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MH-AMC-Mesospheric

PostPosted: Wed Oct 17, 2018 5:52 pm
by Terraniux
My topic for the AMC contest.

Name is temporally, it will be something in this setting: magic - old roman / neo gothic - fairy tale like - versus stargate sg1 .

Pray for me folks that I finish this map in time: work + school is killing me. :sad2:
But this contest empowers me , and have something to look out for!

Game type : MH
Skybox not finished as you can clearly see.
pictures: see attachments.

-----------------------


Big file due the Chaos addon. I must find out which files, only to include.

Added temporary music. Readme and such will follow in final version.
Give it a run, let me know findings. Progress is early, not finished.


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and ohhh yes...... there will be........ crystals. :ironic: :loool:

image not found




Submission for the contest:

The map is and stays : UNFINISHED.

https://www.mediafire.com/file/0v5dah21 ... c.rar/file


People: this is as far I could produce, this is not finished. :nonono: :sad2:

Re: MH-AMC-EnchantedEmpire

PostPosted: Wed Oct 17, 2018 7:43 pm
by Tyr
Looking forward to this.

Where are the crystals? :tu:

Re: MH-AMC-EnchantedEmpire

PostPosted: Wed Oct 17, 2018 7:58 pm
by Terraniux
Tyr wrote:Looking forward to this.

Where are the crystals? :tu:


That is still the hardest part... of the map :lol2: - colour, shape, size. shininess. Rest is just easy mapping :lol2:

Re: MH-AMC-EnchantedEmpire

PostPosted: Fri Oct 19, 2018 3:56 am
by EvilGrins
3rd pic, is that a stargate?

Re: MH-AMC-EnchantedEmpire

PostPosted: Fri Oct 19, 2018 8:42 am
by Terraniux
EvilGrins wrote:3rd pic, is that a stargate?


Yes. The mission revolves about some sort of stargate mission. I needed some sort of basis of plot. :noidea

Re: MH-AMC-Mesospheric

PostPosted: Wed Nov 28, 2018 11:05 pm
by Terraniux
Just want to note, after ... some consideration, I am still in.

Found a name for the map. Mesospheric.

My progress is by far not finished, but I still have to deliver. Quitting feels more destructive rather than releasing an unfinished map.


Updated the skybox a little, once more.
The map will run heavy on systems I fear, zoned and unzoned.

Releasing a download soon,I hope. :noidea

2 weeks left, fingers crossed.

Re: MH-AMC-Mesospheric

PostPosted: Thu Nov 29, 2018 2:15 am
by FraGnBraG
That looks awesome! I for one am glad you returned :highfive:

More high quality mappage :tu:

Re: MH-AMC-Mesospheric

PostPosted: Thu Nov 29, 2018 6:53 am
by Red_Fist
Glad you re-entered !

That blue is killing me, :P

I probably could have made a map, but just so much other stuff, grrrrrr slap me up.

Re: MH-AMC-Mesospheric

PostPosted: Thu Nov 29, 2018 2:27 pm
by JackGriffin
FraGnBraG wrote:I for one am glad you returned :highfive:

Yeah, me too. Let's close the book on conflict and end this contest in the spirit of good competition.

As expected your screenie's are sexy work.

Re: MH-AMC-Mesospheric

PostPosted: Thu Nov 29, 2018 6:04 pm
by UnrealGGecko
Mind removing the HUD in the 2nd pic? Need a new wallpaper tnx! :ironic:

Seriously that skybox looks amazing!

Re: MH-AMC-Mesospheric

PostPosted: Sat Dec 01, 2018 9:22 am
by OjitroC
It's a really cool map :gj: - a challenging, entertaining and unusual MH map.

Terraniux wrote: Big file due the Chaos addon. I must find out which files, only to include.
I think you just need chaostrees.u.

Just a few things

1 From the log 'ScriptWarning: Failed to load 'Sound Announcer.Winner': Failed to find object 'Sound Announcer.Winner'.
2 The killzone doesn't kill the slith or the skaarj warriors, though it does kill krall.
3 I wasn't able to pick up the shieldbelt at the beginning (in front of the stargate) but I assume that is deliberate.
4 You have a typo in the map name and in the introduction at the start of the map - it's AMC and not AWC.
5 Sektor's TelTweak reports 'ScriptLog: Invalid Teleporter -> Message Spam removed for Teleporter MH-AWC-Mesospheric.VisibleTeleporter1'

Re: MH-AMC-Mesospheric

PostPosted: Sat Dec 01, 2018 11:54 am
by Terraniux
Thanks for the feedback. Very useful.
Submission is now present in first post to download.

Re: MH-AMC-Mesospheric

PostPosted: Sat Dec 01, 2018 4:47 pm
by OjitroC
I should clarify what I said in point 2 in my previous post - the killzone doesn't always kill the slith or skaarj warriors, sometimes they survive falling or being blown off the 'islands'. On the other hand, the krall and flies are always killed - the flies have a tendency to fly down into it anyway.

One other point is that some of the jumppads inflict damage on landing so you may want to check these.

Re: MH-AMC-Mesospheric

PostPosted: Sat Dec 01, 2018 8:18 pm
by Barbie
Terraniux wrote:Big file due the Chaos addon. I must find out which files, only to include.
Answer of my tool:
UnrealDeps.exe wrote:MonsterHunt.u
chaostrees.u
swJumpPad.u
BBoyShars.u
SM_Nature.u
ShadowManNature.utx
HeavenbyTerraniux.umx
MaximusbyTerrraniux.umx
SkeletalChars.u


Another tool told me the following:
Light61 is placed in the void
Light62 is placed in the void
Light66 is placed in the void
Light67 is placed in the void
Light68 is placed in the void
Spawnpoint19 is placed in the void
Teleporter2 is placed in the void
utflare1 is placed in the void
utflare7 is placed in the void


OjitroC wrote: 2 The killzone doesn't kill the slith or the skaarj warriors, though it does kill krall.
That made me curious and lead me from function VacuumZone.Tick() with
Code: Select all
if ( P.Fatness > 250 )    {   
   Level.Game.SpecialDamageString = DamageString;      
   P.TakeDamage(10000, P, P.Location, Vect(0,0,0), DamageType);

over to function Pawn.TakeDamage():

Code: Select all
function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
...
if ( (InstigatedBy != None) && (InstigatedBy.IsA(Class.Name) || self.IsA(InstigatedBy.Class.Name)) )
   ActualDamage = ActualDamage * FMin(1 - ReducedDamagePct, 0.35);
...
In words: if the attacker and the attacked are members of the same family or equal, the damage will be reduced by the value of (1 - ReducedDamagePct) regardless of the DamageType. I'd call that a bug.
Because in a VacuumZone attacker and attacked are the same and Slith and IceSkaarj have ReducedDamagePct=1, no damage will be left.

Possible solutions:
  • use ScriptedPawns that don't have a ReducedDamagePct of 1 (either other than above or subclassed types of them)
  • use a custom VacuumZone that does not pass the attacker ("instigatedBy") to the function TakeDamage():
    Code: Select all
    //=============================================================================
    // VacuumZoneEx.
    //=============================================================================
    class VacuumZoneEx expands VacuumZone;

    event ActorEntered( actor Other ) {
       if (ScriptedPawn(Other) != None)
       {
          ScriptedPawn(Other).TakeDamage
          (
             10000,
             None,
             ScriptedPawn(Other).Location,
             Vect(0,0,0),
             DamageType            
          );
       }
       Super.ActorEntered(Other);
    }
    The difference is that ScriptedPawns are killed instantly without the effect of getting fat first.

PS: May I run this already on my server? I'd change the name to "MH-AWC-Mesospheric-181130" or something until you release a final version.

Re: MH-AMC-Mesospheric

PostPosted: Sat Dec 01, 2018 9:37 pm
by sektor2111
I used CloudZone in all those MH craps which I did, simple as that, no one escaped alive from there... probably there are chances to work properly because that one has a deal with Pawn's enemy...