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Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods Go to Page: Previous  1, 2, 3 Next 
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Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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Okinesu wrote:
Lookin spiffy! Keep us updated. 


Sure will:



I've just gotta update the pathing for the new areas and I'll put it up for testing.

edit:
http://home.comcast.net/~zeldaguru/DM-Cicatrice_BETA3_3.19.06.zip

There are still some things I have yet to address (elevators are a prime example) but everything should be running properly. Something I noticed is that the fog is a little picky... it only looks good if you have "Fog Distance" to full (all the way to the right) Else it gets very foggy in the outside water areas... I had to do this for the ocean, so it fades out properly.

===============
this is tidu
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Okinesu

Dominating
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Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
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Oh, I'm really sorry Tidu! - I've been working really hard lately and haven't played any UT lately, so I kinda forgot ops: I'll test it after work tonight!

Disastrous Consequences
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Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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That's fine

http://home.comcast.net/~zeldaguru/DM-Cicatrice_BETA2_3.27.06.zip

is the new link, download that one instead.

9:13pm | It's the newest, with a few hallways expanded and such. 2.05mb

===============
this is tidu
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Okinesu

Dominating
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Joined: 12/19/2004 20:45:34
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Location: San Marcos, TX
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Muuuuuuuch better. I like the flow now, I can keep dodge-jumping and not have to worry about getting caught on thins. That water/blood/neon red thing is still there, but I'm used to it. The ocean texture repeats like a fool, but it's cool. You can totally see the edges, so that's a minus, but otherwise it's pretty good. I see the scary elevator has stayed.

Disastrous Consequences
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Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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Yes I still haven't fixed the elevator yet. What edges of the ocean can you see? The fog should hide it :p

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Okinesu

Dominating
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Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
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Needs music too, chief

[img=http://img85.imageshack.us/img85/6366/cicatrice7rx.th.jpg]

Disastrous Consequences
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Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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What fog settings are you using? I had my settings to the lowest (best performance) and the fog was REALLY close in that zone. So I set it to the furthest (I think tha'ts what it was in the editor) and it looked fine in that area you're in... I'll have another looksee. And yes I'll add in the music when I add the screenshots and stuff. Thanks for your help

EDIT:

Okay, I fixed it. I was using combinations of Zone Fog and Volume fog and it was all messy. So now everything is Zonefogged at the same length, and places, like the ocean areas that need closer fog have overriding volumes.

Download one of the final betas: (I'm feelin' it!)

http://home.comcast.net/~zeldaguru/DM-Cicatrice_BETA2_3.30.06.zip 2.07MB

Changes!

-Music added (KR-Sulphur)
-Fog fixed
-Some blocking volumes added to decoration areas (windows, etc)
-"dock" mesh added to the area near the Link gun... just for show
-Some sides of the exterior buildings were added to areas that shouldn't have been seen originally, but are seen now.
-a window added
-Elevators changed to another generic elevator Looks better though.
-Added NoRain volumes to the interior rooms I recently added

That's all I remember doing. have fun

===============
this is tidu
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Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
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Location: Hatboro, PA
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Not much to say, except Final Beta .

Map scaled 25%... the size is a lot more tolerable.

try it out and have a good time

http://home.comcast.net/~zeldaguru/DM-CicatriceBetaFinal.zip

===============
this is tidu
Thanks to KohanX for the avatar
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KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
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I haven't played it, but the blood effects look nice. Took me a second to realize what it was, but it's a nice touch anyway.
ck

Killing Spree

Joined: 01/20/2006 17:28:27
Messages: 48
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just played some. i really like it.
these are little things that got my attention, mostly subjective and not so important.

- there are some fps drops, around various areas (some of the outer parts or around the railtracks for example) i have an old gpu so i bet most ppl wouldnt recognize this. not so important. was still playable.
- bots that fell into water in some places couldn't get out (next to the wood bridge type of thing where you have to jump to get up, also the small pond with the barrel. ppl will figure them out but kinda hard to move around smoothly.
- there are are two places with blood in the water, one of them is smooth, one of them is "cornery" - you'll understand what i mean if you look at both from top.
- at one place the water connects with the skybox, however this is too obvious and looks funny. also there, you shoot a bio rifle and it will stick to the horizon which is 5 feet away. again not so important for the gameplay.
-i don't think this is small at all. in fact it's kinda big because there are so many corridors. i made 5vs5 DM with skilled bots and i could walk for 30 seconds without seeing anyone. i like the in-your-face action but maybe a little bigger open spaces would add a different level to gameplay. (maybe make the minigun area larger or stuff like that, without expanding the map) i realize this is a lot of work and so it's not really important.

i really like the graphical/art part though, openings, objects, marks etc around the walls. there aren't so many maps like that but it's always a good touch. very nice work : )
Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
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Location: Hatboro, PA
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Thanks for trying it out ck.

About the open spaces... I don't think I'd be able to make such a drastic change to the map at this point... Because I scaled the map, all of the BSP is off the grid, which doesn't allow for much change. And there is barely any empty room in the map's perimeter to expand into.. That's why I expanded outwards with the ocean areas and such (there were'nt there originally).

I see the "cornery" blood and decided to take it out. Looks a little silly anyway I left the other one in, though since it's in a more open area.

And the bio sticking to the wall: I added volumes to make projectiles disappear everywhere I could. Some of them don't work for some reason... I'll try to find the problem, but like you said, it's not too big of an issue.

Thanks again!

===============
this is tidu
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KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
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Is it only Bio-goo? A redeemer hitting five feet away sort of *does* impact gameplay .
Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
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Location: Hatboro, PA
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good point

edit: after playing it, almost everywhere I checked had limitation volumes that worked. The problem is that while blocking volumes don't block projectiles, they DO block deemers... so standing on the beach and shooting into the ocean will explode the deemer at the water's edge... I'm gonna try to fix that the best I can. Just hope Dru puts it on the server, or this work on preventing the deemer will seem kind of pointless

actually, nevermind. At the water's edge, I have blocking volumes so they player can't go into the water. behind the volumes I have limitation volumes that make the projectiles disappear instead of bouncing back. If I put limit volumes before the blocking to stop deemers... it'll block regular projectiles too.

I think I'm gonna release a regular version and an Invasion version. Remember that no-trans room that you made a few weeks ago? I want to put that in the invasion version (along with deemer-proof walls) but I couldn't get the playerstarts working properly. Would you happen to know what the following playerstart properties mean?:

bEnabled
bPrimaryStart

I would think primary start is ones that you spawn in when you join. I tried setting that to true on the starting room ones, and setting primarystart to false on regular ones, but it didn't work. Would these only be available in CTF or something?

So I'll release and invasion version with the starting room and redeemer walls (and maybe put a grenade launcher in there, more health, etc.) The current version is fine for DM, though since there are no redeemers on the map.

===============
this is tidu
Thanks to KohanX for the avatar
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Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
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Location: Hatboro, PA
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http://www.ataricommunity.com/forums/showthread.php?p=7577844&posted=1

released final. I'm going to test it out a little bit and see if it runs well on invasion with me and 19 bots... to see if it can be played on the server. If I think it would be worth it, then I'll add playerstart stuff and more weapons for an invasion version.

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ck

Killing Spree

Joined: 01/20/2006 17:28:27
Messages: 48
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congrats on the final, looks good, gameplay is nice. btw, everytime i play it i feel like it's getting bigger, definitely a big map, 2vs2 would be a push but 8vs8 would work just fine. of course, tight spaces in invasion is a whole different story, hope it works out when you try.

btw, i notied a lot of things (not bugs, just things) when i was playing, i could take screenshots and make one least review sort of thing, however it is the final version and you might not want to spend time on anything anymore, so i decided to ask you first, its gonna take me sometime too. if you want it, i'll do it. nothing big so no worries.
 
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