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Re: CTF-BloodRush BETA WIP

Posted: Mon Jul 29, 2019 7:10 am
by UnrealGGecko
Check Gluon and (I believe) Ars_Indus from this mappack for lens flares :P
https://unrealarchive.org/mappacks/unre ... 6e7cb.html

Oh and found this as well:
http://www.unrealtexture.com/Unreal/Dow ... flare.html

Re: CTF-BloodRush BETA WIP

Posted: Mon Jul 29, 2019 4:10 pm
by KillRoy1972
Uhm, i ment corona’s..

My bad..

I have no interest for lensflares.

As for for the liftjump thing, it is not that of a big deal if there is no lift jump, only two points in the map are usefull for bots to liftjump.. i think the bots do a good job anyway without it, they rock..

Re: CTF-BloodRush BETA WIP

Posted: Tue Jul 30, 2019 6:38 am
by sektor2111
UnrealGGecko wrote: Oh and found this as well:
http://www.unrealtexture.com/Unreal/Dow ... flare.html
I read it - LensFlare is NONE in UT
ThatLink wrote: A lens flare is a visual effect assembled of several circles/hexagons that – when the person is moving – move opposite of the light source and don't stay on one spot. So they move in the direction that the person is moving. Lens flares aren't available in the current Unreal engine without some custom scripting.

The textures that are displayed around light sources, but stick at the place where the light is are coronas. For some reason they're frequently erroneously called "lens flare" as well.
Like I said - if you want something special in UT, feel free to WRITE your own stuff... as I did with dynamic coronas and lightning

Re: CTF-BloodRush BETA WIP

Posted: Tue Jul 30, 2019 8:29 pm
by KillRoy1972
BETA2

Test it, leave comments..

thnx

Re: CTF-BloodRush BETA WIP

Posted: Wed Jul 31, 2019 4:08 am
by sektor2111
Still miss-balanced:
MapGarbage wrote: DefenseChecks: Map has 5 DefensePoint Actors for team 0.
DefenseChecks: Map has 7 DefensePoint Actors for team 1.
StartingChecks: Map has 15 PlayerStart Actors for team 0.
StartingChecks: Map has 13 PlayerStart Actors for team 1.
CTFReport: AlternatePath0 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath1 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath2 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath3 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath4 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath5 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath6 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath7 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath8 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath9 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath10 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath11 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath12 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath13 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath14 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath15 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath16 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath17 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath18 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath19 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath20 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath21 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath22 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath23 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath24 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath25 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath26 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath27 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath28 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath29 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath30 has selectionweight = 1.000000 and Team = 0
CTFReport: AlternatePath31 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath32 has selectionweight = 1.000000 and Team = 1
CTFReport: AlternatePath33 has selectionweight = 1.000000 and Team = 0
CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 17 pieces.
CTFReport: For Team 1 = 17 pieces.
With regard to that FV_Liftjumper - I managed to check it a bit. To be honest I don't like jumping conditions at all.

Code: Select all

if ( Other.IsA('PlayerPawn') || !Other.IsA('Pawn') || (Other.Physics != PHYS_Walking) || (Other.Base == none) || (Other.Base.Velocity.Z < 0) )
Hilarious conditions translated:
- PlayerPawn ? Definitely PlayerPawn is not a Bot. or
- Should not be a Pawn ? or
- not in code: Perhaps a sort of physics check should except a FallingState - just saying;
- Should not have a base - Oh well - Mover it's a BASE all this time or
- If Other has Base we want to jump only when lift goes down ? (Velocity.Z < 0) and I must ask how goes with Velocity < -1500 or such a high speed Lift. If you can see Bot jumping, probably this is the only condition accomplished in previous chain of checks using OR when Lift is moving down.
As a personal note - in network games where timing between server and client is not the best at 200 ms ping, I would not call these in clients, all locations are screwed/corrected by server and velocity is replicated by server, client will react according to default prediction, perhaps I can expect a collision crash when replicated Pawn from player will jump behind Main Pawn from server and server will correct data immediately... I might be wrong here but all my "kickers" and similar actors did not use any simulated function and I have not see any issue toward "Net-Jumping".

Re: CTF-BloodRush BETA WIP

Posted: Thu Aug 08, 2019 10:22 am
by KillRoy1972
Fixed mentioned bits, did some more cosmetics and stuff and i think the map is nearly finished to be released..

If you find something that needs correcting, please leave a comment.

I also put the map on my UT99 server if you feel the need to play it online. But make sure to install the map first becase donwloading it form the server takes much longer as it is not available in compressed sever format (uz)

Re: CTF-BloodRush BETA WIP

Posted: Thu Aug 08, 2019 8:39 pm
by UnrealGGecko
Had a real thrashing this time, damn Loque is a beast on this one lol :mrgreen:

Only bit I'd say that still needs work would be some of the corners are still quite dark, and the zone name, ehh, things that I don't know how are they actually called (when the bots say something and right next to their name, if the zone has a name it would say in what zone are they in), damnit brain! :tongue:

Quality map, well done man! :gj:

Re: CTF-BloodRush BETA WIP

Posted: Fri Aug 09, 2019 6:48 pm
by KillRoy1972
UnrealGGecko wrote:Had a real thrashing this time, damn Loque is a beast on this one lol :mrgreen:

Only bit I'd say that still needs work would be some of the corners are still quite dark, and the zone name, ehh, things that I don't know how are they actually called (when the bots say something and right next to their name, if the zone has a name it would say in what zone are they in), damnit brain! :tongue:

Quality map, well done man! :gj:
Thnx!

Okay,I zoned the map and it looks to be woring without any bsp errors or such, also I lit up some dark areas with some lights.
Cosmetic changes to the skybox, and added some color lights to add to the atmosphere of the map..

Please check the map for any BSP errors, this includes HOMs and BSP holes, especially around the flag ramps, and the redeemer ramp.
Please check spelling errors in location strings of the zoning..

Moving to BETA4

Re: CTF-BloodRush BETA WIP

Posted: Mon Aug 12, 2019 10:25 am
by UnrealGGecko
Can only give feedback on BETA4 either this weekend on next friday, but thanks a lot for this map, had a blast with BETA3 when I played it :gj:

Re: CTF-BloodRush BETA WIP

Posted: Mon Aug 12, 2019 2:02 pm
by papercoffee
Will test it today.

Re: CTF-BloodRush BETA WIP

Posted: Mon Aug 12, 2019 5:48 pm
by KillRoy1972
ThXS!

Jus a little note, there is a zone problem with the red and blue base. Already fixed it. Had to do with that the base zones and the outside zone were 'leaking' so that it became one zone instead of three. the leak was located at the flagbase and center ramp. Already fixed it so dont worry a bout that one..

Updated some cometics in the bases also..

Here's BETA 5

Re: CTF-BloodRush BETA WIP

Posted: Thu Sep 05, 2019 11:18 am
by KillRoy1972
This should be the final beta i think..

Opened up the lower area some bit to have more room for fighting.
Added some more deco.

Re: CTF-BloodRush BETA WIP

Posted: Thu Sep 05, 2019 3:40 pm
by Barbie
My technical report says: ZoneInfo17 is placed in the void.

Re: CTF-BloodRush BETA WIP

Posted: Thu Sep 05, 2019 7:35 pm
by Tyr
Barbie wrote:My technical report says: ZoneInfo17 is placed in the void.
Found the bad boy:

My thoughts:

The Map is very nice. I love it when people create maps without a super complex layout and design and still get a good atmospheric experience. Gameplaywise I think it's too easy to grab the flag and bring back if you have opponents with bad aim.

Good job so far! :thuup:

Re: CTF-BloodRush BETA WIP

Posted: Thu Sep 05, 2019 7:52 pm
by sektor2111
Tyr wrote:Found the bad boy:
Because those Editor adds for checking maps posted around (based on some Barbie's codes) aren't used...