DM-Castellum Final
- sektor2111
- Godlike
- Posts: 6424
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: DM-Castellum-BETA
What exactly is supposed MapGabage to do if you did not set anything to True ?
That's not a crash, it's the way how it shows itself working.
MapGarbage it's a kind of builder, so it works exactly as a builder, mark True the request and then watch results, it doesn't do anything by default if everything it's False.
That's not a crash, it's the way how it shows itself working.
MapGarbage it's a kind of builder, so it works exactly as a builder, mark True the request and then watch results, it doesn't do anything by default if everything it's False.
Re: DM-Castellium-BETA
ups, my faults. Its even described in the manual... Works like a charm now.
Lets see which options I have to set to true in order to get the repathing magic done. I'm very curious to check this out tonight
Re: DM-Castellum-BETA
Hi again!
I guess this beta nr. 3 will be the last update prior to the final version:
https://1drv.ms/u/s!AhO0_2oZHvVCg-gCiqP ... Q?e=tKcbeX
Unless of cause it makes sense to apply further improvements.
Updates:
- Updated Pathing
- Minor Texture adjustments
- Credits to you in the txt! (Big thanks again!)
Next steps: waiting for the music file, starting a new project
I guess this beta nr. 3 will be the last update prior to the final version:
https://1drv.ms/u/s!AhO0_2oZHvVCg-gCiqP ... Q?e=tKcbeX
Unless of cause it makes sense to apply further improvements.
Updates:
- Updated Pathing
- Minor Texture adjustments
- Credits to you in the txt! (Big thanks again!)
Next steps: waiting for the music file, starting a new project
Re: DM-Castellum-BETA3
I've been playing the map with different numbers of bots up until 8 and I figured that it even works with 8. (but it is a crazy mayhem though )
I guess I can change the number of recommended player to 2 - 8.
What number of bots where you playing with? Do you think 7 and 8 will be to crazy?
Thanks!
I guess I can change the number of recommended player to 2 - 8.
What number of bots where you playing with? Do you think 7 and 8 will be to crazy?
Thanks!
- UnrealGGecko
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- Joined: Wed Feb 01, 2012 11:26 am
- Personal rank: GEx the Gecko
- Location: Kaunas, Lithuania
- Contact:
Re: DM-Castellum-BETA3
Really fun map, think 7 bots isn't too crazy for it, though I was playing with 5 and had a blast.
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
- sektor2111
- Godlike
- Posts: 6424
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: DM-Castellum-BETA3
In those LiftCenter actors you have defined some LiftTrigger - these are nowhere but they are matching Lift Tag - Definitely Bot won't move inside Lift for moving Lift, it's not even needed such thing here because Bot is recognizing a LiftTrigger connected Event-Tag. Such "LiftTrigger" must match the tag of something firing lift in a more complex way - a dispatcher connected to trigger firing some sounds lights ect., and moving lift in the same time. Here aren't used such Events chain.
Re: DM-Castellum-BETA3
Ok, so I can just delete the lift trigger and they will keep working for the bots? I'll give it a trysektor2111 wrote: ↑Wed May 20, 2020 5:56 pm In those LiftCenter actors you have defined some LiftTrigger - these are nowhere but they are matching Lift Tag - Definitely Bot won't move inside Lift for moving Lift, it's not even needed such thing here because Bot is recognizing a LiftTrigger connected Event-Tag. Such "LiftTrigger" must match the tag of something firing lift in a more complex way - a dispatcher connected to trigger firing some sounds lights ect., and moving lift in the same time. Here aren't used such Events chain.
=MERGED=
It didn't really work with deleting the triggers. The elevators didn't work at all after deleting them. I guess I'm just going to leave them as they are as they seem to be working.
Last edited by papercoffee on Wed May 20, 2020 11:18 pm, edited 1 time in total.
Reason: double post
Reason: double post
Re: DM-Castellum-BETA3
Hello again,
today I received the song the map was still waiting for, so I'm happy to be able to release the release candidate 1 of the map. This means that if no issues are found that the map is finally done
https://1drv.ms/u/s!AhO0_2oZHvVCg-gu8xSw0tzT09VUSA
Changes:
- Added custom made song composed especially for this map (its a bit big though....)
- Improved Pathing
- Slightly changes item placement
- Fixed one unaligned texture
- FInal archive incl. readme and shreenshots
Any feedback is welcome
Coming close to the release, I wonder where are map releases nowadays getting announced (besides here)?
today I received the song the map was still waiting for, so I'm happy to be able to release the release candidate 1 of the map. This means that if no issues are found that the map is finally done
https://1drv.ms/u/s!AhO0_2oZHvVCg-gu8xSw0tzT09VUSA
Changes:
- Added custom made song composed especially for this map (its a bit big though....)
- Improved Pathing
- Slightly changes item placement
- Fixed one unaligned texture
- FInal archive incl. readme and shreenshots
Any feedback is welcome
Coming close to the release, I wonder where are map releases nowadays getting announced (besides here)?
Re: DM-Castellum-RC1
Looks good from the screenshots - haven't played it yet but I will. Here's a few things from sektor's MapGarbage tool
Code: Select all
UnReachableNodes: PathNode20 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode40 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter1 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode3 looks much over ground for normal Human Size, check it
UnReachableNodes: Here we have 0 points skipped, 4 Navigation Points which are too high and 127 good ones.
VoidCheck: Light11 looks placed into void.
VoidCheck: 1 actor looks placed into void, check that possible useless garbage.
- sektor2111
- Godlike
- Posts: 6424
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: DM-Castellum-RC1
Wrong understanding. Triggers as Actors Must STAY, do not delete triggers. I was talking about LiftCenter actors mentioning LiftTag identical with LiftTrigger variables - it's a different thing, remove that "LiftTrigger", variable NOT the Trigger itself.
Next option out of triggers means a lift with InitialState StandOpenTImed - in such initial state triggers are not needed.
About MapGarbage report, some must-know hints:
- A LiftCenter might be reported higher because there is a lift having some Z dimensions, Lift-Mover won't return results at FastTrace in Editor - Scout needs to walk through map for pathing and then such a lift is out of collision in Editor - doesn't matter if this is button, door, lift or a Lever they won't block Pawns or FastTraces scanning. If these would collide like a normal wall, paths passing through doors entrances would never be mapped.
Extra: In next update I think I'll setup another paths tester thing for various corruptions - I wanna know how many navigation points might be lost from NavigationPointList - I think I have a clue how to setup testing stage... perhaps recommending a re-link... not everything in the same move because of iterations boundary but... allowing user to chain these actors as they should be.
Next option out of triggers means a lift with InitialState StandOpenTImed - in such initial state triggers are not needed.
About MapGarbage report, some must-know hints:
- A LiftCenter might be reported higher because there is a lift having some Z dimensions, Lift-Mover won't return results at FastTrace in Editor - Scout needs to walk through map for pathing and then such a lift is out of collision in Editor - doesn't matter if this is button, door, lift or a Lever they won't block Pawns or FastTraces scanning. If these would collide like a normal wall, paths passing through doors entrances would never be mapped.
Extra: In next update I think I'll setup another paths tester thing for various corruptions - I wanna know how many navigation points might be lost from NavigationPointList - I think I have a clue how to setup testing stage... perhaps recommending a re-link... not everything in the same move because of iterations boundary but... allowing user to chain these actors as they should be.
Re: DM-Castellum-RC1
Hi there,
what comes after RC1? Yeah, RC2! But this time I'm confident that this is the final version
Link to RC2:
https://1drv.ms/u/s!AhO0_2oZHvVCg-gu8xS ... A?e=WcxE5e
Link to a cool Video about it from Sören (The musician):
Change log:
- Updated and slightly smaller music file
- Fixed Pathnode and Lift Center heights
- Further (hopefully) imroved pathing
- The both end lifts now stay open until players leave them.
Thanks once again to all of you who helped making this getting better and better again and again! I is so mush appreciated!
If no show stopper shows up until Tuesday evening this will become the final version.
what comes after RC1? Yeah, RC2! But this time I'm confident that this is the final version
Link to RC2:
https://1drv.ms/u/s!AhO0_2oZHvVCg-gu8xS ... A?e=WcxE5e
Link to a cool Video about it from Sören (The musician):
Change log:
- Updated and slightly smaller music file
- Fixed Pathnode and Lift Center heights
- Further (hopefully) imroved pathing
- The both end lifts now stay open until players leave them.
Thanks once again to all of you who helped making this getting better and better again and again! I is so mush appreciated!
If no show stopper shows up until Tuesday evening this will become the final version.
- EvilGrins
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Re: DM-Castellum-RC2
Cool song, you aim too high.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: DM-Castellum-RC2
I can get on the roof, unless you wanted that. Nice map man.
Binary Space Partitioning
Re: DM-Castellum-RC2
Argh. Actually the roof has a kill zone. Or at least is supposed to have one. How did you there? I need to check what went wrong...
Re: DM-Castellum-RC2
Leave everything the way it is, just add a trigger and a special event to kill.
Not a killspot thingy.
Because the special event style will show up as kills, it's just more correct otherwise a kill trigger thingy that I can't think of the name of it right now LOL will work just fine.
I impact jumped to the side.
Not a killspot thingy.
Because the special event style will show up as kills, it's just more correct otherwise a kill trigger thingy that I can't think of the name of it right now LOL will work just fine.
I impact jumped to the side.
Binary Space Partitioning