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Re: THE 512kb MAPPING CONTEST

Posted: Wed Dec 03, 2014 7:17 pm
by papercoffee
EvilGrins wrote:
UnrealGecko wrote:
Hellkeeper wrote:I just realized CTF-Gravo has a 4 Mo music attached to it. What's the deal?
I told him about it, and I thought he did upload a new version without the music... :noidea
He did, skim back in the thread a bit. Gravo has a version 2.
:| Do you want to say that ...
ok where is this map?

Edit---------------
:ironic2: ...CTF-512K-Gravo_V2 is in again. viewtopic.php?f=5&t=5953&p=68440#p68440
Sorry Rocky, I apologize for any inconvenience. I totally overlooked this map when I updated the first post. :wth:

Re: THE 512kb MAPPING CONTEST

Posted: Wed Dec 03, 2014 7:39 pm
by rtg
Also, seems like my map 1on1-FastPaced bugs all of my teles on newnet servers, its not my fault, on regular servers there are no problems in anything. If the servers you guys are putting are with newnet, then that would be a problem. In fact I approve of making these servers newnet, so I will be searching for a way to fix this, of course if you guys approve to put that fix on the newnet servers.

Re: THE 512kb MAPPING CONTEST

Posted: Wed Dec 03, 2014 8:51 pm
by papercoffee
rtg wrote:Also, seems like my map 1on1-FastPaced bugs all of my teles on newnet servers, its not my fault, on regular servers there are no problems in anything. If the servers you guys are putting are with newnet, then that would be a problem. In fact I approve of making these servers newnet, so I will be searching for a way to fix this, of course if you guys approve to put that fix on the newnet servers.
A fixed version only after the votes ...sorry.
Right now will your map be tested as it is. The Contest is over.

Re: THE 512kb MAPPING CONTEST

Posted: Wed Dec 03, 2014 10:39 pm
by {S.o.W}DeathMask
rtg,
I tested the map with bad-_-boy89, and I also noticed (And I don't know if you set it) that the sky is static. Totally. bad-_-boy89 says sky's bugged also, on NewNet servers.
Only conclusion I can get to (without watching the map on the Editor) is that you used some custom actors to make the teleporters.
If so, Unreal Tournament default actor is pretty good itself, why using a custom actor?

Re: THE 512kb MAPPING CONTEST

Posted: Thu Dec 04, 2014 12:58 am
by rtg
{S.o.W}DeathMask wrote:rtg,
I tested the map with bad-_-boy89, and I also noticed (And I don't know if you set it) that the sky is static. Totally. bad-_-boy89 says sky's bugged also, on NewNet servers.
Only conclusion I can get to (without watching the map on the Editor) is that you used some custom actors to make the teleporters.
If so, Unreal Tournament default actor is pretty good itself, why using a custom actor?
Why not download the map and try the map offline? The sky and the moon are movers, that are rotating around with different speed. It's really weird that its not working for online servers.. I'm 100% sure that its caused by server mods or settings. Just see the sky in single player.

Also I haven't used custom actors.. Every resource (except overlay textures) are original from UT. Teleport zones started glitching on me so much, that i had to go with regular teleport actors, and it was a pain to do it that way, but it worked on regular servers and offline.. Im pretty sure bad-_-boy invited you on that pug newnet server.

Re: THE 512kb MAPPING CONTEST

Posted: Thu Dec 04, 2014 3:19 am
by FraGnBraG
rtg wrote:
{S.o.W}DeathMask wrote:rtg,
I tested the map with bad-_-boy89, and I also noticed (And I don't know if you set it) that the sky is static. Totally. bad-_-boy89 says sky's bugged also, on NewNet servers.
Only conclusion I can get to (without watching the map on the Editor) is that you used some custom actors to make the teleporters.
If so, Unreal Tournament default actor is pretty good itself, why using a custom actor?
Why not download the map and try the map offline? The sky and the moon are movers, that are rotating around with different speed. It's really weird that its not working for online servers.. I'm 100% sure that its caused by server mods or settings. Just see the sky in single player.

Also I haven't used custom actors.. Every resource (except overlay textures) are original from UT. Teleport zones started glitching on me so much, that i had to go with regular teleport actors, and it was a pain to do it that way, but it worked on regular servers and offline.. Im pretty sure bad-_-boy invited you on that pug newnet server.
the problem is you've used rotating mover type. This is one of the types that does not work online. What you do is use a regular old normal mover and set the physics for rotation yourself. This is what i've done in Beat Goes on - the skybox has is a rotating/spinning mover (the nebula). Don't sweat about that, I just played the map and I was having way too much fun fragging and jumping around to even look at the skybox :loool: !

Re: THE 512kb MAPPING CONTEST

Posted: Thu Dec 04, 2014 5:30 am
by Chamberly
I guess anyone test the map however they want to test it... but... my question still remain?
Are the maps (according to this mapping contest) is based on offline game play, online, or both?
Mapping template for judging?

Re: THE 512kb MAPPING CONTEST

Posted: Thu Dec 04, 2014 10:33 am
by Spectra
papercoffee wrote: :ironic2: ...CTF-512K-Gravo_V2 is in again. viewtopic.php?f=5&t=5953&p=68440#p68440
Sorry Rocky, I apologize for any inconvenience. I totally overlooked this map when I updated the first post. :wth:
You scared me when you said it is out from the list lol :loool:
I had uploaded version 2 here: viewtopic.php?f=5&t=5953&start=240#p69130 :mrgreen:

Re: THE 512kb MAPPING CONTEST

Posted: Thu Dec 04, 2014 12:18 pm
by Hellkeeper
Chamberly wrote:I guess anyone test the map however they want to test it... but... my question still remain?
Are the maps (according to this mapping contest) is based on offline game play, online, or both?
Mapping template for judging?
I'm testing the maps offline because I don't have the time or the ping to test them online right now. I believe everyone should test them how he wants and rate them how it pleases him. Unless Papercoffee has a stricter way of doing things.

Re: THE 512kb MAPPING CONTEST

Posted: Thu Dec 04, 2014 4:01 pm
by rtg
FraGnBraG wrote:Don't sweat about that
Haha I sure did :P . This is what I get for making maps this late when the contest is about to be over. Got really freaked out from the results in online gameplay, my 1on1-FastPaced map was supposed to be for serious online 1v1 games and that's why I was in shock. Thanks for telling me how to make the sky movers working online, since I've never seen someone doing it.

Re: THE 512kb MAPPING CONTEST

Posted: Thu Dec 04, 2014 5:10 pm
by {S.o.W}DeathMask
I received a conirmation PM from the admins to upload the maps into my server for testing purposes (I'll remind once again it's a NewNet server).
I have all the maps and the redirect files too, but the only problem is I hardly ever have time for Unreal Tournament, especially these days. I will update my server with the test maps as soon as I can, and once done, I will reveal the IP for that (even if someone know already).

Re: THE 512kb MAPPING CONTEST

Posted: Thu Dec 04, 2014 9:43 pm
by jay2
{S.o.W}DeathMask wrote:I received a conirmation PM from the admins to upload the maps into my server for testing purposes (I'll remind once again it's a NewNet server).
I have all the maps and the redirect files too, but the only problem is I hardly ever have time for Unreal Tournament, especially these days. I will update my server with the test maps as soon as I can, and once done, I will reveal the IP for that (even if someone know already).
I feel the best way to test these maps is on a server together.

Re: THE 512kb MAPPING CONTEST

Posted: Fri Dec 05, 2014 1:48 am
by {S.o.W}DeathMask
It is definitely what I'm trying to: getting a server where everyone can test the contest maps altogether.
Sadly, I have just barely some time to check the messages nowadays, so I can't get really to work on it. Not until Monday, at least.

Re: THE 512kb MAPPING CONTEST

Posted: Sun Dec 07, 2014 6:08 am
by papercoffee
Any news ....do we have a server somewhere? :D

Re: THE 512kb MAPPING CONTEST

Posted: Sun Dec 07, 2014 6:31 am
by Chamberly
Even I have a server too with the maps installed and different lag compensation techniques (NN, and LC) but why not put it on UT99.org's server?

Imo the maps are based offline imo because of the botpathing and online is different and too much headache to test (NN like to break things.)