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-   -   Rupture Farms: Minecraft Adventure Map Version (http://www.oddworldforums.net/showthread.php?t=20383)

DarkHoodness 06-18-2012 05:34 AM

I started the old RF a year ago today so I'd like to update the first post in the thread topic to reflect recent updates. I've asked both Splat and Dripik to do this and they'll get around to it in their own time, I guess. A backup of the old post is below.

In the mean time I've also updated the thread in the Minecraft forums, so most of what it'll be changed to can be found there.

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To celebrate the 8-month anniversary of the start of Project RF Minecraft, I've asked Splat to update this post.

As pretty much everyone who keeps in touch with recent events regarding Oddworld knows by now, on 18/06/11 I started an epic project to construct a representation of Rupture Farms in Minecraft on the OWF Minecraft server. The project has had its share of setbacks and hiatuses, progress is still slow, but it's weathered well and has so far been a LOT more successful than I originally imagined.

At first I only meant to build a shell without much of an interior, then as the project grew and interest peaked, with many people willing to help me, I decided to start making it into an adventure map.

The early stages of the project were originally done entirely in Survival Mode, where land clearance and all blocks were earned legitimately by both myself and many of the regular OWF server players (listed below). However, at this stage of the project (video link), I discovered that I was spending most of my time gathering materials rather than building. Splat found a way of allowing players to go into Creative mode in multiplayer, and from that point on the project was done in Creative.

At around this time I also found that it was possible to turn what had been built into a filmset, and re-create Abe's Oddysee's intro within Minecraft. With that part of the project being hugely successful, work to continue turning it into an adventure map is ongoing at time of writing.

This map will be downloadable and available to the public domain once the project is complete, provided I can find a host. The plan is to complete is much as possible on the OWF Server before transferring it and adding finishing touches in single player using an editor, for the downloadable, public map.

I owe a lot to all of those who have helped me with this - Your feedback and support is always greatly appreciated. The project wouldn't be as good as it is today if it wasn't for it.

Contributors as of 18/02/12:
(In no order - Some have done a lot more than others, but every contribution, even small, indirect ones, has been important.)

Havoc
Splat
Dripik
Wil
Crashpunk
Mudokon_Master
Phylum
Alexfili
Carnix
Tim Cottenham
Hulaabeo
El'Scrabino
Scraby
Ridg3
Enchilado
Oddhunter
T-Nex
Glitch
Mactus


Links:

* Link to Minecraft Oddworld skins used for the AO Intro Movie (Page 7, 199!)

* RF poster painting replacement texture pack

* Boardroom Projector images preview

* Separate thread for the Abe's Oddysee intro FMV and further movies.

* OWF Server topic.

* My YouTube playlist of videos of this project.

Videos:

First completed stage of the project (discussion here):


Update video 3, also shows a WIP slideshow of how much progress was made in one month after the project start:


Images:


http://www.oddworldforums.net/attach...1&d=1310481048


http://www.oddworldforums.net/attach...1&d=1308510889



http://www.oddworldforums.net/attach...1&d=1312937673


http://www.oddworldforums.net/attach...1&d=1329548508
http://www.oddworldforums.net/attach...1&d=1329548514
http://www.oddworldforums.net/attach...1&d=1329548514


Crashpunk 06-18-2012 07:41 AM

Happy Birthday Rupture Farms :tard:

Splat 06-18-2012 01:13 PM

First post updated.

DarkHoodness 06-18-2012 01:20 PM

Thanks so much. :) Have some rep.

DarkHoodness 06-22-2012 07:52 AM

Tiny update - I've been working today on replacing a few of Minecraft's ambient and mob sounds with those from AO (thanks to info provided by kapteeni13, Paul and some sounds extracted by Mlg man). It'll come as an optional cosmetic mod - People are going to have to mod Minecraft if they want to replace the lava textures with electricity-like ones anyway.

If I'm going to go down that road, there is a lot more I could do - However I don't want people to rely on mods to play the map I'm making, so any mod I make will be cosmetic only to provide better or extra ambience, while making the mobs actually sound like the creatures they're meant to be representing, especially zombie pigmen (the only 'passive' player-shaped mob in the game).

Crashpunk 06-22-2012 01:07 PM

Awesome. I was thinking it would be awesome to have the AO footstep sounds. It's the subtle things really that make it sound more like Oddworld. :)

DarkHoodness 06-22-2012 10:27 PM

This'll probably make some people laugh:


I'm sort of lying though since I haven't actually made a functioning sound mod yet. There is a way to temporarily swap the sounds in Minecraft, and this was a test. I have researched a way to make a sound mod but I'm still working on doing it.

Splat 06-23-2012 09:20 AM

Sounds great. I really laughed when that first mudokon died, but when they all started going at once, i thought it might sound better if you use the actual mudokon death from the game (the buh-dud-duh! duh, duh!)

DarkHoodness 06-23-2012 11:32 AM

I thought of that too but you're not actually meant to be able to kill them easily, considering the player will be unarmed for much of the map, so I figured it didn't really matter. Recording a "clean" sound effect of the death drums would be a little hard anyway though.

STM 06-25-2012 08:06 AM

Aww that's a shame, the death drums were great. Still, amazing work Dark!

DarkHoodness 06-25-2012 08:14 AM

I've found the same drum sound in the AE Sounds.dat - I'm thinking of changing the mudokon idle sounds anyway (they sound too depressed, lol). If I can use Audacity to mix it correctly then I may indeed use it.

Sowhart 06-25-2012 12:25 PM

This is amazing! :D

Oddey 06-26-2012 02:25 AM

That sound mod did in fact make me laugh.

DarkHoodness 06-26-2012 10:20 AM

Oh, seems I could get a clean death drumbeat sound after all. Also I finally removed their swords. Thanks for the feedback guys, it helps. :)



EDIT: Also some good news. There is now a Sound Pack mod which works in a similar way to texture packs. Requires ModLoader. I'll be using this for uniformity since ModLoader and this mod both seem popular - Though as I keep saying, since Modding is complicated for some, it'll be purely optional and won't be required for the map to work.

DarkHoodness 06-26-2012 07:01 PM

GUNS. AND EXPLOSIONS.



You've no idea how long it took to get a "clean" gun firing sound - And I had to re-construct half of it so it sounded like it does in the games. Special thanks to Mlg man for the ricochet sound at least.

This was filmed in the prototype escape corridor I made eons ago, I just changed the blocks around. Also I'm quite happy to reveal this stuff early since it's bonus stuff rather than actual level design.

Splat 06-27-2012 10:55 AM

That is great! The echo of the boom is so cool! Also love the ammo packs the sligs drop.

DarkHoodness 06-27-2012 01:53 PM

Thanks - The explosion sound was easy to acquire though. :)

Also I tried submitting both of the latest videos to the videos section of MinecraftForum.net - Both of them got rejected. That's a bit disheartening.

Why do I get the feeling that it's going to be next to impossible to get this map noticed within the Minecraft community when it's finally done?

Eh whatever, guess it'll be an Oddworld map, exclusively for Oddworld fans. They're the ones who'll get the most out of it anyway.

Havoc 06-27-2012 01:56 PM

Wow that's awesome :D.

BTW I just stumbled upon your abandoned test tracks under the desert. That place left me in awe dude, amazing. Reminded me off Aperture Science.

DarkHoodness 06-27-2012 02:06 PM

Thanks - Yeah it was heavily inspired by Portal, I may get back to finishing that off at some point later, but my RF map is a little more important so I'm saving all my ideas for that now. Building that little test track helped a bit, though.

DarkHoodness 06-28-2012 09:49 AM

New barrels - There isn't a lot more I can do to make them resemble barrels further since changing stair textures doesn't work in a consistent way. What do you guys think?

http://www.oddworldforums.net/attach...1&d=1340905611

Havoc 06-28-2012 12:39 PM

I think it looks great given the restrictions of Minecraft.

Splat 06-29-2012 01:12 AM

At first I thought I agreed with Havoc, then I realised I disagreed. They look great in the context of Minecraft; they match both Minecraft and the original source very well. If Notch made big Minecraft meat-barrels, they'd probably look like that. In the world where sligs have square heads, those meat-barrels are equally excellent.

DarkHoodness 06-29-2012 07:33 AM

Heh, a simple "Yeah they look okay" would have sufficed, but thanks. :)

Varrok 06-29-2012 07:37 AM

Yeah they look okay

DarkHoodness 07-02-2012 06:25 AM

http://www.oddworldforums.net/attach...1&d=1341238660

Glukkons look funny. It's either this though or they'll go without arms which looks even more stupid - In fact it made me laugh for ages the first ever time I saw it.

The top of villager arms cannot be mirrored, so I cannot have them angled and invisible like the player skin that Phylum made. In fact this looks so stupid, what I may do is forgo the fact that Glukkons don't have "arms" and let the villager mobs keep their entire arms anyway.

Augh, stupid limitations. Wish it was easy to create new mobs without having to require people to download and install modifications.

EDIT: Screw it, this is the only way I can make Glukkons work unfortunately. At least they can be varied too, though.

http://www.oddworldforums.net/attach...1&d=1341241122

EDIT 2: I've successfully re-skinned the villagers by re-creating the existing Glukkon skins used in the AO intro movie. Thanks again, Phylum and Mudokon Master!

http://www.oddworldforums.net/attach...1&d=1341246786

MeechMunchie 07-02-2012 10:30 AM

The arms look a bit like lapels anyway. Do they ever uncross them?

DarkHoodness 07-02-2012 10:38 AM

Villagers never change pose - They walk and stand around and look. As Glukkons they look a bit silly when they walk but I've found a way to keep them still. I hope their behaviour isn't changed too drastically in the next patch.

Gwan-Thwei 07-05-2012 04:06 PM

Had a thought, and feel free to mock me if someone's already said it, but you could use sticky pistons to kill the pigs with some block on the end (instead of the circular saw cutting the meat) to suffocate them, and maybe use pressure plates or a redstone circuit to power it?
Hope that helps.

DarkHoodness 07-05-2012 04:11 PM

Waaaay waaaay ahead of you since it's only one of the few basic ways of killing mobs. It's even used in this popular movie I made eons ago (thanks to many of the people here - I'm still incredibly grateful for the help I received for this) :P

But thanks anyway.

DarkHoodness 07-07-2012 03:21 PM

Since half the work so far has been on planning, testing game mechanics, making the resources for the map, and while this also doesn't show any actual gameplay parts, I decided to make this video of the intro stages of my map public. I know some of you have already seen (an extended version of) this - Thanks for your feedback, I've acted on it. Hope the identity of the player is a little clearer now. :P

I probably won't be showing off much more of the map after this until it's done or near completion - Gotta save some surprises for later.



Comin' in Valve Time, folks! This is just the very beginning.

Splat 07-07-2012 03:53 PM

Oh my gosh, that looks so many times better than I even expected it to!

DarkHoodness 07-08-2012 06:13 AM

That's a good thing considering it's Minecraft and there isn't as much detail as I'd like just yet. :P There aren't many more textures to do so I'll soon be able to continue with creating a large bank of props to paste into the map.

The responses to the above video from my YouTube subs, as well as some of you lot earlier, have been really positive, which makes me happy. :) However I hope I'll be able to deliver a map that's fun to play and doesn't get too repetitive. I have a few good ideas and a lot planned to help vary up the map a bit and offer some more visual treats, but I wonder if it'll be enough.

Havoc 07-09-2012 09:54 AM

Have you seen this, Dark?

http://www.minecraftforum.net/topic/...ne-jukebox-v3/

DarkHoodness 07-11-2012 06:54 AM

I have, but it's yet another mod for people to install even if it's compatible with mod loader - I also wonder what'll happen if I used this and people try and load the finished map without the mod installed. I guess the redstone dukebox blocks would simply not load, rather than the map breaking entirely, which would be okay. Gotta test it when I return home.

Scraby 07-17-2012 01:27 PM

Thats some nice work there DH :)
After I saw your new vid with Rupture farms,an idea popped up in my head,and I thought why not to share it.Idk if anyone suggested this,since you made the texture pack,you could make 1 block transparent and the vines transparent,that way you might make climable ledges.You could add a sign next to it to warn players.

Crashpunk 07-18-2012 07:11 AM

That redstone jukebox is great. I want it to be in the normal game.

DarkHoodness 07-18-2012 10:29 AM

:

()
Thats some nice work there DH :)
After I saw your new vid with Rupture farms,an idea popped up in my head,and I thought why not to share it.Idk if anyone suggested this,since you made the texture pack,you could make 1 block transparent and the vines transparent,that way you might make climable ledges.You could add a sign next to it to warn players.

That would mean that players wouldn't be able to walk under ledges unless only one column of invisible blocks were used - And then it wouldn't be obvious to players how and where to climb up. Ladders will simply have to do - Level designs will involve catwalks but everything will be a bit different from the 2D platformer anyway. Plus I have a use for vines. But thanks for the suggestion.

And yeah I wish redstone dukeboxes were part of normal Minecraft, as well as sound packs, without needing mods.

DarkHoodness 07-29-2012 01:59 PM

Just a heads up that production has resumed on this since yesterday after not being able to work on this for 3 weeks - Also I'm looking for stock photos of heavy industry 'cause I need references and inspiration for level design and background props. Pipes, scaffolding, pylons...

Particularly I'm interested in the interiors of oil refinerys, steel works and power plants. I have a few already from Google and Flikr that I've been collecting since I re-started the project in May, but I'm looking for more. If people know of any good photos or photo sources, or even videos, gimme a shout. Throw me some decent ones that end up helping me a lot and you may even end up being listed in the credits. :P

Oddey 07-30-2012 02:03 AM

I am impressed. It looks a lot better than I expected it to, and I was expecting a fair bit already.

DarkHoodness 08-06-2012 12:44 PM

"Slog" test. Trying to re-skin the Minecraft Wolf to look like the Oddworld Slog is pretty much impossible - It serves as a compromise. I may have found a way to spawn aggressive wolves in the map but it may not work, so this may have been a waste of time.

Shame I want the map to work with ordinary Minecraft or else I'd use custom mobs. The shape is totally wrong and it looks hideous, but the colours and sounds are there. I may tweak it later 'cause I'm not happy with the muzzle.