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  #331  
12-19-2011, 12:22 AM
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:
no more shots are needed involving the pig conveyor.
That phrase deserves a +rep on it's own. Saints be praised!
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  #332  
12-19-2011, 12:45 AM
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Actually, Hoodness, I'm pretty sure that Abe had his hands tied above his head and was dangled by rope from the ceiling. So perhaps using a single line of fencing directly above the trapdoor would be best.
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  #333  
12-19-2011, 01:13 AM
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I'm aware of that - But in Minecraft there is no way to raise a player's arms above their head. I don't want it to look like he's hanging from the ceiling by his neck or something. :P I do want him to look like he's visibly restrained in place somehow though.
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  #334  
12-19-2011, 01:32 AM
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Ever heard of the Smart Moving mod? At about 1:49 the video displays Ceiling Climbing which seems to be supported by Iron Bars. You could use that to have Abe's hands raised above his head. It would, however, mean installing the mod onto your client AND the server..
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  #335  
12-19-2011, 02:46 AM
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Omg that's great. I should use that for machinima.
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  #336  
12-19-2011, 02:50 AM
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That looks nifty. Dark, you should make that mod part of your adventure map. Grabbing ledges and stuff, you can't get any closer to the real deal than that
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  #337  
12-19-2011, 03:45 AM
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well you can if you dont want to install the mod,use a texture pack to make a bow invisible,turn the abe texture backwards,so his head is on his back,and use creative mode to make him float,he will look like he is grabbed by his arms,and his head with face will be down.
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  #338  
12-19-2011, 12:43 PM
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For those curious to know what you can accomplish with Smart Moving here's a quick demonstration video I made:

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  #339  
12-19-2011, 06:42 PM
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@Alexfili - I mean no disrespect but the link to the mod already has videos demonstrating what the mod does...

@Carnix - Yes, I found it while looking for a mod that controls movement speed so that I could film slow, panning shots. However since most people would prefer the OWF server to be left unmodded, the only way I'll be able to utilise that is if I briefly host my own server to film the cell scenes.

@Havoc - I'm building the RF level in the unmodded OWF server. But perhaps I can find out the limitations of the movement mod and build the level for that mod - Then make the level playable within the server afterwards, for people without the mod.

I'll have to think about it - even with the extension, RF will still be very small. The movement limitations of unmodded Minecraft should stretch out the level a bit more even though you can't climb ledges.

Oh, and my plans for the map are this: I was thinking that the goal would be to "save" a set number of re-skinned villagers spread out throughout the map, and it would somehow keep track of how many you'd save with some clever circuitry. It would be a maze of catwalks with some pitfalls that you would have to sprint and jump across, then find out where all the villagers are hiding. Save enough and a door would open, allowing you to escape, then the factory would blow up as you exited.

The scarcity of food would give a limit to how much you could sprint and give a time limit - Occasional caches of tiny amounts of food would be found at certain, spread-out points throughout the level. And I have an idea for hazards and traps, but I won't say what they are. :P

Not very Oddworldly apart from saving your "friends" and the factory environment, but hey, it is Minecraft and I want the level to be fun to play while being challenging.
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  #340  
12-19-2011, 11:28 PM
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Okay, Smart Moving has got be one of the best mods i've ever played with. It doesn't really add anything into the game (Apart from climbing) its just improves it. The swimming animations are much needed in Minecraft

I think you should actually consider this for the RF Machinima, It would definitely improve it.
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  #341  
12-21-2011, 12:07 AM
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@crashpunk, it actually adds more than that. Charged jumps, sidejump, backjump and crawling. I could imagine a Metal Gear Solid style level where you have to crawl through a vent.

I think we should vote to see how many people would like Smart Moving on the server. In my opinion it's entirely optional for the end user. If they don't want to crawl, they don't have to. It also opens up the possibility of having someone pretending to be a sleeping slig.
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  #342  
12-21-2011, 01:31 PM
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I'm aware of this being terribly cropped and stuff, but whatever, I'm tired.

All the projector graphics are now finished. Special thanks to Carnix for the Mudokon Pops graphic!



And as I upload this I've just noticed that the RF logo is absent from the Mudokon Pops graphic, and also there's something missing from the Paramite Pies graphic, but meh, I'll fix them later.

I also had to totally re-master the dissection diagram scene too (the text wasn't going to be readable for what I wanted to use it for so I just grabbed and re-formatted the closest long block of text I could find). Special thanks to Tim Cottenham for the dissection PNG - The background is what I've re-done, though.

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  #343  
12-21-2011, 04:34 PM
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I think the 'sales' and faces on the graphs would look better a bit out of focus, like the arrows. But otherwise they look great.
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  #344  
12-21-2011, 11:57 PM
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Don't worry about the annual general meeting image, that's easily fixed.
The images are good, but it doesn't radiate light like an LCD screen should.
Suggestions:

1) Put invisible torches there (or very close to it)
2) Put invisible glowstone there
3) graphically light up the image file (this may look crappy)
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  #345  
12-22-2011, 12:56 AM
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@Alexfili - The paintings are backed by glowstone and in context they're a lot brighter than the rest of the room. It isn't possible without heavy modding to make them any brighter. Placing torches next to them does nothing.

But hey, the limitations of Minecraft add to the charm of the project and make it more amazing to achieve things. Try not to set your standards too high.

@Splat - I'll have to tweak the images again anyway, and yeah I agree that some graphics are a little too clear compared to the rest of the images 'cause they were done at the same resolution as Minecraft paintings.
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  #346  
12-22-2011, 01:32 AM
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:
But hey, the limitations of Minecraft add to the charm of the project and make it more amazing to achieve things. Try not to set your standards too high.
That's fine. I really like the project very much and can't wait to see the results. You've done an amazing job and you obviously like Oddworld very much to be able to do something like this.
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  #347  
12-22-2011, 01:49 AM
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:
you obviously like Oddworld very much to be able to do something like this.
Let's just say I owe some of my more exciting and interesting life experiences to some people that I would never have met if it wasn't for Oddworld (and this forum). One of them took me out into the world and opened my heart and mind. The other showed me how much punishment I can take. Through both I learned more about myself. I guess that's why I revere Oddworld incredibly highly... Perhaps too highly at times when I lose the plot a little more than I usually do.

But this isn't a blog. On topic, I want feedback. Is this disclaimer notice shown at the start of the movie acceptable? Or does it beat around the bush too much? It's also meant to hint heavily toward the copyright notice displayed whenever you start AO or AE.

:
The following production is intended to be an unofficial fan-created tribute/parody and is not officially affiliated with or endorsed by Oddworld Inhabitants. Oddworld: Abe's Oddysee and some images/audio are property of Oddworld Inhabitants Inc, including images that are based directly off of existing works. Minecraft is property of Mojang AB.
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  #348  
12-22-2011, 08:08 AM
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Sorry, forgot to comment on it in my last reply. I think it's good; it covers all bases and so on.
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  #349  
12-23-2011, 06:55 PM
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The detail I'm adding to the front of the factory is getting there... Slowly. The background for the first shot is pretty much done now. It's the foreground that'll be hard... I'm still thinking how I can replicate some of the things seen in the original. (but I'm not that fussed about exact details and replicating things exactly, the idea is to hint toward it and be recognisable, but not exactly be like it. Remember: It's Minecraft.)

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  #350  
12-24-2011, 01:57 AM
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Incredible. It's like a totally different place than before. (It looks amazing!)
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  #351  
12-24-2011, 02:13 AM
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Anyone who has even played a bit of Oddworld would know that is Rupture Farms, It uncanny to the real one
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  #352  
12-24-2011, 06:18 AM
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Another tiny update: After doing some research, this is a little truer to the original (but of course some fonts/texts are still lacking, the proportions are off, but whatever). It also means I've made the blue text a little larger so it can be read in Minecraft. I didn't find higher quality images of the meat-cut diagrams until now.

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  #353  
12-26-2011, 05:43 AM
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Shame the text is just garbage instead of Oddworld related stuff. Would be better if it explained about Mudokons. But hey, nobody's gonna notice. I love it! Great work as always dark hoodness
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  #354  
12-26-2011, 08:06 AM
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If I found a higher-quality image of the original in which the text was readable I'd have bothered to copy it so that this image could be used for other projects - However it isn't readable, even in the original FMV. The text will just look like a pixelated blur in Minecraft, so it'll still do its job.

Oh and a reminder: I'd like to film the boardroom scene during the first couple of weeks of the new year. I will announce an actual date closer to the time.
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  #355  
12-26-2011, 08:51 PM
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Well that's convenient considering I just got back from Holidays. I come back and the project is looking even awesomer than ever. I had no idea it's been 6 months. You're a dedicated man, Hoodness and you deserve moar rep
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  #356  
12-31-2011, 03:40 PM
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While working on the front I encountered two blocks with signs on. "Screenshot Spot 18/06/11" and "First block placed! -Darkhoodness 18/06/11". They prompted me to dig up my old screenshots of when I first started the project, then make a comparison screenshot in the same place of how that same area looks now (even though there's still yet more detail to add).

Kind of makes me appreciate just how much effort I've poured into this thing.
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  #357  
01-01-2012, 07:24 AM
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Yeah It's really come along way
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  #358  
01-01-2012, 08:52 AM
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Seeing all that snowy wilderness become a mass of stonework really punches you in the face with the feeling of industrialism, doesn't it?
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  #359  
01-01-2012, 12:25 PM
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The irony is that, apart from spending much of my time in front of a computer and listing video games as my primary hobby, I'm sort of the hippy type IRL, (messy) dreadlocks and all - I studied an environmental Uni course, watch what I consume, heat my house with wood, and cycle everywhere. Yet in the artificial world of Minecraft, I'm destroying vast swathes of pristine wilderness to build a huge meat factory.

Anyway,
Announcement!
How many people are available on the 5th of January to film the boardroom scene? Let me know and I'll create a list.
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  #360  
01-01-2012, 01:50 PM
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Off topic, but isn't heating your house by burning wood a lot less environment friendly than say gas or something?
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