I made a Doge version of CTF-Joust. i did not really intend to make a map but it just happened after screwing around with a custom Doge mesh i imported and i had a bit fun with it.
Im not sure if i should release it or if i forgot something, the map is surprisingly small while having custom textures music and a mesh its still only 1.8Mb you can see through the glass window and then also through the wall at near the flagbase thats the only small issue i have and i dont know how to fix it. and i dont know if its really that big of a deal honestly. its not like this is a serious map for competition.
Map remake feedback request
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Map remake feedback request
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Last edited by Baardman on Tue Dec 31, 2024 2:04 pm, edited 3 times in total.
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Re: Map remake feedback request
Are the team flag's on opposite sides like in Joust? Blue flag in red base, Red flag in blue base.
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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Map remake feedback request
yes
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Re: Map remake feedback request
Log wrote: Warning: Failed loading package: Can't find file for package 'doge'
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Re: Map remake feedback request
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"If Origin not in center it be not in center." --Buggie
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Re: Map remake feedback request
oh totally forgot, but isnt sky.utx a native package?
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Re: Map remake feedback request
There is nothing bugged as a critical stuff...
Notes: The two AlternatePath are delegated for Team 0 - only Team 0 and... they are useless in this context - there is only one way between flags, nothing to alternate.
The two "moon" type actors (dogs) won't be seen in clients connected at some On-Line server. Anyway, rotating dogs !?
Notes: The two AlternatePath are delegated for Team 0 - only Team 0 and... they are useless in this context - there is only one way between flags, nothing to alternate.
The two "moon" type actors (dogs) won't be seen in clients connected at some On-Line server. Anyway, rotating dogs !?
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Re: Map remake feedback request
why is that?sektor2111 wrote: ↑Tue Dec 31, 2024 4:53 pm
The two "moon" type actors (dogs) won't be seen in clients connected at some On-Line server.
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Re: Map remake feedback request
That it's happening because of UE1 rules in saving net resources - design for around 1999 years.
Actors which are not directly visible to player are not shown and then "bStasis" is delegated to save resources by not rendering any animation when actor is not very visible by player.
However, you can install "MapChecker" "MapGarbage" builders/plugins in Editor, and using them for basic checks you might have a clue what it's normal and what it's less normal.
There are basic solutions or more advanced ones in making these to look somehow normal.
- Preventing them from being recreated in client - bNoDelete - a better RemoteRole and bAlwaysRelevant, these will use network channels... only two;
- Scripting classes created only in client and fully managed without using network - different said, advanced methods.
Edit: Cough... I've been messing with a bit of editing here - it seems well aligned and it can be re-build normally.
I duplicated area for multiple directions and... guarding dogs will start barking when opponent teams are coming nearby flag (Spawn locations have been restored). Ammo (which I added) also seem useful, and... instead of PathNodes (which were reduced) I added HealthVials - as long as an Inventory can replace a PathNode any time disregarding what was told here and there through forum by those which are not understanding Bot Support aka Pathing Chapter. So far it seems funny and hyperactive with 7 Bots and 1 Player.
Greetings to everyone contributors at this CTF piece ! RESPECT !
Actors which are not directly visible to player are not shown and then "bStasis" is delegated to save resources by not rendering any animation when actor is not very visible by player.
However, you can install "MapChecker" "MapGarbage" builders/plugins in Editor, and using them for basic checks you might have a clue what it's normal and what it's less normal.
There are basic solutions or more advanced ones in making these to look somehow normal.
- Preventing them from being recreated in client - bNoDelete - a better RemoteRole and bAlwaysRelevant, these will use network channels... only two;
- Scripting classes created only in client and fully managed without using network - different said, advanced methods.
Edit: Cough... I've been messing with a bit of editing here - it seems well aligned and it can be re-build normally.
I duplicated area for multiple directions and... guarding dogs will start barking when opponent teams are coming nearby flag (Spawn locations have been restored). Ammo (which I added) also seem useful, and... instead of PathNodes (which were reduced) I added HealthVials - as long as an Inventory can replace a PathNode any time disregarding what was told here and there through forum by those which are not understanding Bot Support aka Pathing Chapter. So far it seems funny and hyperactive with 7 Bots and 1 Player.
Greetings to everyone contributors at this CTF piece ! RESPECT !