Mission Unaccomplished

Well I have bad news in that despite my absolute best efforts, I don’t think the next Civil Protection episode will be done in time for Halloween. I’ve been devoting all my free time to this and have neglected a lot of other things as a result, but it still hasn’t been fast enough. There are multiple reasons for this and I plan to go into detail about them after the episode is completed. It’s mainly dealing with engine bugs and a bit of a workflow nightmare.

While I probably will take a break on Halloween, I won’t let up on my pace any and plan to continue working on this until it’s done. I can’t predict how long the remaining music for the episode will take, but once I’ve done as much as I can on my end, I’ll resume work on Freeman’s Mind if everything else isn’t finished yet. Right now I currently hope to have all the filming done before this weekend. You can continue to monitor progress periodically in the progress chart in the upper right corner of the site. Once the “editing” bar is completely green, you can assume I’m working on Freeman’s Mind.

Anyway, my apologies to everyone who was looking forward to this for Halloween, I’m disappointed by this more than anyone. I’ve been doing everything I can to try and make this episode happen, but I didn’t want to wait until the last minute to tell people the results. The parts of the episode that are done are coming out very well I think. Also Craig (voice of Dave) told me that The Simpsons isn’t having their Halloween special until November either, so that makes me feel better about this. I imagine The Simpsons have more resources to work with than I do.

Short version: The episode will be late and I’ll resume work on Freeman’s Mind as soon it’s done.
General News

Soundtrack update

Since I made the last post I’ve received over a dozen offers from different composers, many of which sound very promising. I think the episode is going to turn out great with the current roster of people helping on the music end now. I kind of wish it didn’t have to be a competition for the lead slot of each scene, but maybe I can have some honorary mentions afterwards or something.

Anyway, I wanted to say that while I don’t know who will be composing what yet, based on the past work alone sent to me by composers, I think we’ll be covered for composing help. If you haven’t already contacted me, but are really keen on contributing, you can still email me and I’ll consider your music with the rest of the running, just don’t feel obligated now, I’m sure the episode will end up having great music.

EDIT:

In the interest of getting the episode done on time, I think I’m going to have to close the door for new composers emailing me, because I’m spending too much time on email and not enough getting the footage completed. I believe I’ve replied to everyone offering to compose music, so everything should be underway music-wise.
General News

Music composer(s) wanted

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EDIT:

Well I feel like an idiot, as one viewer pointed out, looks like Craig Kesicke updated his blog literally an hour before I made this post (his last update being in May), so he is still alive. For now, the offer still stands, since the no-reply thing this close to Halloween really alarmed me.

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ORIGINAL POST:

While work is progressing steadily on “The Tunnel” I have a new problem. Since Machinima.com generally isn’t happy about me using game soundtrack music anymore, composer Craig Kesicke was supposed to be creating music for this episode and has already created some that I plan to use. However, I haven’t heard back from him in a few weeks despite sending some follow-up emails, so I can only assume his rowdy past has caught up with him and he has been arrested by the local authorities.

While this time delay would normally be nothing to be concerned over, I’m trying to do everything in my power to get this episode done before Halloween. This means I want to allocate as much time as possible for composing music for the scenes as I finish filming them. I’m not done with the episode yet, but I have multiple scenes done that I need music for, so I’m opening up the doors for anyone who’s interested in composing music for this episode (and possible future ones). If you compose music and want to give this a shot, go ahead and email me at [email protected]. Some people have offered to compose music in the past. I plan to sift through my old emails and contact some of them, but don’t hesitate to take the initiative and email me again if you’ve contacted me about music before. For everyone else, I will want to hear a sample of your past music, even if it’s not the style I’m after for this episode.

Since I was originally planning to use soundtrack music, I’ll be putting together tracks I was considering as an audio reference for each scene along with a description of the kind of mood I’m after along with any details I can think of. I’ll want samples of music first before I send the footage to score the actual scene as a way of minimizing any unused work. Finally, be prepared for rejection. As a soundtrack freak, I can be picky about the kind of sound I want, also it’s possible someone may have got to me before you did. I generally don’t like creating a competitive atmosphere like this for people, but in this case, I really want to see this episode done in time and I think this might be the best approach. I do give feedback on anything I want revised or changed however, so there’s nothing saying you can’t keep trying again with different samples if I don’t like the initial ones. Also it’s very possible different composers may end up working on different scenes.

Thanks in advance to anyone who contributes. I unfortunately can’t afford to pay people what their music is probably worth, but I will of course give credit to everyone whose music gets used in the episode.
General News

Visual update

Hey people, I came up with a way to show you the status of the next episode without having to make a new post every time. Behold:

https://www.accursedfarms.com/images/News_Images/progress.png

This is a rough representation of how completed the episode is. I probably couldn’t have made something like this until recently, since there are hundreds of smaller elements involved with mapping, lighting, and animation. While I’ll be releasing it as an entire video (can’t promise on Youtube though), this one splits up relatively nicely into 3 different parts, so that’s how I’ve marked progress indicators on here.

I plan to update this image every few days until the episode is done. If you notice it moving slowly, that’s likely due to those last remaining red bars under “animation.” So you can just refresh the image if you’re wondering how things are coming along. It won’t be updated to the hour or anything, I recommend checking back every couple days if you’re dying to know what’s happening. I probably won’t have any new announcements until I’m much closer to done. Now you can see how close that is!

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Also a rant on the Source engine was linked to me today by one of the animators that I thought was worth pointing to:

http://www.planetphillip.com/posts/valve-you-should-be-ashamed-of-yourselves/

This guy appears on Podcast 17 and reviews all sorts of Half-Life mods. There are good points here. I have a LOT to say on this topic, but I’m going to wait until after the episode is done. While I am struggling with bugs daily, I’m also working with an older version of the SDK offline, so I’m only fighting with the bugs Valve added a couple years ago and never fixed, as opposed to the new ones they’ve currently added. From what I’ve gathered, if I had to use the SDK in its current state today, the episode might be impossible to finish. Good thing it’s not!
General News

Long and boring update

I’ve been meaning to give a minor update as I tackle one problem after another, however I realized that I don’t think I’ve ever given a total update of everything I’m doing when working on an episode. Judging from the comments, some people think they’re missing something when I don’t give an update all the time. You’re really not, but as proof, I’ve documented everything I can remember from yesterday. So here’s a sample for you of everything you missed, just yesterday:

--Finished animating as much as possible of an interior scene. Won’t be able to continue animating the rest the scene until after done filming up to a certain point as I need to see layout of where the physics props end up for continuity. Adjusted several more dynamic props that don’t match up with other scenes unintentionally for continuity purposes. Probably spent about an hour animating an investigation sequence for Dave, ended up scrapping it since it doesn’t look very good and there won’t be a lot of reason to keep the camera off Mike for that scene. Completed difficult sections of Mike investigating. Adding info_targets and syncing up with Faceposer for looking around the room was kind of a pain. Alternated between aiscripted_schedules and scripted_sequences for movement around the room. Ended up using aiscripted_schedules for beginning to navigate through doorway, but scripted_sequences afterwards, except only for movement and orientation, not animations. Still not sure if there’s any logic whatsoever as to what direction an npc will face after completing an aiscripted_schedule. Would be a helpful function that Alex could look into, though I doubt there’s much he can do, plus I already asked him about finding a way to implement custom movement animations into aiscripted_schedules. Not optimistic about that.

--Readjusted some env_physexplosion entities since their usage still looks slightly unnatural + timing is off. If I push the values too high, I risk getting sparks and dust clouds from friction, which doesn’t make sense for the subject matter. Don’t know how to eliminate the dust cloud, maybe the sparks use a .vmt I can hunt down and make transparent. I hate crap like this. May have to come back to tomorrow.

--Ryan deleted the online utility he made for creating soundscripts again. I don’t know why he spends time working on things only to delete everything he’s ever done periodically. Left him a message, but probably no chance of reaching him within the next 72+ hours. Emailed Alex about an offline utility so I don’t have to do it manually. Got lucky and reached him. Utility didn’t work due to runtime dependencies, I’ll look into it later, I’ve already made the soundscripts for the hardest parts remaining.

--Sent Alex some follow-up information on the map database project that could help future episodes go a little faster.

--Did a test shot for a potential slow motion sequence from Ben’s animation. Found out that for reasons unknown the engine is skipping some frames of the animation. Tried it again and it skipped even more frames. This is a major bug, Ben will work on smoothing out the animation and maybe increasing the source framerate, though I don’t know if that will make any difference. I’m somewhat worried about finding a solution to this, I might be able to record multiple shots and splice in individual frames if the location is random in the animation. At at least one point it isn’t. Was almost not bitter and angry about the source engine before this happened.

--Finished an outdoor transition scene, added aiscripted_sequences for citizens walking in background, adjust a lot of dynamic props and pathway of main character to look more natural. Decompiled some other maps to try and pull some good light values for the scene. Found some after about 15 VRAD compiles of the map. Took notably less time than I expected, not nearly as long as the last transition map I worked on. Scene’s a little dark, but it looks good.

--Ben’s animation isn’t done yet, but the end positioning is mostly final enough for me to get started on the next scene. Also need to tackle lighting for early map again since some bug is occurring between the episode 1 and 2 engine again. Can work on this stuff tomorrow and hopefully start filming. Still a little worried about lighting continuity, but I’ll see what happens. Really worried about the bug with Ben’s animation, but if I focus on that I’ll never finish.

--It’s looking more likely I’m going to have to do this animated texture myself afterall.

--Got some more emails, replied to Gareth, nothing else looks that urgent, I’ll catch up at some point, my “to reply” list is about 120 emails long at the moment.
 
So you can see for yourself how exciting working on an episode is and all the fun you’re missing out on when I don’t update. When you don’t get lots of updates, I’m basically sparing you from all this.
 
The short version:

I plan to finish up as many odds and ends as I can today and begin filming by tonight or tomorrow. The animation still isn’t done due to how some of the workflow is playing out, but if at any point I get to a point where I’m waiting on other content, I’ll resume work on Freeman’s Mind.
General News
Contact

The best way to contact me is via email. I only sometimes see Youtube and forum comments and I only use Twitter for quick announcements.

I'm happy for email from people and will try to answer questions, however I can often get overwhelmed by the volume of email I have and I often neglect it in favor of spending more time making videos. I DO read all email sent to me, but replies can often take a while. Please don't get offended by slow replies, even if it can sometimes take months. It's the only way I can have enough time to keep making more videos. If it's something time-sensitive, it may help to put that in the title. Alternately, if it's been a LONG time and you're waiting on a reply, it's okay to send me another message to remind me.

I probably won't reply to emails that are only reports of news or requests for Ross's Game Dungeon due to limited time. There is about 0.1% chance your email will be considered spam by Gmail and I'll miss it. As flawed as the process is for me, email is still the best way to ensure I'll see what you have to say. Also, be sure to check the FAQ!

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