DM-StalwartXL Remake.

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Whitey
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DM-StalwartXL Remake.

Post by Whitey » Fri Apr 16, 2021 7:28 am

Just thought i'd share something i'm working on outside of BT maps.

Let me know what to change,
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Last edited by Whitey on Sun Aug 14, 2022 12:18 am, edited 1 time in total.
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EvilGrins
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Re: DM-StalwartXL Remake.

Post by EvilGrins » Fri Apr 16, 2021 8:32 am

Looks good.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: DM-StalwartXL Remake.

Post by esnesi » Sat Apr 17, 2021 12:26 am

Interesting!
Maybe a bit dark, but need to test this out.
Iam into remakes of originals :)

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Re: DM-StalwartXL Remake.

Post by Koolflux » Sat Apr 17, 2021 1:10 am

Not looking too bad so far. I would love to play on this map when it's finished and released.
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Re: DM-StalwartXL Remake.

Post by SC]-[WARTZ_{HoF} » Sat Apr 17, 2021 3:03 am

Always nice to see a remake of a classic just make sure you fix any pre-existing issues if any.
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Re: DM-StalwartXL Remake.

Post by papercoffee » Sun Apr 18, 2021 3:01 am

Now that looks interesting.
A temple theme for StalwartXL.

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Re: DM-StalwartXL Remake.

Post by Whitey » Sun Aug 14, 2022 12:14 am

Completely forgot about this one.

I've completed it i'd say, my bot pathing isnt great but the bots havent gotten stuck in the games ive played and seem to get most things with ease.

Would love some people to test and give feedback!
Pretty sure i've only used original UT files, if theres any missing please let me know.
Thanks.
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Re: DM-StalwartXL Remake.

Post by OjitroC » Sun Aug 14, 2022 1:04 am

Very nice remake - good choice of theme/textures - StalwartXL has been transformed into something different and distinct :gj:

No missing files.

I haven't played it but did wander around the map for a while.

1 Opening up part of it to the outside adds further interest - note though that it is possible to walk outside and fall to one's death in that area (where the RL is on a box).

2 Don't know if you have used Buggie's MapChecker and/or sektor's MapGarbage tool to examine the map - both throw up some things you may wish to look at including
Spoiler
Show
ScriptLog: Actors with DrawType = DT_Mesh invisible in game and editor if Mesh = None:
ScriptLog: Tree2 (I didn't check this in the Editor but it may cause players/bots to get blocked so either give it a mesh or delete it?
ScriptLog: Movers MoverEncroachType = ME_StopWhenEncroach or ME_ReturnWhenEncroach with empty ReturnGroup and default Tag can produce unexpected behavior:
ScriptLog: Mover3 Tag = 'Mover' ME_ReturnWhenEncroach
ScriptLog: Mover4 Tag = 'Mover' ME_ReturnWhenEncroach
ScriptLog: Mover5 Tag = 'Mover' ME_ReturnWhenEncroach
ScriptLog: PathNode too close:
ScriptLog: PathNode74 LiftExit5 64.459129
ScriptLog: LevelInfo.DefaultGameType not set
NoIncomingPath: PlayerStart1 is not having incoming connections.
NoIncomingPath: PathNode57 is not having incoming connections.
NoIncomingPath: InventorySpot52 -> ut_shieldbelt0 is not having any incoming connection...
WallHitting: PlayerStart0 is facing a closer wall, a rocket fired too quickly might be damaging.
WallHitting: PlayerStart8 is facing a closer wall, a rocket fired too quickly might be damaging.
SpawnRotationResults: 2 Playerstart actors might need another rotation.

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Re: DM-StalwartXL Remake.

Post by Whitey » Sun Aug 14, 2022 1:13 am

No i haven't, ill have to search the forums to download those as that is very handy.

Thank you! Will work on these things as a final release later.

I know shieldbelt is inaccessible to bots as they can't slope dodge, this was intended although i may change it.
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Re: DM-StalwartXL Remake.

Post by UnrealGGecko » Sun Aug 14, 2022 1:30 am

A few visual things during my playthrough:
StalTemple1.jpg
Might be my D3D9 settings here, but I think different texture setting settings for the fire textures would work better (either just transparent, or trnasparent + modulated, forgot :facepalm: )
StalTemple2.jpg
Bit misaligned there :tongue:

LOVE IT otherwise, looks like someone else is working on a Stalwart remake, but this is perfect for this:
viewtopic.php?f=12&t=15332
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Re: DM-StalwartXL Remake.

Post by OjitroC » Sun Aug 14, 2022 1:31 am

Had another wander around - a couple of further observations

1 Possibly add some ambient sounds from the outside in that part of the building overlooking the 'jungle'? There is quite a bit of sound elsewhere - from the water and the torches - but something from outside might add to the atmosphere perhaps?

2 The minigun isn't quite leaning against the wall - it's a bit away from it.

You could get the bots to translocate onto the box for the shieldbelt perhaps? I translocated onto the beam above and dropped down on the belt.

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Re: DM-StalwartXL Remake.

Post by Whitey » Sun Aug 14, 2022 1:42 am

Ye i wasn't too happy with the fire textures, Transparency might work. I will play around or even change them to another texture see if they look better.

keep it coming. Would like to polish this up as best i can and always good to have fresh eyes! thank you!!!
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Re: DM-StalwartXL Remake.

Post by TankBeef » Sun Aug 14, 2022 4:07 am

Holy...cow!!! Wow!!! This is so awesome!!! :rock:
Look, I don't know about "flaws", but I had so much fun with this map that i did not pay attention. :lol2: :gj:
Ok, so about the bot pathing, worked pretty fine for me, no complaints there but...Buggie was mentioned, he also has a tool called PathsMaker. Helps a lot. :tu: If you want even more help, don't be afraid to ask good ol' Sektor. :wink:
Ok, now some shots, boy what a view!!! :D
Shot02817.png
Shot02819.png
Shot02824.png
Shot02842.png
Shot02849.png
Shot02834.png
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Re: DM-StalwartXL Remake.

Post by sektor2111 » Sun Aug 14, 2022 5:11 am

Polishing Pathing is only one thing... which is simple.
As a bit of technical aspect Actors that are not in map are not having any purpose:

Code: Select all

VoidCheck: Light43 looks placed into void.
VoidCheck: Tree125 looks placed into void.
VoidCheck: Light74 looks placed into void.
Plants and trees in SkyBox are grown in air not over ground - look a bit out of reality.
Minigun looks almost vertical but it's colliding in plain format without to match weapon's aspect and these can be adjusted in the same way for others.
Paths to Armor2 can be a simple LiftCenter - I doubt about "ImpactJumping" there. UT_ShieldBelt supports both Translocator and Impact Jumping.
Extra HealthVials causing lost reachSpecs are no longer part of navigation but they have nearby ones for distracting Bots around.
Some edit...
DM-StalTempleXL_rS1195.7z
Other techs:
Z movement recommended for several actors for me can be forget if recommended value is bellow 10-12 UU - it doesn't make any sense.
Paths have been build with plain UT fooled a bit, and PlayerStart1 has been linked manually - Bot spawned there will attempt to gain RocketLauncher. This path is gone if paths are rebuild, and some buggers are going to be created.

PS - 50% OFF Topic
Next subject concerning these "no Incoming Paths to InventorySpotXXX". Perhaps I have to write something for probing maps in Editor iterating through navigation network - or if Buggie wants to do something here. Target: Check all Inventories if are navigable from each PlayerStart - that thing would reveal reality before wasting more time in game.
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Re: DM-StalwartXL Remake.

Post by Whitey » Sun Aug 14, 2022 7:09 am

Thank you all for the feedback, Really appreciate it!

My mapping experience is limited to BT maps and have practically 0 knowledge on Pathing bots and "cleaning" up levels. As this isn't a requirement to have a BT map ready for public use.

Within the next coming days ill try and do a pass through the level and fix or change whats mentioned. Anything i can't figure out or have no idea on i will possibly PM those who suggested it for further info/help.

Again thank you!
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