Archive Page 2


From here on out, we’ll be making smoothie’s instead of mod’s or games. Why? Well Smoothie’s are delicious, plus we we’re getting bored with make Games.

Too much work for very little pay-off. We think endulging ourselves with Smoothies would be way better. So welcome to the Center of Smoothie Heaven. 

Enjoy your stay!


Yup it’s another TF2 map. What happened to Factory you ask?

Well we’ve been working on that too. The main issue with Factory is it’s gameplay and sheer size. It’s been difficult really nailing it down just right, and after some consideration, we may just make the middle Capture point in that map an Arena stage.

Though the map isn’t dead, we’ll still be pciking at it now and then when we aren’t busy with City17. Instead pl_ravine will be it’s incarnation. 

We’ve been working on this map now (secrectly) for over 3 weeks. We’ll get to more of that eventually though.

Lastly, our Portal maps is something we said we would actually finish updating with some needed fixes. That should actually be done sometime this week, or next week. Expect some minor fixes for it, and some other minor improvements, though no new gameplay sadly.


GET SOME!

 

Looks like my decision in hardware was rock-solid. I love you Valve.

Valve Pc’s of the Future!

Also we now have a Twitter page, to at least update every day or so, these thing’s are pretty handy with the developmental aspects.



Oh Lawd

28Feb09

So my Pc, again decided to fail on me. Leaving me with mostly nothing to do, and this time it was pretty cereal.

 

Altogether my awesome 939 AMD decided to give out (Yes a 939 pin, I know), causing a mass amount of freaking out in the previous week. The great thing is I didn’t loose any of the mod’s data, or for that matter all 30GB of my life’s work. Much of the mod’s actual maps and content are on my little USB drive, whilst the other semi-important test maps and other awesome maps containing most of City17’s experiments are on my SATA HDD’s. Once again due to my continued luck of all things technological, I don’t have a SATA capable Motherboard in my garage, nor even a Mobo with anything above a AGP slot.

Now that’s my excuse for why I haven’t updated our projects like I stated I would in the post below. In fact I came on the Internet tonight at 4am (sadly) to see whats going of late. To my surprise Pelpix made a video of an incomplete techdemo. I was hoping I could finish it up more, and make it even more awesome. Instead I can concentrate on that a little more when we’re not working on the main maps, which I intended to be pat of the original update.

 

So here’s for coping with my lovely PC.

(Now you don’t have to navigate away from this page to see it in HD. Oh ho ho.)

Thanks Pel. Really though he’s helped us a lot through most of some shadowing difficulties, and whatever else we managed to break . Hopefully next time around we’ll be able to get a real update out. Oh and forgive the weird playing movement within the video, and other odds. It wasn’t meant for the eyes of the public just yet, but you all deserve it. 



Hello world

10Feb09

So, we’ve been working on city17 the past few months, getting work done on all fronts.

Playing around with that crazy self shadowing stuff, dynamic lighting and such. We hope to have an actual news post out later this week, once we get everything in order.

However on a small note, I personally don’t think I’m ever going to finish that TF2 map, cp_factory. It’s been giving us some crazy issues, and it’s maybe due to the fact it’s just so awesomely Huge. We’ll be sure to finish it up later this month though, and get it out near the scout update perhaps.


With 2009 now here (Dang it came fast) it’s Moddb’s Mod of the Year Awards!


 

So get too it! City17 may actually be released this year! Or even Before the Awards are over! We bold thing’s a lot don’t we!

Allthough yet unreleased, you can look forward to some more updates along the way. The voting ends at the finish of January.

Vote for us, and it may actually make us work faster.

(Don’t count on it)

Here’s hoping we’ll actually release something Good this Year. Thanks guy’s for all the good stuff in ‘08, and we’re hoping 2009 will Rock the Socks.


The Update

13Dec08

 So we’re finally getting an update out. Luckily we’ve been able to complete a lot within the few days of December. Although December is half through its end, we’re not really sure we’re going to be done.

(Like I said before, we’re terrible with Dates, so to be on the safe side I’d say it’s going to be out before 2018)

Jokes aside, we’re moving at a Decent rate here, hopefully if we keep it up, we’ll see some even more Major process later this month near Xmas.

To start off, City17:

 We’ve finally been able to set up a decent SVN for the entire team this month, and thanks to that we;ve been able to actually work on more things at once without the hassle. We were without one for a good three months or so due to one of our Old pc’s kicking the Bucket. Aside that, we’ve been working more closely with the shadowing system, analyzing the one in L4D, and tweaking ours continually. 

On that front we’ve taken some notes from Valve’s slightly tweaked system into ours. Hopefully the L4D Shadowing system will be out later this Year, but of course we’re not counting on it, so I wouldn’t worry too much.

In the few days that have already past, we’ve added:

  • Muzzleflashes, Much like in L4D’s
  • The old ATI shadows from the flashlight, which actually had depth.
  • New Video settings for all of this stuff that’s likely to break a computer
  • Added optimization and resolutions for the shadows
  • Parenting the Flashlight to the Weapon now, so it bobs and shakes via reloading and such
  • A quick Comparison:

     

     

    We used our buddy to demonstrate. The top represents the current shadows in use of L4D and EP2. While the bottom are the newer shadows.

    This was a little extra code to chuck in, and by doing so, we now have shadows that cast correctly based on the flashlights position. Another nice thing is all this code that effects the flashlight also effects the Projector Lights from our last update.

    A better comparison

     

     

    It would be a little easier to show via a video, but alas we we’re too lazy to make one.

    Also we’ve been playing around with SSbumpmaps, and its tedious design process. Why replace these with the standard bumpmaps?

  • The improvement in quality is amazing
  • It cost less to Render
  • Because Valve hasn’t bothered to do it yet
  •  

     

    WAZZAM

    WAZZAM!

     

    BAM!

    BAM!

    Yet again a video would be nice, so we’re now considering actually making one. Lastly we worked on some of the Menu things such as adding a logo to replace the current standard one, and redoing some of the HUD.

     

     

    A logo for the main menu.

    A logo for the main menu.

    You can view the Rest of our New Media in the art Section of the site.

    Lastly for the Lolz:

    Lol wut?




    Wallpapers

    10Nov08

    We finaly got around to making some decnt wallpapers to polute your desktop space. Currently we’re working on much more, but for now just a single one. Sorry. We’re to busy on actually making city17 playable!

    In order to download them, click on the image (which should open a new tab or page), then Right-click, and choose “save image as…”.  

    Also don’t forget to choose the size that best fits your desktop!

     

    Normal

    1024×768

    c17_bg1024x768

     

    Widescreen

    1280×960

    c17_bg_widescreen1280x960

    1440×900

    c17_bg_widescreen1440x900

    1680×1050

    c17_bg_widescreen1680x1050

    1920×1080

    c17_bg_widescreen1920x1080