 46843)
0...1...2...3...4...5...6...7...8...9...10    Bounce #3 added RGB(30526, 20922, 8237)
0...1...2...3...4...5...6...7...8...9...10    Bounce #4 added RGB(8518, 5465, 1811)
0...1...2...3...4...5...6...7...8...9...10    Bounce #5 added RGB(2754, 1659, 470)
0...1...2...3...4...5...6...7...8...9...10    Bounce #6 added RGB(968, 547, 134)
0...1...2...3...4...5...6...7...8...9...10    Bounce #7 added RGB(361, 191, 41)
0...1...2...3...4...5...6...7...8...9...10    Bounce #8 added RGB(140, 69, 13)
0...1...2...3...4...5...6...7...8...9...10    Bounce #9 added RGB(56, 26, 5)
0...1...2...3...4...5...6...7...8...9...10    Bounce #10 added RGB(23, 10, 2)
0...1...2...3...4...5...6...7...8...9...10    Bounce #11 added RGB(10, 4, 1)
0...1...2...3...4...5...6...7...8...9...10    Bounce #12 added RGB(4, 2, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #13 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0849 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
744 of 756 (98% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish


Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 302/1024        14496/49152    (29.5%)
brushes               6118/8192        73416/98304    (74.7%)
brushsides           43429/65536      347432/524288   (66.3%)
planes               24392/65536      487840/1310720  (37.2%)
vertexes             41454/65536      497448/786432   (63.3%)
nodes                 9997/65536      319904/2097152  (15.3%)
texinfos              7088/12288      510336/884736   (57.7%)
texdata               1283/2048        41056/65536    (62.6%)
dispinfos                9/0            1584/0        ( 0.0%)
disp_verts             865/0           17300/0        ( 0.0%)
disp_tris             1440/0            2880/0        ( 0.0%)
disp_lmsamples       39814/0           39814/0        ( 0.0%)
faces                24992/65536     1399552/3670016  (38.1%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            17621/65536      986776/3670016  (26.9%)
leaves               10300/65536      329600/2097152  (15.7%)
leaffaces            30712/65536       61424/131072   (46.9%)
leafbrushes          13904/65536       27808/131072   (21.2%)
areas                   32/256           256/2048     (12.5%)
surfedges           191718/512000     766872/2048000  (37.4%)
edges               117583/256000     470332/1024000  (45.9%)
LDR worldlights       1309/8192       115192/720896   (16.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           2175/32768       21750/327680   ( 6.6%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         41130/65536       82260/131072   (62.8%)
cubemapsamples         129/1024         2064/16384    (12.6%)
overlays                85/512         29920/180224   (16.6%)
LDR lightdata         [variable]    15002272/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      642795/16777216 ( 3.8%)
entdata               [variable]      608708/393216   (154.8%) VERY FULL!
LDR ambient table    10300/65536       41200/262144   (15.7%)
HDR ambient table    10300/65536       41200/262144   (15.7%)
LDR leaf ambient     34548/65536      967344/1835008  (52.7%)
HDR leaf ambient     10300/65536      288400/1835008  (15.7%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/93260    ( 0.0%)
pakfile               [variable]    14268348/0        ( 0.0%)
physics               [variable]     2248512/4194304  (53.6%)
physics terrain       [variable]        2463/1048576  ( 0.2%)


Level flags = 0


Total triangle count: 70774
Writing c:\users\kfrohman\documents\rp_city45_catalyst_x1c.bsp
3 minutes, 15 seconds elapsed



I hope I can get this sorted because it's starting to do my head in, mapper OCD and whatnot.
Feel free to ask questions if you need info. Hopefully I stuck this in the right place.

Should probably mention that the gammy lighting areas are only surface lit - that is, I could walk in there and my viewmodel won't adjust for the change in light, and I could place models in there that would simply act as if they are in shadow (like they're supposed to be).

He who guides me to permanently fix this shall have a place on the credits texture.

6
IC Chat / <::||EpU.234's Private Logs||::>
« on: November 01, 2011, 07:21:25 PM »
UNIT: 234
DIVISION: UNION
CLEARANCE: 04

Enter Password: ************
ACCESS GRANTED

Connecting to Network
Connecting...
Connecting...
Connecting...
CONNECTION ESTABLISHED

New File Opened: msg.0000001
Send To: Self
Subject: Beatings


<::|| I think I need to rethink about how I go about beating people. Or rather, how I go about deciding what I'll do. Let me elaborate - Earlier today, while on patrol, I walked past UCH, past the stairs. On the railing above, were two citizens. One of them threw a can at my head. I had no idea which of the two it was, so I gave it to them to designate who did what. Once someone was picked, I got them on the wall, told the other one to go away, and then proceeded to tie, search and detain - Except it never is that easy.

The citizen refused to spread their legs so I could perform a basic pat down. After being told numerous times to comply, I thrust my stunbaton between his legs and forcefully pulled it upwards, electrocuting his uh.. private parts. Surprisingly, he still stood defiant. I tried again. He fell on the floor. I would have used this opportunity to search him, but he got up too quickly.

To cut the story short, I eventually got the citizen on the wall again, but then the OTHER citizen came along. It eventually came about that we all were in a semi-major altercation, at one point, I had both citizens on me, however how the tied one managed to hop on, I do not know. I eventually shook them off and managed to severely beat both of them, then swiftly shove them in detainment.

As any unit will know, if you're going to detain someone, paperwork MUST be filled in. Being the only unit 10-8 at the time, this was daunting, because I just dragged two citizens in for Assault Class 3C, Malcompliancy Level 2 and Accomplicity. They weren't scared. I tried various tactics to get them to apply, but to no avail. To this moment, I do not know the details of the two I had amputated.

Since they were both being very cocky, malcompliant and otherwise unruly, I figured it might be just to give them a little treatment. I had somehow got the idea in my head, to stick my electroshock baton in the anal cavity of one of the males, electrocute them, then "cleaning" the same baton by sticking it in the mouth of the other. Needless to say, Cells 1 and 2 will need a good clear out. One couldn't sit properly due to being violated, and the other couldn't speak for what had just happened.

Eventually, I got the order from OfC.522 to amputate. The guy who had his rear sector massacred? He was violent til the end, his last words being [REDACTED]. The other guy? Eh, He let out a moan because he couldn't talk. Sucks to be him.

That's just one half of my day. Later on, with more units 10-8, I was on patrol. Soon, A citizen purposely walked in front of me, blocking my patrol route. I told them twice to move, both met with a stern "No!". I was beginning to lose my cool. I slapped her round the mouth with my stun baton. She was still doing the same thing. She claimed that beating her would be a "big mistake" ((Side note, her physdesc including something like "is rebellious")). I ask her to elaborate more, when another citizen, this time an american male with brown hair, agrees with the citizen.

It's at this point I radio in for another unit to asist me at the park, and I explicitly mentioned there was a possibility of me being ganged upon. No response. I try again, but as I do, the male kicked the handheld radio from me. As he did, the female kicked me in the stomach, sending me to the ground. I was fortunate enough to have only sustained minor injuries, however I consider myself more fortunate that a City ScN unit was nearby, monitoring the situation. It reported the problem, and pretty much all of the units who were 10-8 assembled upon my position.

The male, who was attempting to steam my baton, was caught in the act, but that didn't stop him from making a run for it. He ran into UCH by the time I recovered full enough to resume my directives, and had gathered the rest of my things. My radio and baton weren't too far away, so I resumed sharply.

The male citizen was regarded as an anti-citizen, along with Malignant. EpU 713 called a sweep of the entire UCH. They eventually found him, in A6, swiftly amputating. After that was done, I resumed SD's. Eventually, I found the female I was dealing with earlier, however it didn't come across to me until AFTER she mentioned she was being chased.

I radio'd it in again about the citizen. No response. Tried again - No response. After this, she started running away ((Side note, she fucking lolran away from me while I was radioing -.-)), So I had to give chase. Unfortunately, I couldn't keep up, and she ran into S2. I notified the rest of the team about the situation, a description and a BOL. STILL no response, not even an acknowledgement. Starting to get somewhat fed up about the severe lack of communication skills, I resumed my patrol. As I walked by UCH, she showed up again. I immediately gave chase, but she ran into S6. Radio'd in an update - STILL NO RESPONSE. I suppose I *should* have done a 10-2, but radio comms were working fine since I got regular updates about the UCH mission, and I hadn't changed anything on the radio.

I started to wonder why I bother radioing anything in, if it just gets ignored. I continued my patrols. Eventually, an 03 shows up and explains to me why they never responded - They were shifting a necrotics canister into the furnace. Now I know they were busy but would it really hurt to just give a quick notification that they're busy? As I explain this, 435 shows up. Even though I'm seething with rage at my colleagues, I still have the decency to salute. They wanted a status report.

Midway through my explaining of the situation, THE SAME WOMAN WHO GAVE ME GRIEF EARLIER RUNS PAST. Needless to say, I, 435 and the 03 were in pursuit, weilding batons. We caught her in the S2 HAP, but she squeezed past and went the other way. Soon after, she vapourised. ((Banned by an admin for constant lolrunning)).

Today hasn't been good, but I suppose that's life. I like to think I try by best and I apply myself the best to whatever it is I do, but sometimes I get the impression I'm only good enough for 04, and that's how it will always be - 04.234, the unit everyone looks down to and ignores.

Oh well. ||::>

Saving File As: msg.0000001
Saving File...
Saving File...
Saving File...
File Saved

Disconnecting 04.234
Console Shut Down.
CONNECTION LOST

7
Some of you may have been aware of a recent conversation I had with Cupland. If you are, then you may know what this is about. If not, read on.

I know I've been a gigantic faggot lately, what with the whole OCRP debacle, but this is not just about that.
I'm going to list all the mistakes I've made. While I'll make the effort to ensure they are to their fullness, I cannot guarantee I have listed them all.

Let's start.
Orange Cosmos - The stupid shit I did.
  • Abusing my powers
  • Banning for stupid reasons
  • Being a general dick
  • The "Jamaica" Incident
  • Attacking OC, eventually causing its' demise.
  • Not being as useful as I could/should have been
  • Not taking a break from the work
  • Begging
  • Being a needy cunt
  • Misunderstanding my peers in certain situations
  • Being a dick to Moonraise
  • Causing disruption to the general populace of the community with my actions.
Catalyst Gaming
  • Attacking the server over a small incident that got the better of me
  • Being a dick to certain people (again)
  • Causing disruption to the general populace of the community with my actions.
  • Attempting to sell OCRP, and all the drama that spawned from that.


There are probably more things that need to be listed, but at this time, I cannot remember/recall/bring them to my mind for whatever reason.

Catalyst Gaming members, Ex-OC community members, what you see above is a list of all the mistakes I made and regret. I am sorry. For all of that. I'm not blaming anyone but myself.

I do not expect you to accept me into the community again, nor do I expect you to accept this, but let it be known that this is the guilt and regret of a guy who's caused a lot of grief, yet suffered some as a result. That is all.

Once again, I apologise.

8
Half-Life 2 Roleplay / City 45
« on: April 24, 2011, 02:02:00 AM »
As a few of you are aware, We're planning on changing maps. There is no set date, but it will be "soon".

We were going to switch to a day and night compatible version of C18, but the source limits were nearly maxed out, which meant we had no headroom to add various things.

The map's based off C45 v1. There's a dedicated ration terminal, which deals with rations manually. There's also queue lines for said terminal. The nexus has a Judgement Waiver room, along with controls for a checkpoint. The nexus has a new addition for the amputation of citizens. I shall not reveal it.

In the works is a fully fledged conference suite (done). It has a pretty nifty partypiece. Also being looked at, is a shooting range, agility course and Breaching rooms. All of this is located underground.

AFAIK The move will be RP'd somehow. I just don't know when or how or what.

Map done, several million revisions later.

http://filesmelt.com/dl/rp_c45_catalyst_v2r1.7z

You'll need to use 7zip or winrar to open. Mirrors available on request.

Features:
Combine:
Fully Functioning nexus.
 - JW Room
 - Checkpoint Control (More on this later)
 - Front Guard panel (Locks down nexus)
 - Detainment, complete with burn room, interrogation and treatment (Although a better treatment facility is   in the train station).
 - Various consoles and interfaces located throughout
 - Exogen Breach control - Turn thumpers/alerts on and off.
 - City Admin office - CAMERA POSITIONED CORRECT FOR SCREENS.
 - Overwatch Suit Chargers.
 - Sub-surface Conference and training facilities, incl. Breaching, Agility and shooting range. Armoury is key- coded. Built in contraband room.
Rations
 - OSD notification of ration delivery
 - One door for in and out
 - Manual ration delivery using a complex system of pipes and angry, which in fact is semi-automatic now.
 - Zig-Zag queue system
General:
 - Functioning train station & Subway
 - Apartments in various levels of decay
 - lolrebel sewer network
 - Sector 6/Industrial Sector checkpoints both at subway and end of plaza. Open during day time, closed at night (even though it's permanent darkness :V)
 - Various lighting styles, plenty of places to perform ambush attacks and hiding areas.
 - Secret tunnels/hatches/entrances.  - No longer goes over combine conference room. Prevents lolmetagame
 - HDR
 - Cubemapped


9
IC Chat / 240's Private Logbook
« on: April 19, 2011, 01:10:05 AM »
                                                     Unit: 240
                                                  SQUAD: UNIFORM
                                             Clearance: OfC
                                         Enter Password: ***************
                                         ACCESS GRANTED

                                              Connecting to Network
                                                  Connecting....
                                                  Connecting....
                                                  Connecting....
                                                  Connected

New Log Started: 0000001
To: N/A
Body:
I figured it might be worth noting down some things as I go along... here goes.
Today was the first real day of recruitment and training. Granted, I trained a recruit yesterday briefly... I think 249. Basics and stuff. Safe to say, it was pretty on the spot stuff. I think I covered most things.

Today, I and 428 were running through various applications we received and liked the look of two candidates, Names [REDACTED] and [REDACTED]. We brought them in one at a time, ran them through interview, then at the end, performed a "Reactions Test" - an idea we had been given as the result of an unfortunate experiment the Sectorial Commander had performed on both I and 428 when we were in training. Let's just say, it involves flash grenades.

Personally, I preferred the first applicant over the second, as they somehow had previous work tending to technology and mechanical stuff. This makes me think they're suited for GEAR.  For the record, this particular units' number is 145.

I ran both recruits through basic training earlier, but not before giving them both a tour of the nexus, albeit only of the accessible parts. I got really irked when 424 told both of the recruits I was touring to go out on patrol, when I had my back turned. They didn't even have the radio frequency, so they were completely cut off! 428 and I had to run after them. Both 145 and 040 (who's the other RCT we got) were in the plaza,  unharmed. I told both of the recruits to listen to orders from I and 428 only for the time being, because not only did we both know what they were capable of, but we also knew how prepped they were. 424? Not so much.

Both units did very well in training however. I think they'll go far.
Gotta go, I hear 424 coming down the elevator.

                         
Saving File under Log: 0000001
Saving File.....
Saving File.....
Saving File.....
Saving File.....
File Saved
(Name: CCA.C18.UNIFORM-OfC.240)
Logging off.
Console Shut Down.
Connection Lost

10
Half-Life 2 Roleplay / Points
« on: April 18, 2011, 11:01:59 PM »
This really is for the CCA, but the citizens kinda need to know too.

What are points?
Points are a form of marks against a citizen. They can be issued for any offence, major or minor. They are issued by the CCA, either at the time of the incident of afterwards.

What happens with points?

Points are semi-permanent. At 5 points, you will no longer receive rations. At 12 points, a Level 2 Verdict will be performed. At 20, it's the death penalty.


(This is all I got for now. Subject to change)

11
Creations / Photography
« on: March 28, 2011, 08:01:22 PM »
Because I'm bored and I like this kind of shit. Don't get mad if you've already seen it.


The Freight Super-Highway by KazoBrit, on Flickr


Gloop by KazoBrit, on Flickr


New life next to old wounds by KazoBrit, on Flickr


Staple by KazoBrit, on Flickr


aSPIRE by KazoBrit, on Flickr


mars bar by KazoBrit, on Flickr


Colour Fan by KazoBrit, on Flickr


DSCF3214 by KazoBrit, on Flickr


DSCF3219 by KazoBrit, on Flickr


Glass Machine by KazoBrit, on Flickr


DSCF3251 by KazoBrit, on Flickr

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