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Topics - Statua

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1
People's Loyalist Party / A notice posted in the PLP office
« on: June 26, 2015, 06:39:50 PM »

Attention PLP administration.

Due to the lack of competance of the PLP and their inability to provide recycling bins as promised, CH will no longer provide medical staff for standby at all future PLP events. You must now personally transport all sick or injured citizens at your event to the citizen hospital at your own expense. We're sorry for the inconvenience and hope that you redeem yourself soon.

Monika Krause
Medical Director of Citizen Hospital

2
News and Announcements / Catalyst-Gaming Roleplay News
« on: April 25, 2015, 10:23:27 PM »

Major Revisions

Catalyst-Gaming Roleplay, also known as CGRP, has been in development for quite some time now with a long pause in production. The game however is back in full development and hopefully wont take too much longer to complete. This extensive time off has given us ample opportunity to revise and rethink many different systems and aspects of CGRP, as well as find new systems to keep the game interesting and give the player more and more to do. All of the suggestions in the CGRP section have been reviewed and a decision has been made on it whether to add it or not. Here are some of the major changes to CGRP's planned systems:

Skills System

The skills system in CGRP will be a cumulative experience type system. Being able to craft or grow top tier will require you to build experience in it, not find a book and instantly be level 5. You are not required to purchase anything to activate a skill as all your skills are Level 1 when you start. As you grow weed for example, your skill in gardening goes up one point for every pot you plant. The levels can unlock different things such as how fast you run for your endurance, how much you make off meth, or what level of craftable items you can make.

If you neglect your skills for too long, they will slowly begin to fade and decay. You can maintain high levels by tending to your skills every few days.This skills system is expected to create more dynamics to the roleplay environment, giving the player more priorities than just money. Being able to raid better, drive more efficiently, and sell better product are among some other goals for the player.

Here are all the things you can improve your skill in (subject to change):

Spoiler for Skills:
Crafting Basics
Crafting Weapons
Crafting Props
Crafting Electronics
Crafting Mechines
Shooting
Driving
Chemistry (meth)
Gardening (weed/vegetables)
Biology (shrooms)
Endurance
Strength
Resilence
Fishing
Lockpicking

All Jobs

911 Calling System

The 911 calling system will be organized and scripted to avoid and miscommunication and confusion between the 911 caller and the responding services, as well as assist in what services will respond to the call. A major issue in emergency services in the past is 911 callers failing to provide the right amount of information to the emergency responders. This 911 system will ensure that every 911 call will have the type of call (shooting, mugging, fire, etc), the location, who is needed (police, fire, or ems), and any details about the call.

When a 911 call is placed, a notification box displaying the call information is sent to all services selected to respond to the call. They can see the callers name, how long the call has been active for, their location, the type of call, who is responding (it wont be sent to services not selected), and any details the caller has written down. This notification box remains in the corner of the screen for 5 minutes or until it is closed manually by the player receiving it.

Lockpicking

The entire lockpicking system has been changed to be more dynamic, skill driven, and all around more interesting for the player doing the lockpicking. Unlike the past, lockpicking now requires actual skill to perform. It's similar to the lickpicking system in Oblivion where the player can see the notches and must apply force at the right time to unlock the door. There's a chance the player can break a lockpick if force is applied incorrectly, making an audible noise and alerting the players inside the house. Alternatively, the lockpick makes no noise while being performed other than the sound of the door opening.

Other Stuff

Many other things have been added or changed to the CGRP plans. Some stuff is planned to be worked on after release as they are systems not used commonly or systems not available to players who first start. This includes a manufacturing system where the player purchases a machine and makes money off manufacturing items, which some illegal items are the highest form of income in CGRP. However, these machines are expensive and require the player to have a cargo vehicle to ship their equipment. There's also plenty of other small items added to the plans.

If you would like to see all the planned systems and content for CGRP, check out trello HERE

We need more mayor events for the mayor to perform in. Please post your events HERE

Have an idea of stuff to add or change? Please post them HERE

3
Creations / Home Sim Pit WIP
« on: January 02, 2015, 08:00:39 PM »
So I've been really into FSX for a good month now and am starting work on a home sim pit. Kinda have like no cash cause college so I am making a lot of DIY things. Once I finish one of my commissions, I'm going t order a yoke and throttle from amazon. But anyway here's the current state it's in:



4
General Discussion / Metro 2033 RP
« on: November 25, 2014, 11:12:03 AM »
So it's been about a week since the polls closed and metro 2033 won. Now what? We have a lot of planning that needs to be done. We need to figure out gameplay, factions, items, rules, canon modifications, etc. I think it would be a good idea to do this mostly over the forums as a community.

However, we need to figure out a base for everything. Something to start off with and build/modify ideas on. Some People mentioned doing a community meeting in teamspeak. It won't be anything set in stone, just ideas to get things going.

So what are we going to do? Why not have this meeting Friday night at 11pm gmt (6pm eastern). If you can't attend then it would be fine. All the meeting means is to get base ideas figured out. Things can and will be changed after.

Thoughts?

Edited:

Boards are open. There will not be a teamspeak event. Go post away and this thing will work.
https://www.catalyst-gaming.net/index.php?board=481.0

5
Citizen Hospital / STAFF ANNOUNCEMENT: Narcotics
« on: November 05, 2014, 06:20:55 PM »

Urgent Announcement

Attention all staff and affiliates with the Citizen Hospital. I have noticed a 30mg shortage in narcotics, primarily toradol, over the last month. All members of the staff and affiliates with access to drug cabinet keys are now required get mandatory blood work done for drug testing within the next 7 days. Any staff member failing to meet the requirement will face immediate suspension and investigation through Civil Protection.

Also note that all narcotics have been logged as of this date and MUST be recorded before and after each shift as well as every time it is used on a patient. If unnecessary uses of narcotics are logged or uses are falsely logged, you will face suspension and investigation will be done by civil protection.

Narcotic use is a level 2 offence and will not be taken lightly within this facility.


Monika Krause
Director of Operations
Citizen Hospital

6
General Discussion / RP Rockford RELEASED
« on: October 19, 2014, 01:59:35 AM »
Finally.....

Download Now: Main Workshop Link
Content (needed): Content Workshop Link




Rockford is a city RP map based in Oregon USA, that includes downtown, uptown, industrial, residential, and outskirts elements for the full city experience. With lots of roadways, there's plenty of space for driving. With 6 suburban homes, 1 country home, 2 beachside cabins, 12 2br apartments, and 6 'affordable' apartments, there's also enough space for everyne to have a home.

Here's some of what this map includes:

Hospital
Fire Dept
EMS Station
Police Station w/ jail
Night Club
7-11 convenience store
Taco Bell
Strip Mall
Beach
Forest Trails
And so much more....

Eyecandy:

<a href="https://www.youtube.com/watch?v=Fs2tCuSe8cY" target="_blank">https://www.youtube.com/watch?v=Fs2tCuSe8cY</a>



Credits:
TopHattWaffle - Textures
Sgt. Sickness - Models
Francis115 - Models
Ajacks - Textures
RedMist - Lua
TFlippy - Clouds
Facepunch Community - Awesome feedback
Catalyst-Gaming Community - Amazing support and feedback (early testers names seen around the map)

7
General Discussion / RP Rockford Public Beta
« on: September 30, 2014, 02:26:08 PM »
CGRP is too damn far away to leave a finished map unreleased after a shitton of hype was built up for it. RIP. Oh well. If you guys wanna help weed out bugs, feel free to do so. Please report any and all bugs in this thread. and refer to this post for any known bugs.

Link: https://dl.dropboxusercontent.com/u/52871438/rp_rockford_beta.zip

-Known bugs/changes-

-no reflections on world
-no shadows casted by static props
-change coast texture to sand
-small hole in curved road along coast
-cabin doors aren't linked
-no ldr (non-hdr) cubemaps
-misplaced streetlights
-Door for bank
-subs back porch
-noticable seam ext
-CG billboard
-missing hosp chair
-nodraw frosty fashion desk
-realtor door
-rfpd badge

8
Creations / Paint Job: Laptop
« on: August 28, 2014, 09:45:59 PM »
I think I'm addicted to spray painting. Just saw my laptop lid cover sitting there. Decided to give it some colour. Might do the rest of the case. Idk.



9
Creations / Case Paint Job 2
« on: August 05, 2014, 03:32:29 PM »
My roommate found a pristine condition Thermaltake case. My CPU cooler didn't fit in my old case so I took it. Gave it a white/black colour scheme and put my blue fans in it. And yes it does have underglow from a fan :D


10
General Discussion / Hack Alert 31/07/14
« on: July 31, 2014, 01:33:19 PM »


Dont trade with people any other way then the traditional steam buttons. You will die.

11
Creations / Case Paint Job
« on: July 26, 2014, 10:45:46 PM »
A friend asked me to give his case a paint job. He wanted a forest green theme. Here's the outcome:


12
Mapping / For the rookies: A little bit of encouragement...
« on: July 10, 2014, 02:01:41 AM »
This thread is for the novice mapper who has just entered the world of mapping and figured out how some of the tools he/she has at hand work, but hasn't really produced anything of quality. If you don't already know, I've been mapping for over 5 years now. I started out on HL1 making stupid basic linear worlds where you grab a big gun and run through some blocky, leaking hallway with zombies and scientists placed in no particular order. The rooms make no sense and the textures are just randomly placed. The lighting (never fullbright) was toned either way too high or way too low and the end of the level was just a wall in your way. I wish I had that map still.

Everyone starts at the bottom, producing crap nobody wants to play on. Trust me. I was there. I thought my map was awesome where in fact it was just a lump of unoptimized garbage. The only way you will improve and get better at mapping is by failing. I know that sounds terrible but it's the truth. Just like any other art like drawing, modeling, painting, dancing, you're work is going to be shit for the first little while, no matter how hard you try. You need to work on your skills and improve them with time and effort.

Lots of people ask me "man how did you become such a good mapper?" and my answer to that? Time and effort. I could go on and on explaining but I have a better idea. I'll just list off as much work I've done as I can find in the order I've produced it, and share that work with you guys. You can even play on the maps if you want as I'll try to provide a download link. Just look at the really basic geometry from the start and how it improves as time goes on:

I've made a number of maps before this but this is the start of my record of maps.
Spoiler for sb_extinction:
This is one of the earliest maps I can find that I've made.


http://www.garrysmod.org/downloads/?a=view&id=65146

Learning from that last map, I looked a little bit at other maps and how things could look better.

Spoiler for wire_map2:
I dont know if I've ever made a version one. Was so long ago. Earliest version i could find was 2. Look at dat FPS. Shit computer was shit. It was designed for my first ever community (and first ever admin position) W.I.R.E which stood for Wire Institute of Recreational Education. There were no teachers. Or education. Just sandbox.

http://www.garrysmod.org/downloads/?a=view&id=72779

Here's the latest version: wire_map2-3
http://www.garrysmod.org/downloads/?a=view&id=87824

Spoiler for wire_desert:
We all had a really weird thing for desert apocalypse building so I made us a displacement desert.


http://www.garrysmod.org/downloads/?a=view&id=76098

I taught myself how to work with complex displacements and made a huge update:


http://www.garrysmod.org/downloads/?a=view&id=78080

After a bit of time making several plans and getting a few brushes in, I stopped working on wire maps. I switched communities and moved on to mapping for a new community. I got better at displacements, a very important tool in nature mapping and designed some really nice ocean floors.

Spoiler for nodex_arcticocean:
This map was also designed for a community. It was a more serious build community then WIRE. Nodex was the home of Wenli who made wenli's tools (precision alignment, ballsocket center, and physgun buildmode) and Wenli really liked arctic maps. This map was intended for boats, submarines, land vehicles, and aircraft. As well as everything else.


http://www.garrysmod.org/downloads/?a=view&id=96096

There's a version 2 to this map.


http://www.garrysmod.org/downloads/?a=view&id=98473

Keep in mind, these map took me a few weeks to make. If I tried to remake them today, they'd be done in a few hours.

Spoiler for Nodex Island:
This was another map for Nodex. After everyone was tired of the arctic, we moved to a more tropical island. Notice the v1q? It took me 17 compiles to get it at the stage it's at here. I could still have this done in a day if I did it today.


http://www.garrysmod.org/downloads/?a=view&id=103814

I got into RP, particularly PERP after trying out PERP1 at my cousins place in the summer of 2009. I really liked evocity2 and made it my goal to one day make a RLRP map like evocity. That goal is almost complete with Rockford.

Spoiler for RP_Acreditara:
This was my first attempt at a RP map for Garry's Mod. (I tried making one in my HL1 days. Made an apartment complex in like a month and gave up after I went to 12fps. HL1 has terrible optimization) I think I based it kind of off Evocity in regard to the big hill. I was working on this map when Pulsar Effect released PERP2 in 2010. No downlaod unfortunately. The map is lost forever. But there are a couple videos.

<a href="https://www.youtube.com/watch?v=8Og-RVfhpUg" target="_blank">https://www.youtube.com/watch?v=8Og-RVfhpUg</a>

<a href="https://www.youtube.com/watch?v=5g2t3CnYAHk" target="_blank">https://www.youtube.com/watch?v=5g2t3CnYAHk</a>

I gave up on Acreditara after seeing it going almost nowhere and being too open/poorly planned. I had helped out with cosmoscity on OCRP in the OC community and after Frosty left, started work on a map called cosmoscity2. It eventually turned into a new map and after some random guy who had 2 posts that nobody knew made the suggestion for the name, Rockford was born.

Spoiler for rp_rockford (not what you think):
I know what you're thinking. "But you're working on it right now?" I know. The original Rockford started out around the end of summer of 2010. This map really shows that sometimes, you need to put a lot of time and effort into something to make it nice. Here's a video of it during development.

<a href="https://www.youtube.com/watch?v=veCX22ZnF4Q" target="_blank">https://www.youtube.com/watch?v=veCX22ZnF4Q</a>

http://www.mediafire.com/download/ffantgay97kvtv0/rp_rockford_v1b.zip (probably wont be able to see anything due to content)

Not much happened between OC and CG in regards to mapmaking. I spent most of my time on rockford up to this point. I have a livestream which might still have footage of me working on Rockford. I had spent several months, maybe even a year on it before realizing it was out of my league.

Spoiler for rp_ineu_pass:
Yes. We are approaching that time. It's been over 2 years since this maps release though. I have to say Ineu Pass is my turning point in hammer. It's where I learned the most things. You see, sometimes you need to look at how things are done and replicate them to learn how to do it by yourself. This is how ineu_pass was done. 600+ hours went into that map before first release.

http://steamcommunity.com/sharedfiles/filedetails/?id=143547520

Ineu Pass sparked a huge interest in other people in regards to my mapping. I had started getting requests for edits, new maps, Ineu edits. I only had a few people where I accepted their offers and started work.

Spoiler for rp_mountaincastle:
A map someone was going to commission me into doing but got cold feet. Obviously incomplete but nonetheless, here's a little peak at what could have been a decent castle rp map.


No download. Sorry.

I felt slight remorse for taking valves map and adding my own content, then getting all this credit for it so I had to do something that was completely all my own work.

Spoiler for rp_ineu_valley:
My first attempt with release at a detailed RP map without taking parts from other maps.

http://steamcommunity.com/sharedfiles/filedetails/?id=129218683

People had complained about my lack of trees and natural appearance of Ineu Valley. I told them the map was simply too big to put that much detail into (I learned this was a false statement in the future) and wanted to sharpen my skills in detailing.

Spoiler for gm_mountainroad:
Something I whipped up for shits n gigs and to mess around with nature mapping.

http://steamcommunity.com/sharedfiles/filedetails/?id=129744627

All this map making and people noticing me started getting me profit. RoflWaffle and TOMASAS asked me to give the HRP map a touch up to make it more appealing. I decided to make an entirely new map to give the gamemode a fresh atmosphere.

Spoiler for rp_catalyst_harbor:
People didn't like it though. Red Harbor was way too big and the cliffs made the map feel less open. A good example of taking criticism and not giving up after spending a long time on something.


http://www.mediafire.com/download/80o005i2dvt5nd0/rp_catalyst_harbor_v1b.zip

I had a few good ideas while bored at work and straight up screwing around in gmod.

Spoiler for gm_longestbridge:
I was at work one day, bored as fuck playing with tdm cars and thought "man i wish there was a map that used as much space as possible on the map so I can drive really fast"

http://steamcommunity.com/sharedfiles/filedetails/?id=165351734

Spoiler for gm_coasterpark:
Again, I was at work, bored as fuck and playing with lua rolelrcoasters and wanted a map with a grid for building rollercoasters. Ended up making this.

http://steamcommunity.com/sharedfiles/filedetails/?id=196795304

Constructive criticism is quality control for independent mappers/any other developer. If you can learn to take the criticism and use it positively, you are on the right track.

Spoiler for rp_harbor2ocean_catalyst2:
Still being used on the server today and on version 3, this is the product of constructive criticism put to good use.

(Just join the server and see it for yourself)

Spoiler for rp_ineu_valley2:
This is the product of trial and error. Seeing what works and what doesn't. And lots of experience. One of my best maps released yet.

http://steamcommunity.com/sharedfiles/filedetails/?id=232486601

Spoiler for rp_ineu_apocalypse:
When you make maps, you are the author so there's no regrets when you edit your own maps on a large scale. Here's Ineu Valley intended for fallout or terminator style rp gamemodes.

http://steamcommunity.com/sharedfiles/filedetails/?id=278571728

And now we are on today. The amount of work done really does show. I actually like to see the progress I've made and enjoyed making this thread.

Spoiler for rp_rockford (today):
After 5 years of hard work, time, effort, and lots of experience, this is where I am at in regards to mapping. I have come a long way but there is still lots to improve on.


Sorry. Alpha is currently private.

Here's a list of other maps just to give you an idea of how many maps I've made/worked on to come this far:

Quote
daynighttest
dev_forestgolf
dev_forgottencity
frag_chickenballrun
gm_npc_stadium
gm_overgrown
gmr_cg
gmr_deathrace2013
gmr_derby8
gmr_dollar
gmr_drag2
gmr_rainbowroad_n64
gmr2_downtown
rp_c32
rp_cosmoscity
rp_forgottencity
rp_mountainvillage
rp_city8_catalyst
teleportertest
ttd_destroyedcity

All in all, never give up and never turn down criticism. Mapping is an art. It's not something you just do. It's something you learn.

13
Creations / Canada Day Fireworks
« on: July 02, 2014, 05:18:44 PM »
I guess since I kinda did help a lot with setting it up including chaining, dropping ordinance, etc, it could fall under this section. Heres a video of the fireworks show we put on this year.

<a href="https://www.youtube.com/watch?v=KmSbUPtSIqE" target="_blank">https://www.youtube.com/watch?v=KmSbUPtSIqE</a>

14
Creations / 8-Bit Expression 2 music
« on: June 30, 2014, 03:44:31 PM »
When boredom and an E2 music chip come together, you create a bunch of songs:

<a href="https://www.youtube.com/watch?v=ob-yCPaUaSc" target="_blank">https://www.youtube.com/watch?v=ob-yCPaUaSc</a>

0:07 - Carol of Bells (incomplete)
0:28 - Loituma
1:09 - Do you Wanna Build a Snowman
3:30 - Bubble Bobble
4:41 - Canon D (incomplete)
5:04 - Canon C (incomplete)
6:24 - Graduation Song (incomplete)
6:45 - Halo Theme (incomplete)
7:18 - Hypnotize (incomplete)
8:06 - Mario 3
8:47 - Nyan Cat
9:25 - Pokebattle
11:00 - Pokecenter
11:42 - MLP:FiM Theme
12:18 - Still Alive (incomplete)
12:52 - Sweet Child O Mine
14:14 - Tetris
15:12 - Want You Gone

15
Mapping / RP Ineu Apocalypse
« on: June 29, 2014, 10:03:56 PM »
This is an edit of my map Ineu Valley 2. I converted it to a nuclear apocalypse type atmosphere after many requests from various people. The map contains barren wasteland with lots of paths and terrain changes. There is a large town in the middle of the map and a smaller town up on a plateau off to the side. There is a missile bunker in one of the mountains, an old abandoned mine in another mountain, and a larger more modern mine in yet another mountain. There is an old temple in a dark rocky valley. There are also various tunnels scattered about. And yes the map has nodes and the node graph is more complex then in the original Ineu Valley 2.

Workshop Link

Here's a few pictures:


Credits to Bigwig for the skybox texture and blend textures.

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