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Re: DM-DECK16][UT4PreAlpha style

Posted: Tue May 14, 2019 6:34 am
by sektor2111
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.

Re: DM-DECK16][UT4PreAlpha style

Posted: Tue May 14, 2019 6:56 am
by Red_Fist
No way, you must be one of those guys who come up with that "version" crap.
Ver 1.2985413
Ver 1.3874219
VERSION 2 as-in "2"
then version 3 ?............ but no. :P

Might be good to just add beta to everything till it's done.

Re: DM-DECK16][UT4PreAlpha style

Posted: Tue May 14, 2019 10:43 am
by Iacobus
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.
Why would I force people here to keep track of my junk files, forcing them to manually delete all of them afterwards? The only people that should keep track of beta versions are the ones involved in the project. Now theres only 2 versions of the file floating around: The right one and the beta ones that will cause mismatch if used.

Re: DM-DECK16][UT4PreAlpha_final Release

Posted: Tue May 14, 2019 1:20 pm
by esnesi
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!

Re: DM-DECK16][UT4PreAlpha style

Posted: Tue May 14, 2019 1:51 pm
by sektor2111
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.
Yeah, Beta would be an approach until something else... Good point, too :agree1:

Return in stage.
I downloaded Final one and it will be finished as I consider what a DECK16 should be, and I think I explained already what I was expecting from a remade.
If Elliot and Myscha and Cannon had a problem with Polge (else breaking default pathing rules don't make any sense), me one I do not have any problem with Polge, just a tiny one for the lack of information and several things from Engine, for the rest, RESPECT.
Allow me to quote from Polge's rules:
Polge wrote: ...
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.
...
And then what was doing Elliot and Myscha and Cannon ?
[attachment=0]Lol_Polge.PNG[/attachment]
So... We do have an exact copy of Elliot's skill problems, because he forgot to read tutorial and in 2019 there is no change.

Edit: Some results.
After tagging Center-Lift properly and reducing the nodes and also removing that UnReachable one, and connecting redeemer into navigation, and causing some extra-links, I got a result. All "defencepoints" have been removed - there is nothing to defend here only allow sniping with 0 challenge.
Let me see, map saved from Editor in my case is 11.3 MB and "_final" one was 14.3 MB, happened without to change anything at geometry but tweaking only Navigation Network and... mapping aerial paths as well - if in future some "pilots" will fly around...
What can I say ? Thank you for re-texturing this map. Game has a good flow, nice work :gj: .

Re: DM-DECK16][UT4PreAlpha_final Release

Posted: Tue May 14, 2019 10:30 pm
by Iacobus
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!

I should've been more explicit about the beta stage of the level upfront. I was actually testing the waters with this before coming up with original work and honestly I wasn't expecting this to be uploaded on servers and databases so quickly and I had to speed build to get an ok-ish version up running before doing some actual polishing with time to breathe. There's still a visual glitch caught after I uploaded the file but it's minimal and should get in the way of gameplay, and some polishing to do in regards of geometry, texturing and sound. But I'm done with releasing files for a while until I have time to test everything myself. Thanks for sticking around, that helps a lot when it comes to motivation :tu:
sektor2111 wrote:Thank you for re-texturing this map.
Shot0007a.jpg
Be sure to hit build all after you're done with the bread crumbs. I'm sure an experient mapper like yourself can handle the BSP cuts caused by this 'paint job' :satan:

Re: DM-DECK16][UT4PreAlpha_final Release

Posted: Wed May 15, 2019 6:15 am
by sektor2111
Iacobus wrote:Be sure to hit build all after you're done with the bread crumbs.
Not really, 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. Here I removed junk objects from map and I have rebuild a more clean navigation using my toys and XC_Core9b by Higor. Red-Builder is not necessary to stay in map, unused textures have been culled, VisNoReachPaths with no purpose are removed, Light85 is deleted because it was into void, I only reduced the pathing load by rewrapping InventorySpot actors in order to gain a start with InventorySpot0 to InventorySpot73 and making extra-connections helped with a Bot_Jumper MyLevel-ed. After this revision I've lost 3 MB from map without to affect geometry in any way.

Re: DM-DECK16][UT4PreAlpha_final Release

Posted: Fri May 17, 2019 10:08 am
by Iacobus
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.
Glad you said that, went to check the original, didn't know it was so full of nasties:
Shot0169_1.jpg
Shot0168_1.jpg
Shot0167_1.jpg
Last one was a pain to get rid of but it's done. Geometry is all tidy now and quite possible bug free when it comes to rendering. I said it'd take a while to make updates but I had no idea the original was so busted and some of this issues was carried over so I might realease the final 'final' version this weekend if I finish the rest in time.

Re: DM-DECK16][UT4PreAlpha_final Release

Posted: Fri May 17, 2019 5:16 pm
by sektor2111
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.

Re: DM-DECK16][UT4PreAlpha_final Release

Posted: Sun May 19, 2019 1:37 am
by Iacobus
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.
I was in "that's good enough" mode when I made that. You can compare with the next update and see how sloppy brush placement was. I don't wanna jinx it but I think I manage to remove all the rendering issues, unless it was moved to somewhere else that I haven't checked as thoughtfully.

___________________________________________________________________________________________________

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:
DM-DECK16][UT4PreAlpha_Beta1_22.rar
Beta version for testing purposes only.
(10.79 MiB) Downloaded 23 times

Re: DM-DECK16][UT4PreAlpha_final Release

Posted: Sun May 19, 2019 3:41 pm
by OjitroC
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 :gj:

Re: DM-DECK16][UT4PreAlpha_final Release

Posted: Sun May 19, 2019 5:46 pm
by Pileyrei
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.

Re: DM-DECK16][UT4PreAlpha_final Release

Posted: Sun May 19, 2019 9:41 pm
by Iacobus
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 :gj:
Hi there, OjitroC! Long time no see. Helpful as usual :D Thanks!
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.
No, it's the texture It happened to me in the editor but only in software rendering. I replaced it in the update and the metal grate one that would look 'crunchy' from afar, in SftDrv also. Btw, if you want to custom the map with the server logo and whatnots, be my guest. One of the reasons I trimmed everything with brushes was to make it easier to customize.

Re: DM-DECK16][UT4PreAlpha][ Update

Posted: Sun May 19, 2019 11:10 pm
by sektor2111
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.

Re: DM-DECK16][UT4PreAlpha][ Update

Posted: Mon May 20, 2019 12:58 am
by Iacobus
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.
Thanks! I'll be checking this out for sure. Btw, is there a command for calling in text the playername and frags for the 2nd in lead for a static scoreboard? I'd like to have a panel showing the score in duels or for teams in TDM.