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Previous thread. (I haven't read all the way through yet, Furt just pointed out that I'd missed it.) - Defenses
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< JumpnSpin> I do idle in ##c++ on freenode... not sure why... all the questions asked there are below my level =/
< Dvusyqyb> Do you ever help people?
< Dvusyqyb> Of course you don't.
< Dvusyqyb> Nevermind.
Last I checked, that means I AM GOING TO LEAD. I am asking for ideas because I want to make something robust and useful, not because I want someone to step up and do it themselves. Read, think, reread, THEN post a reply, please.I am going to make a new tutorial
< JumpnSpin> I do idle in ##c++ on freenode... not sure why... all the questions asked there are below my level =/
< Dvusyqyb> Do you ever help people?
< Dvusyqyb> Of course you don't.
< Dvusyqyb> Nevermind.
Yet. I've got plenty of spare time and enough motivation to see this through. Still a daunting task, but I'm confidant that it's do-able.No one has got past more than forming ideas and playing around a bit.
Story/info balance is a tricky issue. I don't completely remember the HL2 hints, to be honest, but the first thing that comes to mind is the current system for orders (voice w/ text) with the second, non-dys-specific, text system for providing hints like which keys to press. I believe that it would be possible to steal the keys from the user's keymap that way as well.Also, UC wants it to have story. I think you might be able to make it more effective by just not worrying about story, and throwing something on top afterwards (digital simulation, whatever). Telling people what keys to press is important, and you can't do story if someone is telling you to press keys. I would recommend hints just like HL2, which are supported, but no one has used. But if you do that then UC may not want it.
Helper 1 (Handler): Spawn
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I'll be your handler tonight. Your
file says you just joined Realitek.
Welcome aboard the team. Head down
the hallway and we'll get started.
Helper 1 (Voice):
Good evening, newbie, I'll be your handler tonight. According to your file, you just joined Realitek. Let me be the first to welcome you to Realitek, Artificial Intelligence Recovery Services. Head down the pipe and we'll get started.
Helper 2 (Handler): Below ledge in room 2
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Time to stretch your legs. Use your
legboosters to jump up and grab hold
of that ledge, then pull yourself up.
Helper 2 (Voice):
Time to stretch your legs, newbie. Good thing I spawned you with legboosters. Rev them up to get flying, and pull yourself up.
Helper 2 (Message):
Hold <legbooster sprint> and <jump> to charge, and release to jump high.
Helper 3 (Handler): On ledge in room 2
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Good job. You're getting used to
those implants quickly. Go over to
the door and press the button.
Helper 3 (Voice):
You like that, huh? Well, good job. You're getting used to those implants quickly. The next step is nice and easy. Just go press that button by the door
and you can advance.
Helper 4 (Handler): Passing 'door1'
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This place is home to the original AI
made by DataTrust. It's old and
buggy, but they want it back.
Nostalgia, no doubt.
Helper 4 (Voice):
This place is home to the original AI made by DataTrust for their DataSpheres. "The Queen", as they call it, is old and buggy, but they want it back.
Nostalgia, no doubt. I'd love to get my hands on a copy of her source, just to try to debug her myself.
Helper 5 (Handler): Entering lobby. (DESIGN NOTE: DataTrust logo on the floor, embedded in unbreakable glass.)
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Good old Alpha Site. I used to work
here, before DataTrust downsized the
AI team. Good memories. The AI
service point is on the bottom floor.
Helper 5 (Voice):
Good old Alpha Site. I used to work here, before DataTrust downsized the AI division. A lot of us techs worked on The Queen, back in the day. Good
memories, but I digress. The AI service point is on the bottom floor. Take the elevators, they always were quite fast.
Helper 6 (Handler): Outside the elevator.
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Sorry, buddy, I forgot that they
would probably be offline. Just use
the Jack-in Point next to
the doors to reactivate it.
Helper 6 (Voice):
Sorry, buddy, I forgot that the elevators would probably be offline. Just use the Jack-in Point next to the doors to reactivate it. It's easy, I'll walk
you through it.
Helper 6 (Message):
Press <use> to access the Jack-in Point.
Helper 7 (Handler): Cyberspace spawn room 1.
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This is cyberspace. Your body is
still in the real world, but your
deck renders it in a way that you can
understand. Go on through the hole.
Helper 7 (Voice):
This is cyberspace. Your body is still in the real world, but your cyberdeck implant renders the computer's internal structure in a way that your mind can
understand, drawing energy the entire time it's active. Every system is different, so if you're going to navigate the same one often, it's worth it to use
some of your spare time to get familiar with the architecture. Go on and go through the hole in the wall ahead.
Helper 8 (Handler): Outside cyberspace spawn room 1.
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Cyberspace can be hard to learn. In
cyberspace, gravity is determined by
the computer, and the standard is
to have very low gravity in tubes.
Helper 8 (Voice):
Navigating in cyberspace can be tough to learn. In cyberspace, gravity, or the perceived faxcimilie to gravity, is dependant on the computer's architecture,
and the standard is to have the gravity very low in tubes like this.
Helper 9 (Handler): Inside cyberspace objective room 1.
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This is a very basic cyberspace room.
It's got a floor, 4 walls, a celing,
and another room inside it. Run up
to the other room.
Helper 9 (Voice):
This is a very basic cyberspace room. It's got a floor, 4 walls, a celing, and another room inside it. The floor is white for a reason, but we'll get to
that later. Run up to the red binary part of the wall on the other room.
Helper 10 (Handler): Outside cyberspace objective subroom 1.
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This is an ICE, and it needs to be
disrupted or broken before you can
pass it. Use either Wedge or ICE
Breaker to get through.
Helper 10 (Voice):
This is an ICE, and to get past it, you need to either disrupt it with Wedge, or break it with ICE Breaker. You can use either one for this, but it's worth
noting that while Wedge is faster, the ICE will come back up in about 5 seconds. Though for this, it doesn't matter, because once you're through, you don't
need to go back.
Helper 11 (Handler): Inside cyberspace objective subroom 1.
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Now press the button, just like you
did to open the first door.
Helper 11 (Voice):
Now press the button, just like you did to open the first door. Sometimes there will be security on it which you will have to crack, but we'll get to that
when you access the AI service point.
Helper 12 (Handler): Inside cyberspace objective subroom 1.
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Now deck out and get to the elevator.
Helper 12 (Voice):
Congratulations, you can now call yourself a decker. Deck out and get to the elevator, I'm getting anxious to get this over with.
Helper 13 (Handler): Inside elevator.
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In case you aren't up to date on your
terminology, I'll give you a quick
walkthrough. Jack-in points are
commonly called JIPs.
Helper 13 (Voice):
In case you aren't up to date on your teminology, I'll give you a quick walkthrough. Most commonly of these is the JIP. JIP is short for Jack-in Point, the
thing you just used to reactivate the elevator. You'll find these all over, as since the invention of the cyberdeck, nobody wants to use the oldschool input
methods such as a mouse and keyboard for any hard work, though it's still more convenient to use them for simple things such as controlling your music
player.
Helper 14 (Handler): After 13 finishes.
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Your other implants are mediplant
and a superconducting capacitor.
Mediplant simply restores health,
and the capacitor gives more energy.
Helper 14 (Voice):
Your other implants are legboosters, which you already used, a mediplant, and a superconducting capacitor. The mediplant is a wonderful piece of technology
which restores not only your health, but that of friendlies around you. The superconducting capacitor gives you an aditional 25 energy, so rather than
having 50, you have 75, which is an aditional 15 health or aditional time in cyberspace.
Helper 15 (Handler): Outside AI service point.
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Here it is, the AI service point.
Use the JIP to gain shut down the
turrets guarding the server room and
to unlock the door.
Helper 15 (Voice):
Here it is, the AI service point. Use the JIP in the next room to shut down the turrets guarding the server room and to unlock the door.
Helper 16 (Handler): Cyberspace spawn room 2.
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Same thing as last time, just follow
the tube to the room and I'll guide
you from there.
Helper 16 (Voice):
It's the same thing as last time, just follow the tube to the room and I'll guide you from there.
Helper 17 (Handler): Inside cyberspace objective room 2. (DESIGN NOTE: Single path up the wall to the ceiling, to the objective subroom)
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This one is tricker than the last,
but it's a perfect example of gravity
binding and multi-function panels.
Follow the white lines on the floor.
Helper 17 (Voice):
This one is a bit trickier than the last one, but it's a perfet example of the gravity binding and multi-function panels. Follow the white lines on the
floor to walk on the wall.
Helper 18 (Handler): Inside cyberspace objective room 2, after moving up the wall.
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Neat, huh? Any time you see white
tracks in cyberspace, you can touch
them and 'gravity' will pull you to
that wall.
Helper 18 (Voice):
Neat, huh? Any time you see those white tracks in cyberspace, you can touch them and gravity will pull you to that wall. If you jump in cyberspace, you
move faster, and if you jump and launch your projectile, you will fly farther and faster than by running or jumping alone.
Helper 18 (Message):
Press <aux fire> to launch your projectile.
Helper 19 (Handler): Outside cyberspace objective subroom 2.
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This time there are countermeasures,
so use a (scan name) to remove the
Green ICE, followed by Wedge to get
through.
Helper 19 (Voice):
This time there are countermeasures, so use a (scan name) to remove the Green ICE, followed by Wedge to get through. If you run into a Green ICE, or if you
ICE Breaker it, you'll be decked out, and it will have the same effect as an Electro-Magnetic Pulse, disabling all your implants for a short time.
Helper 20 (Handler): Inside cyberspace objective subroom 2.
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This panel has been encrypted, so use
your (decryption) to break through
it. Once it's disabled, be sure to
press both buttons.
Helper 20 (Voice):
This panel has been encrypted, so use your (decryption) to break through it. Once it's disabled, be sure to press both buttons, or you'll either get locked
out or be shreaded to pieces by the turrets.
Helper 21 (Handler): Inside AI service station.
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This is the place. Get to the JIP
and download the AI. I'll leave you
to figure this one out on your own.
Helper 21 (Voice):
This is the place. Get to the JIP and download the AI. I'll leave you to figure this one out on your own. Remember, watch out for countermeasures in
cyberspace.
Helper 22 (Handler): Inside AI service station. (DESIGN NOTE: Alternate path leads to load point, next map has no helpers, and thus no helper file.)
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Great job, I knew you were the one to
trust. Automated security ... door
you opened, so ... another way out.
Static ... heavy, ... on your own.
Helper 22 (Voice):
Great job, I knew you were the newbie we could trust. The automated security (static, 'just locked the') door you opened, so (static 'you'll have to find')
another way out. Static (static, 'is getting pretty') heavy now, (static, 'so you're') on your own. (Static, 'good') luck.
no lolAlso, set default light detail level to 64, not 16 or whatever it is from install.
You know, I thought the same thing, then I realized that it'd be WAAAAAAAY too much fun for you wonderful testers of mine to move them on the first releaseAlso, you should eventually change the order of those thermal turrets. There's enough of them right at the elevator exit so that if you were to pop around the corner, you'd get insta killed![]()
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