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Sunset Sarsaparilla's Wild Wild West World


devinpatterson

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I think it's a interesting idea, initially maybe in the first few years. But hard to explain it continuing for 200 years if it wasn't entertainment.

 

Sorry for not being specific, I meant that it would be a one time thing right after the Great war, possibly even how Bill got wounded...

Anyway, yeah, the whole debacle would be vague. The MF itself probably doesn't remember/know what happened; it's just as confused/insane as everyone else, perhaps even more so.

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Sorry for not being specific, I meant that it would be a one time thing right after the Great war, possibly even how Bill got wounded...

Anyway, yeah, the whole debacle would be vague. The MF itself probably doesn't remember/know what happened; it's just as confused/insane as everyone else, perhaps even more so.

 

Cool. Sorry been busy havn't had a chance to put a job list up yet. But I think I will have the weekend off, so I hope to get some stuff done then. If you and kagstrom2100 (and anyone else reading this thread) would like to put together their ideas for a half dozen encounters that would best showcase the flavor/style of our mod, that would be great. If they don't require to many new assets we can still get the showcase mod out before lonesome road (especially if I have the weekend off to work on it). Keep in mind this is just a showcase of our assets and ideas so it doesn't have to have a comprehensive/cohesive plot. ie it won't be "lore" to sunset park, just a chance for people to get an idea of where we are going. We can also have any of the following; a vault level (sub-level, not a real vault), a solar plant level(s), sewer(s) level and a villa level since they are easy to make (just some re-texture).

 

So if you have favorite ideas please post them. This will also allow us to start a mod page on nexus. Who knows we may even be able to throw bite size chunks up for beta testing. Say when we finish outlaw town, we throw that on the page. Kind of a beta test thing so people don't have to wait for the whole mod to be done before they can enjoy our work.

 

 

 

 

I put together a plasma turret. I took off the laser and put the plasma caster barrel/ electromagnetic claw from the plasma caster on it. Figured that's the biggest toughest plasma weapon FO has. It looks pretty good, doesn't seem out of place. Also on the pics I drew a little box around a area that I'm going to trya and put those green glowing vacuum tubes that are on the plasma caster. Maybe some other bits could glow. I doubled the damage (from 5 to 10), but it still severely sucks. unless the player has a character with no armor, it's not even going to mess up his/her hair. It has a fire rate of 15, but with a dt of 10 or better your just taking like 1health for each plamsa bolt. So I was of changing it so that it performs like a real plasma caster (65dam) or maybe more so it will have some bite to it. Maybe a dual barrel model (2x65 dam would be cool).

 

 

 

 

 

Here is a in game shot;

 

http://img607.imageshack.us/img607/691/plasmaturrent.jpg

 

 

And here is the spot that those green glowing vacuum tubes could go at;

http://img687.imageshack.us/img687/4937/plasmaturret2.jpg

 

Here is a video of it in action;

 

http://www.youtube.com/watch?v=OfOz6NKmzds

 

all right off to work

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Awesome, I hate the lack of turret variety... pulse/tesla cannon, plasma cannon and incinerator/flamer cannon were always on my wish list for turret defense.

For special encounters, are you referring to something in park or in the Mojave? I assume you mean stuff like a wandering NPC cameo, notes in a convoy, a few unique enemy spawns, etc. The bots you made already would be great... how about a traveling gun show?

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For special encounters, are you referring to something in park or in the Mojave? I assume you mean stuff like a wandering NPC cameo, notes in a convoy, a few unique enemy spawns, etc. The bots you made already would be great... how about a traveling gun show?

 

We could have a encounter outside the park to start teh showcase mod (really need a better name) but I'm thinking most of it in the park itself. I was thinking a robotic/cybernetic bear from the hunting grounds could be one. A encounter with sunset sam. Essentially showcasing the stuff we have for the park already (or doesn't take much to make) and I'll string the encounters together with a message box/script. This way we can have varied encounters the show the overall style of the mod without having to create the rest of the world. Just little parts and pieces of things to come. That's not to say we won't have a few normal levels as well. A sewer level, sub-level and solar plant can be in there (since they mostly vanilla tiles, possibly with some minor re-texturing). So can the villa level (dead money tiles re-textured). Because those levels are basically almost done.

 

But main street, outlaw town, the spanish mission, the tribals, the indian village, the hunting grounds etc aren't finished, so if we want an encounter to show one of those areas we need to cut a "little piece" of it off and tie it together via script/activator. That little piece can be an interior cell or a tiny worldspace, just as long as it's easy/quick to make.

 

For example, we want to show off one of the cybernetic bears in the hunting grounds, since that is a good example of the mod's combat heavy nature. But we don't have time to make the whole hunting grounds. So instead we make a tiny little branch of a box canyon (in a tiny worldspace) and tie it together via a activator, like a villa gate.

 

For the player it would look like this; The player could be in the villa and exit via a gate, there would be a moveto command to place the player in a small gully or branch of a canyon, a message box would pop up "you have traveled far to the northern hunting grounds, In your quest to recover the security ID of Jeffers (the head tech) to initiate the mainframe shutdown protocol" **. Then the player can wander freely in this little 100' (or whatever size we want, as long as it doesn't take very long) canyon, kill the cybernetic bear, find a corpse and retrieve the id card. When the id card is retrieved another moveto command takes the player to the next encounter (whatever it is) and a message box pops up saying you traveled to X.

 

This way we can have some free roaming levels (villa, sub-level) but also show off parts of other areas we've talked about but havn't even started making yet. It lets us get a wide view of the variety of the park without having to finish the world space. Although most of them will have to be interiors, or very tiny worldspaces that we can make quickly. There would't be a linear plot, just pieces of our story line thrown out as a teaser of things to come. So we don't have to write the plot for the showcase, in fact when v0.x comes out many of the aspects of the villa may have changed. But it doesn't matter, because this isn't "lore". It's just a snapshot of things in development.

 

Another encounter could be the tribals witch doctor, a wizzened old black lady, that is only part goulified. She looks like she's 110, but no flesh has started dropping off yet. She'll have a "bottle tree" (a southern superstition or maybe haitian or something) in her cave. The bottles will all glow like nuka quantum, full of radioactive water. It should be an interesting scene visually. She can provide a little history on the park. She may look 110 but she's actually over 200, the radiation from her bottle tree is slowly ghoulifying her.

 

We could have a nursery encounter that could be really, really sad or ridiculously sugary sweet (with Teddy protectrons and nanny bots bugging the crap out of you, rainbows on the wall, nursery songs playing int eh background etc).

 

We could have the birthday encounter (you guys probably remember this one, but just in case a quick summary) where the player finds a sunset sarsaparilla badge (which function as park id's for customers) and is mistaken for "little Timmy". He is then escorted to his 200+ year old birthday cake, surrounded by corpses of Timmy's friends and family . Funbot and clownbot's programming has gone a little funny over two centuries and developed a LOT of glitches. The've been looking for Timmy for over two centuries so he's damn well going to eat that cake.

 

The bear encounter mentioned above.

 

A rideable creature segment. Maybe a race, don't know. Could be on a bramalo or a bear.

 

I'd like to put a small group (2 or 3) protectron gunslingers to fight.

 

In the sub-level we could have some of the heavy weapon protectrons with their fatmans and other crazy weapons. They'r almost done.

 

I'd like to have a sunset sam encounter to start showing him as the face of the park.

 

I'm sure we could think of many more that would be in a tiny worldspace, an interior, or one of the levels which are easy/already done (villa, sub-level, sewer, solar plant). The whole key is to portray our vision of the park, but get it out the door as quickly as possible, by using the assets that are already done (or easy to finish).

 

This would be a good time for your solar plant TrooperScooperMKII, because we can place the exterior in a tiny world space (ie surrounded by sheer walls and rubble), and I'd assume most of the interior uses fairly vanilla tiles. So it would fit into our formula perfectly.

 

 

** Note: more on the shutdown protocol thing later, but it's just an alternate way/plotline of taking out the mainframe without killing it. Maybe so it can be in v2.x (life after the park).

Edited by devinpatterson
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Awesome, I hate the lack of turret variety... pulse/tesla cannon, plasma cannon and incinerator/flamer cannon were always on my wish list for turret defense.

 

Cool you'll like this one. It's a ceiling turret with a gauss weapon. Pretty effective. I did it because the gauss rifle looked like it fit with that turret. I just need to re-texture the gauss barrel to the darker metal of the turret and fix a small issue with the clip. Man this one was a PITA though, a node kept it from displaying in game/geck. Did over 13 versions of it, but it's almost done now.

 

Here is a pic, vanilla turret on the left.

 

 

 

 

http://img854.imageshack.us/img854/2420/miniturretgauss.jpg

 

 

I'll put up a vid of it in action today or tomorrow

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This would be a good time for your solar plant TrooperScooperMKII, because we can place the exterior in a tiny world space (ie surrounded by sheer walls and rubble), and I'd assume most of the interior uses fairly vanilla tiles. So it would fit into our formula perfectly.

 

:blink: I stopped working on it after it didn't pan out in the Jacobstown pass area... I thought it was dropped.

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This would be a good time for your solar plant TrooperScooperMKII, because we can place the exterior in a tiny world space (ie surrounded by sheer walls and rubble), and I'd assume most of the interior uses fairly vanilla tiles. So it would fit into our formula perfectly.

 

:blink: I stopped working on it after it didn't pan out in the Jacobstown pass area... I thought it was dropped.

 

Totally your call on it amigo. If you want it, it's no problem to put it in. If you'd rather work on other stuff, no sweat

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Texas Teddy lives!?!??

 

A teddy bear static rigged (badly) to a protectron skeleton. Still very early work in progress. I need a higher res texture for the teddy.

 

I'm going to scale the hat to be taller and larger, with a new texture (don't like the wicker/reed thing). I'm trying to shoot for a ridiculously large 10 gallon hat. I'll also turn down the right ear even further, a little bit of clipping there.

 

Then a sunset star, and boots (possibly an article of clothing if I can get it on the bear without clipping) should complete the package. Right now it's the boots that are really giving me problems.

 

I'm thinking the Texas Teddy mascots are surplus army protectons, so they'r pretty much pushovers. But it means that down deep inside they do have combat code.

 

I figure these could feature prominently in the daycare. I'll just need to make a nannybot (find a wig, maybe a apron) and put some kids pictures on the walls and that encounter should be ready to go.

 

Any lines or ideas for the nursery (keep in mind skullbear isn't in the daycare anymore.

He is with the tribals).

 

http://www.youtube.com/watch?v=WGt--mr1jaE

Edited by devinpatterson
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Awesome, I hate the lack of turret variety... pulse/tesla cannon, plasma cannon and incinerator/flamer cannon were always on my wish list for turret defense.

 

Cool you'll like this one. It's a ceiling turret with a gauss weapon. Pretty effective. I did it because the gauss rifle looked like it fit with that turret. I just need to re-texture the gauss barrel to the darker metal of the turret and fix a small issue with the clip. Man this one was a PITA though, a node kept it from displaying in game/geck. Did over 13 versions of it, but it's almost done now.

 

Here is a pic, vanilla turret on the left.

 

 

 

 

http://img854.imageshack.us/img854/2420/miniturretgauss.jpg

 

 

I'll put up a vid of it in action today or tomorrow

:dance: :dance: :dance:

The pics alone make me want to spam turrets in a level.

Q: How many turrets does it take to crash New Vegas?

[insert instability jab here]

A: as many as it takes to make the player smash his computer.

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This would be a good time for your solar plant TrooperScooperMKII, because we can place the exterior in a tiny world space (ie surrounded by sheer walls and rubble), and I'd assume most of the interior uses fairly vanilla tiles. So it would fit into our formula perfectly.

 

:blink: I stopped working on it after it didn't pan out in the Jacobstown pass area... I thought it was dropped.

 

Totally your call on it amigo. If you want it, it's no problem to put it in. If you'd rather work on other stuff, no sweat

Is the current ESP the one on the private board?

Scratchbuilt Island world editing is a major PITA to do from scratch, but on the bright side it makes everything else GECKwise look small. :teehee:

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