sektor2111 wrote:For the record if you guys are not renaming these releases and also final version will have usual navigation borks, I will drop some "editing-love" inside and the name will be granted in my style. In this UT I saw more "final" maps which weren't even closer to a final stage - especially in MonsterHunt...
For preventing mismatches a map cannot really be conformed as other packages, and even not all packages are supporting another generation due to their structures...
For WIP type maps, you can use a time-stamp string attached which won't cause any explosion around, just saying...
Examples: DM-DECK16][UT4Style_051119, DM-DECK16][UT4Style_051419 - simple as that.
Red_Fist wrote:No way, you must be one of those guys who come up with that "version" crap.
Might be good to just add beta to everything till it's done.
Once the level geometry is complete, the level designer should fully map the level into the navigation network using PathNodes. Place PathNodes at intersections and turns so that there is as much clearance as possible from corners (at least 50 world units if possible). Paths need a line of sight to each other, clear to the width of the maximum width (2 * collisionradius) of creatures which will use this path. PathNodes should not be placed more than 700 units apart. Since PlayerStarts and Inventory will be placed on the navigation network, the designer can (and should) not place PathNodes where these other NavigationPoints can substitute.
iSenSe wrote:Version management is important of course.
But some might take the ''business IT approach'' too serious sometimes.
It can be to overkill.
And indeed, as long as your beta map stays inside a trusted circle, mainstream players won't get mismatches.
Beta people should know how to delete their cache / rename files.
Will put the final version on when i am at home, thanks!
sektor2111 wrote:Thank you for re-texturing this map.
Iacobus wrote:Be sure to hit build all after you're done with the bread crumbs.
sektor2111 wrote:original Deck16 has some flickering effects from certain angles, CTF-November as well, this is Unreal rendering system and I'm not sure how can be adjusted.
sektor2111 wrote:I'm appreciating that you confirmed with evidences what I told, else I would be accused for talking dumb things - that's another story.
Else your last posted work is not that bad as geometry as it was in original - even it's changed, and I find these changes GOOD, that's why this work has captured my attention.
OjitroC wrote:Iacobus wrote: Could someone pls test if the level runs properly? I've some stuff myleveld and need to know if I got rid of all external links:
Yes, it runs fine
Pileyrei wrote:See attached screenshot, is this just me seeing it?
EDIT: someone else send me a shot....all clear for them....so must be my client.
sektor2111 wrote:Cough, I have a recall about maps having an INI file, probably scripting a dynamic load of a configured texture-package defined in INI, decoration X like a placard, placed on a wall inside map might have a Server-Logo or whatever custom thing or... if is missing such a custom package it might use something internal recommending "Your Logo Goes Here" - similar stuff was that Screen used in MH-Kitarra but that was... a damaging transient thing causing left-over objects not collected by UT Garbage Collector and... making a mess later post server-travel. I would like a simple texture instead of damaging objects.
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