[!] Pumo Mines Recruiting

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[!] Pumo Mines Recruiting

Postby Pumo » Sun May 29, 2011 8:00 am

~ Pumo Mines development team recruiting ~
______________________________________________

OK, after some thoughts, I came to the conclussion that due to my every-day agenda and real life work and stuff, I definitely need a team to be able to complete my beloved project, Pumo Mines : Kartsal Motivation. :)

--

So, much like Darkflamewolf's idea on TEW (and in fact, borrowing this idea from her) I decided to make a public announcement to assemble an official PM team to work on the mission and to accelerate the process of developing. ;)

As many already know, most of the mod part (robots, weapons, all the music & stuff) is already done by me, as well as several levels (1 -> 3, big part of level 4, some of level 7, etc.).

--

Frustikus is helping making the extra (light, heavy) ships, while Blarget is making some extra models for use in-game as well as on movies, and stuff like that.

Weyrman is as for now my official briefing text reviser.

Of course Diedel (karx11erx) has also helped with some details and touch-ups on levels and his support and features on D2X-XL.

-

So what I need now is a level-making staff.

-

If anyone is interested plase reply to this topic so I can organize the team and the level work and specifications (like level types, texture schemes if needed, and which levels I will still make, etc.)

I'm eagerly awating for your responses.
If anyone of you here is available to work on PM you will be an official Pumo Mines team member! :D

(Of course, all the ppl that works on PM will have proper credit). ;)
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
OS: Windows 10 64-bits
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Re: [!] Pumo Mines Recruiting

Postby blarget# » Mon May 30, 2011 1:01 pm

I could help in the mapping side. I have dos-box up and running in devil right, and have actually been working on some map projects myself.
If you want, i can make parts of maps.
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Re: [!] Pumo Mines Recruiting

Postby karx11erx » Mon May 30, 2011 1:28 pm

You cannot use devil for this project since the goal is to build D2X-XL levels.
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Re: [!] Pumo Mines Recruiting

Postby Pumo » Mon May 30, 2011 6:33 pm

Well, I use Devil to make Pumo Mines levels so that's not a problem. At the end I will assemble the levels even if they are standard vanilla ones on DLE-XP to add XL features, including triggers, effects, lighting, etc (that's how I'm making Pumo Mines :P ).

Anyway, my main goal is to get level structures.

So if you (Blarget) got finally running Devil on DosBox, you would be certainly an excellent help for the project ! :clap:

Alter-Fox may also help me according to what he said, so after coordinating a bit with both (Blarget and Alter) I will give the level design specs.
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
OS: Windows 10 64-bits
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Re: [!] Pumo Mines Recruiting

Postby karx11erx » Mon May 30, 2011 6:44 pm

Yeah, just building structure is of course possible with DEVIL, too.
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Re: [!] Pumo Mines Recruiting

Postby blarget# » Mon May 30, 2011 9:25 pm

well anyways. I plan on making map sections were pumo can attach together (or full maps if pumo wishes). I will also be hand lighting the maps i make in case of pumo's decision later on to port the level set for rebirth. I will also end up doing other tasks that pumo sets for me (such as making models for cut scenes).
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Re: [!] Pumo Mines Recruiting

Postby Alter-Fox » Tue May 31, 2011 3:22 pm

I definitely would like to contribute some level structures since I have the opportunity and everything. I'm working on a normal D2 level for a personal mission project right now (I'm planning a standard D2 version of the mission and a D2X-XL version with some extra features [hub worlds anyone?] and extra 'action levels' as well [bigger ones] - kind of like lost levels D1 versus D2).
The difference is I'm building the vanilla edition first.

@Pumo: Could you send me the information about the levels and what you want (and whatever else) now? Or as soon as you have it ready. That way I can start on it as soon as I have time.

And on the topic of level editors...
I like DLE-XP...
For me that's the most intuitive interface (no matter what anyone else says about DMB2), and the easiest one to setup - I never managed to get Devil to run.
And of course now I'm so used to DLE-XP that I probably couldn't use Devil if I did get it to work :P.
Then there's the matter of D2X-XL levels and Vertigo robots.
And of course, being free, unlike DMB2, is a nice touch too.

I have no problem getting vanilla D1 or D2 levels made with DLE-XP to work with non-XL descent versions either. IIRC the levels I made even work with the DOS versions - though the ogg music doesn't :P.

Just thought I'd randomly throw that in here.
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=========================================================
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Re: [!] Pumo Mines Recruiting

Postby Pumo » Tue May 31, 2011 9:41 pm

Well, i've just created a Pumo Mines development group on Steam (an idea of Blarget), here: http://steamcommunity.com/groups/pm-development

But it's not a public group, so you need inivitation to enter. I already sent you your invitation Alter, so we can discuss how to make the levels on there. :)

Also sent the invitation to Blarg, and as soon as Weyrman confirms me as friend on Steam, will invite him also.

Now what I can't remember is Frustikus steam name. :?
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
OS: Windows 10 64-bits
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Re: [!] Pumo Mines Recruiting

Postby Frustikus » Tue May 31, 2011 11:24 pm

Hi Pumo,

my Steam name ? Ha ! Guess ! :P
Maybe Frustikus ? Good !

:mrgreen: okay, to be honest, I use two names:
[SoJus8] 08/15 (my name the time I played CS and FLF very often)
and
Frustikus, which is the steam account I use now.
Intel Q9550 (E0) @ 3420 MHz and standard voltage with Sonic Tower Rev.2, Geforce GTX 260 (896 MB), Asus P5Q Deluxe, 6 GB GSkill DDR2-1066, 2x500 GB Seagate @ Raid 0, Soundblaster XFi, Sharkoon Rebel12 Case, Teufel Concept Magnum 5:1, Samsung 2494 SW , Genius Navigator 535, Logitech Wingman FF, Windows 7 Ultimate 64 bit
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Re: [!] Pumo Mines Recruiting

Postby Pumo » Wed Jun 01, 2011 12:37 am

Weird, I've searched for Frustikus and didn't get any results on Steam, while I DID get results for [SoJus8] 08/15. :clue:

Why I can't find user 'Frustikus' on Steam? :?:
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
OS: Windows 10 64-bits
Frustikus
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Re: [!] Pumo Mines Recruiting

Postby Frustikus » Wed Jun 01, 2011 5:54 am

Hi Pumo,

don´t know. But that is not really a problem. Give me your steam-id and I will search for it.
Intel Q9550 (E0) @ 3420 MHz and standard voltage with Sonic Tower Rev.2, Geforce GTX 260 (896 MB), Asus P5Q Deluxe, 6 GB GSkill DDR2-1066, 2x500 GB Seagate @ Raid 0, Soundblaster XFi, Sharkoon Rebel12 Case, Teufel Concept Magnum 5:1, Samsung 2494 SW , Genius Navigator 535, Logitech Wingman FF, Windows 7 Ultimate 64 bit
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Re: [!] Pumo Mines Recruiting

Postby Pumo » Wed Jun 01, 2011 6:19 am

NP. I'm Pumo also on steam.

http://steamcommunity.com/id/pumo/
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
OS: Windows 10 64-bits
Frustikus
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Re: [!] Pumo Mines Recruiting

Postby Frustikus » Wed Jun 01, 2011 6:50 am

THX Pumo,

I will search for it this evening.
Btw.: No progress on the heavy fighter. I made some changes to the shape to implement the basic weapons better, but I am not really satisfied with the result. And I hadn´t much time for it too, but I am sure I will find some time for both models (HH and heavy fighter for PM) in July and August.
Image

Comments welcome.
Intel Q9550 (E0) @ 3420 MHz and standard voltage with Sonic Tower Rev.2, Geforce GTX 260 (896 MB), Asus P5Q Deluxe, 6 GB GSkill DDR2-1066, 2x500 GB Seagate @ Raid 0, Soundblaster XFi, Sharkoon Rebel12 Case, Teufel Concept Magnum 5:1, Samsung 2494 SW , Genius Navigator 535, Logitech Wingman FF, Windows 7 Ultimate 64 bit
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Pumo
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Re: [!] Pumo Mines Recruiting

Postby Pumo » Wed Jun 01, 2011 7:29 am

I like very much the concept of the basic weapons, but I agree it needs something more, as that part looks a bit flat.
Maybe some carved indent between the weapons and the rest of the ship hull, on the top part?
(I don't have too much ideas right now to be honest and don't know if I explained it well. :P )

Anyway, as soon as you add me as a friend on Steam, I will invite you to the new PM Development group so you can be a part of it. :)
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
OS: Windows 10 64-bits
Frustikus
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Posts: 778
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Re: [!] Pumo Mines Recruiting

Postby Frustikus » Wed Jun 01, 2011 8:14 am

Hi Pumo,

with the first model, the basic weapons were actually higher. I have moved them slightly down, because the shape looked just too unusual and somehow strange. I tried a connection of the top of the weapons body to the fuselage then .... but that disturbes the lines of the ship (front to rear). The ship lost its aggressive "look".
I have to do some more experiments with the shape.
It sounds easy to put the weapons onto the top of the wings.... but it is difficult to create a "good looking" D2 heavy fighter with that main concept.
Anyway. It is possible and because of that we will find a solution.
Just paint your ideas on a print of the last picture. Pictures are much better than long descriptions of your ideas.
Intel Q9550 (E0) @ 3420 MHz and standard voltage with Sonic Tower Rev.2, Geforce GTX 260 (896 MB), Asus P5Q Deluxe, 6 GB GSkill DDR2-1066, 2x500 GB Seagate @ Raid 0, Soundblaster XFi, Sharkoon Rebel12 Case, Teufel Concept Magnum 5:1, Samsung 2494 SW , Genius Navigator 535, Logitech Wingman FF, Windows 7 Ultimate 64 bit

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