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Old 03-27-2004, 06:55 AM   #1
Michele
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Default Deleted Scenes .fgd

Hy, i've buy Condition Zero, and played the Deleted Scenes, that is the part i like, because i don't like multiplayer.
I wonder if Ritual can release a .fgd for creating custom Deleted Scenes-like missions or mod based on CZ.
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Old 03-27-2004, 03:02 PM   #2
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Default Re: Deleted Scenes .fgd

Well, we haven't worked on the game for about a year. I'm sure a lot has changed. We don't have the latest files that people can use for creating mods. Valve has the latest.
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Old 03-28-2004, 05:34 PM   #3
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Default Re: Deleted Scenes .fgd

It's really a shame that it's called "Deleted Scenes".
In my opinion Ritual has done a very good job and tried to get out the maximum of the Quake1/HL technology. The level design is very well done, like in former games. In some parts you have a Sin-ful feeling [img]/forums/images/graemlins/wink.gif[/img]
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Old 03-28-2004, 07:30 PM   #4
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Default Re: Deleted Scenes .fgd

yeah i bet if they had more time to work on the AI in deleted scenes it would be sweet
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Old 03-29-2004, 03:35 AM   #5
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Default Re: Deleted Scenes .fgd

Quote:
Well, we haven't worked on the game for about a year. I'm sure a lot has changed. We don't have the latest files that people can use for creating mods. Valve has the latest.
So you're say that Turtle Rock has put the hands also on the Deleted Scenes?
Anyway, i've started mapping for CZ-DS. My idea is to make a mod (or a set of maps) that use weapons, enemies and special tools from DS. But im thinking of a Swat 3 - like gameplay (one or two shot can kill you, and the same thing you can do with enemies), and with a story behind it, similar to the one seen in the tv series 24, with Keifer Sutherland.
For now i have made a new Counter Terrorist Unit, that has a look similar to the main hall of the CT Training.
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Old 03-29-2004, 12:51 PM   #6
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Default Re: Deleted Scenes .fgd

NO, that is NOT what I am saying. I haven't played the game yet since it went gold. I only said a lot has probably changed because it was a year ago that we finished working on it. That is all. Does that make sense?
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Old 03-30-2004, 03:16 AM   #7
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Default Re: Deleted Scenes .fgd

Quote:
NO, that is NOT what I am saying. I haven't played the game yet since it went gold. I only said a lot has probably changed because it was a year ago that we finished working on it. That is all. Does that make sense?
Oh, sorry, sorry; i don't understanded right. [img]/forums/images/graemlins/confused.gif[/img]
I don't wont to make angry no one...
I hope Valve will release something to start with editing. The Deleted scenes are the only thing that i like in CZ, and like me thousand of people.
I'm wondering if Ritual has used a external script method (like SIN) for the entities or a pure in-editor sisthem, like standard sp for Half-life?
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Old 03-30-2004, 12:54 PM   #8
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Default Re: Deleted Scenes .fgd

We did use a script language, see if you can find .seq files. If you are familar with scripting in general, you should have a look through all 10 or however many .seq files there are and I'm sure you can learn a lot about how they work.
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Old 03-29-2004, 05:24 PM   #9
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Default Re: Deleted Scenes .fgd

The level design work that Ritual did for Condition Zero was all done using Ritual's in-house version of Radiant as opposed to Valve's Hammer editor (we all had years of experience with radiant and little or no exposure to worldcraft/hammer so it made more sense to get radiant working properly). Last I knew an fgd for the 'deleted scenes' didn't exist. If one were to get ahold of the Condition Zero entites.def file that was used a working fgd could be put together for use with the hammer editor.
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Old 04-09-2004, 07:04 AM   #10
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Default Re: Deleted Scenes .fgd

Umm...sorry for sounding like a complete arse...but what does an fgd file actually do?

Cheers for now

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Old 04-09-2004, 10:01 AM   #11
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Default Re: Deleted Scenes .fgd

The .fgd is the file that need to be used in hammer, every "big" (CS, Day of Defeat, Opposing Force, Blue Shift...) mod has his own .fgd. An .fgd contain specific data for the mod or game, for example, in the CS .fgd there are specific entities for hostag, hostage zones, bomb plant/defuse zones....; those entities does not exist in Day of Defeat.
If you use Radiant, the .fgd is the same thing of the .def file, but for Hammer
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Old 04-09-2004, 10:21 AM   #12
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Default Re: Deleted Scenes .fgd

Ah right..thanks. Not used any of those before. I think I will stick with just playing around with text files :-)

Cheers for now
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Old 04-09-2004, 03:41 PM   #13
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Default Re: Deleted Scenes .fgd

Known problems: some monster terrorist entities dont load right because the entity name exceeds the 32 chr max [img]/forums/images/graemlins/frown.gif[/img]
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Old 04-09-2004, 04:00 PM   #14
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Default Re: Deleted Scenes .fgd

Join my update mailing list!
it seems necessary since Ill be doin alotta work on it and I dont wanna post it all in here [img]/forums/images/graemlins/smirk.gif[/img]
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Old 04-13-2004, 06:51 AM   #15
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Default Re: Deleted Scenes .fgd

cool some one made it before i was even half way [img]/forums/images/graemlins/laugh.gif[/img]. by the way i extracted a full list of entitys in cz i will send it to you when i get home
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Old 04-17-2004, 11:04 AM   #16
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Default Re: Deleted Scenes .fgd

heres the full list of entitys that CZ-deleted suports
entity list
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Old 04-17-2004, 12:28 PM   #17
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Default Re: Deleted Scenes .fgd

Maybe someone that has experience in use can say how some of the new entities work (i'm not talking about npc and weapons). Anyway, great work, both Nobody and Aaron.
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Old 04-19-2004, 01:18 AM   #18
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Default Re: Deleted Scenes .fgd

trigger_changekeyvalue - this can be really helpful in saving entities due to half-lifes crappy max entity limit. basically it works like this...

targetname => name of trigger entity
target => name of entity you want to change

now, here's where it gets a bit tricky. you enter valid key/value pairs and it re-assigns these values to the entity listed as the 'target'. the only thing you can *not* change is rendering-related values like what skin an npc uses, or what weapon he carries.


trigger_sequence - this one's pretty obvious. give it a targetname, and then assign it a sequence file to use, like so...

sequence_id => looping_stoplight


all the monster entities are pretty straightforward. place one, it's the listed monster with the listed weapon.

unless things changed drastically, the trigger_zipline was buggy as all hell, easily broken in-game, and could only point in one particular diraction in world-space.

trigger_killtarget does just that... kills a target outright, regardless of health and armor.

the trigger_usetool is for the new 'gadgets' like the radio and fibercam.

toolset => what item it requires. these are standard quake/hl numerical values (1, 2, 4, etc). not sure what each one is; experimentation should work out alright as they put a hud indicator on-screen when inside the trigger volume.

toolname => treat it like a targetname, what is activiated when the tool is used.

target => entity to activate when entering the trigger volume.
targetname => name of trigger entity

i'm pretty sure it also has the standard brush-based trigger spawnflags.

Item_generic - used for misc. modeled geometry in the world.

model => path and name of .mdl file (ex. models/props/trash.mdl)

that's most of the important stuff. i can try and answer any other questions that might pop up. hopefully somebody else can help fill in the blanks as well.
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Old 04-19-2004, 12:56 PM   #19
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Default Re: Deleted Scenes .fgd

Ok,i've learned how work most of the entities described by Kanaeda (trigger_usetool, item_generic).

What i don't understand what is are for example:
(referring to the list made by NoBody)

-Bodyque
-The diffrence beetween env_snow/env_rain and func_snow/func_rain
-cycler_prdroid
-node_viewer
-node_viewer_fly/human/large....
-testhull
-trigger_incognito (maybe something like trigger_stealth?)
-trigger_hud
entities easy to know what is, but how does work?
-env_randomweather
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