Project Showoff

User avatar
Korban3
Posts: 4146
Joined: Tue May 31, 2011 9:14 pm
Location: 42nd St E, Hell

Re: Project Showoff

Post by Korban3 » Tue Dec 27, 2011 8:25 pm

Yeah, like I said. Nit-picking.
I did some work with weapons too!
CRUSHIN' SKULLS!<br />Like a boss.<br />BUSTIN' LIMBS!<br />Like a boss.<br />SNAPPIN' SPINES!<br />Like a boss.
CRUSHIN' SKULLS!
Like a boss.
BUSTIN' LIMBS!
Like a boss.
SNAPPIN' SPINES!
Like a boss.
I took Aubrey's current Dog Hammer and made it work. The animations are recycled from the spear, while the weapon's item .xml was edited pretty thoroughly. Just drag Data into your OG install. Should be forward Alpha compatible until more weapon changes are made.
Post any issues that arise.
Dog Hammer.7z
C-C-C-C-Crush Combo!!!
Warning: This weapon is rape.
(950 Bytes) Downloaded 119 times

User avatar
Horridius
Posts: 190
Joined: Tue Oct 11, 2011 1:27 pm

Re: Project Showoff

Post by Horridius » Thu Dec 29, 2011 6:52 am

Great work Korban! I love it. Now I can smash my oppenents on the ground. Great placeholder animations until the official animations will be applied.

User avatar
Korban3
Posts: 4146
Joined: Tue May 31, 2011 9:14 pm
Location: 42nd St E, Hell

Re: Project Showoff

Post by Korban3 » Thu Dec 29, 2011 1:04 pm

Thanks. I've just been wanting it working for a while. My only complaint is that the spear attacks are too fast for the hammer. Needs something with less acceleration to balance the force. I also wish I could figure out the .anm exporting in Blender. Then I'd try to put my own animations in for a lot of the weapons ;) Maybe I can figure out the .bvh conversion. That was mentioned in an old video, but it might still be working.

User avatar
Saedz
Posts: 298
Joined: Mon Mar 07, 2011 11:52 am
Location: Butts
Contact:

Re: Project Showoff

Post by Saedz » Thu Dec 29, 2011 5:25 pm

This is a my new map called as a Burned down house a.k.a Bandit's hideout

Image

Image

it don't look much from above but Don't judge a book by its cover : )

http://ogmods.antonriehl.com/downloads/burnsed.7z

Map is updated and it also contain's Korban3's working hammer.

^^^^^^^^^^^^^^^^^
Download link

http://youtu.be/wboEQDny1v4

also created a video about the map just in case.

User avatar
Horridius
Posts: 190
Joined: Tue Oct 11, 2011 1:27 pm

Re: Project Showoff

Post by Horridius » Wed Jan 04, 2012 7:17 pm

I'm currently working on an extension of the Suspension parkour map made by jacktheawesome (original: viewtopic.php?f=13&t=12181). It's not finished yet but hopefully it will be finished somewhere next week.

Here is a video of what I have currently:

User avatar
Anton
pretty cool guy
Posts: 3328
Joined: Fri Oct 17, 2008 10:16 pm
Location: Los Angeles
Contact:

Re: Project Showoff

Post by Anton » Thu Jan 05, 2012 5:14 pm

Hey SPFers,

Just did an update to my little music mod. There is no new material, but it now works with the "sad" music. Also, in it's current incarnation, the music plays better through combat, so it doesn't restart every time someone dies.

Here is Anton's Music Mod v1.1

(Tested on a163)

(For those who don't know, this is a music mod I wrote for Lugaru that I ported over to Overgrowth.)

HinFoo
Posts: 2
Joined: Sun Aug 28, 2011 4:50 am

Re: Project Showoff

Post by HinFoo » Fri Jan 06, 2012 6:54 am

my first thing i built, decided to make a reconstruction of this image.


Image




not completely finished but the last parts is going to take som time so not interessted in it right now :mrgreen:
Image


fullrez
trying to make the roundtowers was a pain also :|
http://i126.photobucket.com/albums/p120 ... t00001.jpg

User avatar
Korban3
Posts: 4146
Joined: Tue May 31, 2011 9:14 pm
Location: 42nd St E, Hell

Re: Project Showoff

Post by Korban3 » Mon Jan 09, 2012 11:33 pm

Cool castle. I would think there are some rounded things or cylindrical bits somewhere in the Objects folder. You could also make your own objects as well, if you would like. It would definitely be easier and smoother than blocked towers. Although bravo on making them look good without a tower object!

User avatar
Johannes
Posts: 1374
Joined: Thu Dec 18, 2008 1:26 am
Contact:

Re: Project Showoff

Post by Johannes » Tue Jan 10, 2012 3:56 am

Not sure if this counts, but here's the log interface we'll be using in the in-game mod manager that will be a part of SUM OG Utilities:

Image

Click image above to try it live online!
  • Drag the bottom bar to re-size the log.
  • Double click the log bar to 'collapse' it.
  • Click the small icon in the top-right corner to minimize the bar completely.
  • Clicking the different buttons/levels of-course won't do anything in the browser.
(note: since it's only really meant to be run in Awesomium, the in-game rendering engine, it may not look right in some browsers. Safari and Chrome will look best. )

EdT
Posts: 41
Joined: Sat Oct 08, 2011 9:06 am

Re: Project Showoff

Post by EdT » Tue Jan 10, 2012 2:44 pm

Tried it out in Chrome, looks cool.

User avatar
Silverfish
Posts: 1451
Joined: Sun Oct 26, 2008 8:24 pm
Location: Sweden
Contact:

Re: Project Showoff

Post by Silverfish » Tue Jan 10, 2012 5:30 pm

Saedz wrote:This is a my new map called as a Burned down house a.k.a Bandit's hideout

it don't look much from above but Don't judge a book by its cover : )

http://ogmods.antonriehl.com/downloads/burnsed.7z

Map is updated and it also contain's Korban3's working hammer.

^^^^^^^^^^^^^^^^^
Download link

http://youtu.be/wboEQDny1v4

also created a video about the map just in case.
I made a video on this one as well, with commentary this time, let me know if you like it better with commentary or without!

User avatar
Slyvvr
Posts: 69
Joined: Tue Jun 29, 2010 3:16 pm

Re: Project Showoff

Post by Slyvvr » Wed Jan 11, 2012 10:23 am

Hi

I just made a mod that leaves trails of blood behind dragged bodies

And someone told me to post it here

Soooo:

small trail

DOWNLOAD LINK: small blood trail

big trail

DOWNLOAD LINK: big blood trail

TADAAAA

ZramuliZ
Posts: 108
Joined: Wed Jan 06, 2010 3:56 pm
Location: Finland

Re: Project Showoff

Post by ZramuliZ » Thu Jan 12, 2012 6:47 pm

I remade my old arena mod, now supporting enemies with weapons. This is probably the most complex mod I've made (400 lines of AngelScript)

In this mod you fight increasingly difficult waves in an arena. Unlike my first arena mod, this does not break every level that isn't designed for this mod. You also gain full health after every wave.
To play, load a level called "arenamode.xml". If you die and don't want to restart press R and you will start at the beginning of the wave.

Hope you enjoy and feedback is appreciated!

EDIT: Updated the download link to newest version.
EDIT2: Moved to it's own thread now:
viewtopic.php?f=16&t=14354
Last edited by ZramuliZ on Tue Jan 24, 2012 4:36 pm, edited 2 times in total.

User avatar
Aaron
Posts: 595
Joined: Tue Feb 16, 2010 12:13 pm
Location: About 2 hours away from Anton
Contact:

Re: Project Showoff

Post by Aaron » Thu Jan 12, 2012 9:35 pm

ZramuliZ wrote:I remade my old arena mod, now supporting enemies with weapons. This is probably the most complex mod I've made (400 lines of AngelScript)

In this mod you fight increasingly difficult waves in an arena. Unlike my first arena mod, this does not break every level that isn't designed for this mod. You also gain full health after every wave.
To play, load a level called "arenamode.xml". If you die and don't want to restart press R and you will start at the beginning of the wave.

Download!
Extract and merge the Data folder with your Overgrowth/Data folder.

Hope you enjoy and feedback is appreciated!
Amazing job Zramuliz, this has been one of my all time favorite mods, and its great to see it get updated. The later waves are so brutal with weapons, I feel like this is a great dodging trainer :)
Last edited by Aaron on Fri Jan 13, 2012 5:35 am, edited 1 time in total.

User avatar
Anton
pretty cool guy
Posts: 3328
Joined: Fri Oct 17, 2008 10:16 pm
Location: Los Angeles
Contact:

Re: Project Showoff

Post by Anton » Fri Jan 13, 2012 4:24 am

ZramuliZ wrote:I remade my old arena mod, now supporting enemies with weapons. This is probably the most complex mod I've made (400 lines of AngelScript)

In this mod you fight increasingly difficult waves in an arena. Unlike my first arena mod, this does not break every level that isn't designed for this mod. You also gain full health after every wave.
To play, load a level called "arenamode.xml". If you die and don't want to restart press R and you will start at the beginning of the wave.

Download!
Extract and merge the Data folder with your Overgrowth/Data folder.

Hope you enjoy and feedback is appreciated!

How my evening went:
1. Relax and watch a movie.
2. Become really tired
3. Start to go to bed
4. Find an amazing mod on the forums
5. install mod...


8... wait what time is it?!? I've been playing how many hours?!?

Fantastic work as always ZramuliZ! When you beat those tougher groups, it is definitely a great feeling! I love that the knife wounds stay, even though health is restored... All in all, one of your best mods so far! Really nice work!

Post Reply