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
![Smile :)](./images/smilies/icon_smile.gif)
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![Idea :idea:](./images/smilies/gecheckt.gif)
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
![Idea :idea:](./images/smilies/gecheckt.gif)
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!
![Smile :)](./images/smilies/icon_smile.gif)
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
- Godlike
- Posts: 2926
- 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. ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
![Image](https://ut99.org/392-72a.gif)
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![Smile :)](./images/smilies/icon_smile.gif)
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![Smile :)](./images/smilies/icon_smile.gif)
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
![Smile :)](./images/smilies/icon_smile.gif)
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
![Smile :)](./images/smilies/icon_smile.gif)
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.
![High Five :highfive:](./images/smilies/highfive.gif)
what comes after RC1? Yeah, RC2! But this time I'm confident that this is the final version
![Ironic 2 :ironic2:](./images/smilies/LeichteIronie.gif)
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.
![High Five :highfive:](./images/smilies/highfive.gif)
- EvilGrins
- Godlike
- Posts: 9903
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
- Contact:
Re: DM-Castellum-RC2
Cool song, you aim too high.
http://unreal-games.livejournal.com/
![Image](http://ic.pics.livejournal.com/evilgrins/3189901/2202082/2202082_640.png)
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