DM-CMC-Lords_Of_TheVoid (CMC) '17 (Contest Version)

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Re: DM-CMC-Lords_Of_TheVoid (CMC) '17

Postby XaNKoNII » Wed Oct 11, 2017 2:12 am

SilverSound wrote:Really makes ya wish there were surface dependent step sounds. (at one point thought UT had that)

nogardilaref wrote:It would work on multiplayer, but only client-side as you mentioned, since it would be indeed texture based, with decals to be able to detect the texture itself.

ACE wouldn't be a problem. While it's true it would kick everyone due to a mod like this, its package can be added to UPackages iirc, so ACE would instead validate the package itself and allow all the client functions to be called.


Its a detail that really helps to give a feel of imersion. Some post Unreal games and graphic engines of roughly the same era 1999´s and 2000´s already used that idea. Half life used it and was released in the same year (I believe it was a month or 2 sooner actually)
But as far as it goes, i think its an overall engine fault and making it work on client-side or multiplayer isn´t that much of a vilable option. Unless we are talking about a costum game type that involves everyone that uses it to share the same package files.


JackGriffin wrote:
XaNKoNII wrote:It´s on the verge of exploding and despite some interest that i´ve seen, i don´t think i´ll score much in the contest.
BUT, i couldn´t be prouder of my work :loool:

Dude, it's obvious you worked quite hard on this, don't sell yourself short. I've played easily a thousand maps over the years and you can hold your head high when your map is called up to be presented for judging. I'm quite impressed.

Thanks man it really helps hearing words like that :D
But i must say i´m not seling myself short. For some time now i´ve been studying and watching Single Player Level Design formats, preparing to start practising it (already started). But i really feel that i wasn´t prepared for this, Multiplayer format works only similar to SP´s arena fights but the diference is that is a constant loop of movements and dances based on dynamic objectives that change, and i simply have no idea what i´m doing in that wise :loool:
So yeah i might score in terms or Arquitecture and Originality but I dont think these alone will make it a good map :lol2:
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Re: DM-CMC-Lords_Of_TheVoid (CMC) '17

Postby nogardilaref » Wed Oct 11, 2017 12:17 pm

Epic actually intended to implement step sounds, proven by the fact that textures have those properties in them, and they're simply not working.
So a mod like this would be actually rather easy to do, and it would work very well as long decals are enabled.

It would of course need custom textures to be created, either this meant to simply copy over the textures from default packages or creating entirely new ones.
But even if those properties did not exist, it would still be possible to create step sounds, even with existing textures. I remember to see a mod which did exactly this at one point, although the author never made it to work online, although it was possible to do so.
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Re: DM-CMC-Lords_Of_TheVoid (CMC) '17

Postby JackGriffin » Wed Oct 11, 2017 2:04 pm

XaNKoNII wrote:For some time now i´ve been studying and watching Single Player Level Design formats, preparing to start practising it (already started). But i really feel that i wasn´t prepared for this, Multiplayer format works only similar to SP´s arena fights but the diference is that is a constant loop of movements and dances based on dynamic objectives that change, and i simply have no idea what i´m doing in that wise :loool:

Don't worry about it, you aren't alone. Our map is DM but clearly is easily enjoyed as a single player-type experience.
Relocating to Cherno.... Friendly! Friendly! <BLAM BLAM>....grrrr....
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Re: DM-CMC-Lords_Of_TheVoid (CMC) '17

Postby XaNKoNII » Thu Oct 12, 2017 3:49 am

The screenshot is not working at the moment (will be fixed in the final file).

I really need help because i think i noticed that the light acts very very diferent depending on the 3D driver used, I use Dx9 and it looks exactly like the Editor´s softwear rendering. But when i was testing for files needed on a Vanila UT I have instaled, it looked like the color and the brightness was all gone, Will this happen to everyone else? :noidea
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Re: DM-CMC-Lords_Of_TheVoid (CMC) '17

Postby EvilGrins » Thu Oct 12, 2017 6:01 am

Solid map, I enjoyed it.
· The music "Void" doesn't seem much different than another staple UT-music.
· Redeemer spot, seems no way to get there without dying. It's in The Void.
· Selection pic doesn't work. Really needs to be named "Screenshot" or nothing shows up.
· Flying into The Void in spectator mode will mess you up! Not a complaint, but it's an interesting aspect.
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zClip0001.png
Shot0025.png
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: DM-CMC-Lords_Of_TheVoid (CMC) '17

Postby OjitroC » Thu Oct 12, 2017 11:15 am

Yes, nice map - lighting looks fine to me. Usual problem of the arrow packs falling out of the world though.

EvilGrins wrote: · Redeemer spot, seems no way to get there without dying. It's in The Void.

Looks like that is deliberate, it's a Vacuum Zone - notice it's The Void not the void - nice idea as the map takes its name from The Void. Once you know about it, it will only 'trap' the bots in future.
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Re: DM-CMC-Lords_Of_TheVoid (CMC) '17

Postby XaNKoNII » Thu Oct 12, 2017 11:08 pm

EvilGrins wrote:Solid map, I enjoyed it.
· The music "Void" doesn't seem much different than another staple UT-music.
· Redeemer spot, seems no way to get there without dying. It's in The Void.
· Selection pic doesn't work. Really needs to be named "Screenshot" or nothing shows up.
· Flying into The Void in spectator mode will mess you up! Not a complaint, but it's an interesting aspect.


Thanks :D and I´m glad it was actually playable, let alone enjoyable :ironic:
Also the screenshot helped me with the doubts I was having about the lighting.

1- Well i probably should have put more enphasys that it was just a simple mixed version of Colossus
2- Fixed. There was a way, you had to jump as I put a pushing effect in the void area, too be honest I wasn´t sure about that to begin with and there were no visual cues that there was a pushing.
3-Fixed
4- It wasn´t intended but i left it as it was because i thought it was kinda cool

OjitroC wrote:Yes, nice map - lighting looks fine to me. Usual problem of the arrow packs falling out of the world though.

Thanks, glad you liked it :D
also thanks for the lighting feed back :highfive:
Just to be sure, you are refering to the Arrow packs from the Chaos mod right? :|

OjitroC wrote:
EvilGrins wrote: · Redeemer spot, seems no way to get there without dying. It's in The Void.

Looks like that is deliberate, it's a Vacuum Zone - notice it's The Void not the void - nice idea as the map takes its name from The Void. Once you know about it, it will only 'trap' the bots in future.


Well it kinda was, and wasn´t... :roll: This area was a major pain in the ass because i was so focused on the design that i left the gameplay compeletely aside , :idea2: so I have this great looking cenario towards space but was actually thinking about putting barriers to stop anyone from going there :idea2: , but when the time came I decided i was going to make it a vacum zone instead to serve as a trap like you said :idea: .
The idea was that the void would actually push you back if you jumped (thus the only way to get the Redeemer) but it just didn´t make any sense. :???:
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Re: DM-CMC-Lords_Of_TheVoid (CMC) '17

Postby OjitroC » Thu Oct 12, 2017 11:23 pm

XaNKoNII wrote: Just to be sure, you are refering to the Arrow packs from the Chaos mod right?

Yes, that's right (see the ChaosUT Issues thread for a discussion of the problems with some of the Chaos ammo).

The Void vacuum zone is cool alright, totally fits in with the theme of the map.
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Re: DM-CMC-Lords_Of_TheVoid (CMC) '17 (Contest Version)

Postby Aldebaran » Sat Oct 14, 2017 10:22 am

Another Void.umx already exists, so to pretend server mismatches it would be a good thing to rename the file.
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Re: DM-CMC-Lords_Of_TheVoid (CMC) '17 (Contest Version)

Postby ExpEM » Mon Oct 16, 2017 11:05 pm

This map looks very nice, unfortunately it crashes my game on loading.
Spoiler: show
Log: Game class is 'DeathMatchPlus'
Log: Level is Level DM-CMC-Lords_Of_TheVoid.MyLevel
Log: Bringing Level DM-CMC-Lords_Of_TheVoid.MyLevel up for play (0)...
ScriptLog: InitGame: ?Game=BotPack.DeathMatchPlus?Mutator=?Name=Awsomnessness?Class=SkeletalChars.XanMk2?team=2?skin=?Face=?OverrideClass=?Voice=
ScriptLog: Base Mutator is DM-CMC-Lords_Of_TheVoid.DMMutator0
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 2
ScriptLog: Login: Awsomnessness
Log: Possessed PlayerPawn: XanMk2 DM-CMC-Lords_Of_TheVoid.XanMk2
Log: check 7514
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 8634
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 9978
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 36730
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 4474
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 7066
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 6810
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 8506
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 18682
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 8538
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 12026
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 11386
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 5372
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10778
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 13820
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 11514
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10042
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 14842
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10234
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 12570
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 7882
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 14906
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 7594
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 14202
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10586
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10362
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 11482
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 7210
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 11610
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 7162
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 19706
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 15354
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 4762
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10170
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 12090
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10938
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 9658
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 6474
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 24826
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 8826
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10618
Log: id==


I honestly have no idea what causes this crash..? I can open it in the UEd just fine.
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Re: DM-CMC-Lords_Of_TheVoid (CMC) '17 (Contest Version)

Postby XaNKoNII » Tue Oct 17, 2017 12:49 am

ExpEM wrote:This map looks very nice, unfortunately it crashes my game on loading.
Spoiler: show
Log: Game class is 'DeathMatchPlus'
Log: Level is Level DM-CMC-Lords_Of_TheVoid.MyLevel
Log: Bringing Level DM-CMC-Lords_Of_TheVoid.MyLevel up for play (0)...
ScriptLog: InitGame: ?Game=BotPack.DeathMatchPlus?Mutator=?Name=Awsomnessness?Class=SkeletalChars.XanMk2?team=2?skin=?Face=?OverrideClass=?Voice=
ScriptLog: Base Mutator is DM-CMC-Lords_Of_TheVoid.DMMutator0
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 2
ScriptLog: Login: Awsomnessness
Log: Possessed PlayerPawn: XanMk2 DM-CMC-Lords_Of_TheVoid.XanMk2
Log: check 7514
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 8634
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 9978
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 36730
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 4474
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 7066
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 6810
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 8506
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 18682
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 8538
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 12026
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 11386
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 5372
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10778
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 13820
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 11514
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10042
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 14842
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10234
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 12570
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 7882
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 14906
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 7594
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 14202
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10586
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10362
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 11482
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 7210
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 11610
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 7162
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 19706
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 15354
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 4762
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10170
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 12090
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10938
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 9658
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 6474
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 24826
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 8826
Log: id==0 - pass
Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: check 10618
Log: id==


I honestly have no idea what causes this crash..? I can open it in the UEd just fine.


Any coders out there? :help:

Not sure what handle-pass is and how its related to the sound, but tell you what could you specify me what are you video and audio drivers?
(Not right now but I will post 2 versions for you to test out... one with all sounds removed and the other with the music removed)
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Re: DM-CMC-Lords_Of_TheVoid (CMC) '17 (Contest Version)

Postby ExpEM » Tue Oct 17, 2017 7:39 am

Could be that the format is off a bit. I'll tinker around and see what I can do.

Edit: Looks to be the music is causing the crash. I removed it from the level and all is hunky-dory.
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