OjitroC wrote: ↑Wed May 25, 2022 11:41 am
Coming back to the difficulty level - I've looked at Old Town, River Ruins and Lava Plant and can't find any differences at all - as far as I can tell all pawns and pickups 'occur' at all difficulty levels - so my question is whether this is intentional?
Yes, the daunting difficulty spike is intentional in Old Township. Brandon is just one civilian in the middle of enemy territory. The official Level Infinity description explains that stealth must be used on the level. Now Unreal doesn't have stealth mechanics of course, but even still, options are on the table for the player to avoid some of the confrontations. The chief of these options are: the Quantum Accelerator cannon and the slew of voice boxes that the player should damn well still have from Vegra.
OjitroC wrote: ↑Wed May 25, 2022 11:41 amIn RIver Ruins, how many Skaarj Worshippers should there be in that battle? Looking in the editor it seems to be 1 (plus the cutscene SW) but perhaps I missed something there?
There are two Worshipper brothers.
OjitroC wrote: ↑Wed May 25, 2022 11:41 amAny tips on evading the four Skaarj Praetorians in Old Town - presumably people have been able to do that but it is very challenging especially on DIfficulty0?
While the Praetorians are powerful Skaarj units, please do try to utilize all tools available at your disposal. Once again, the QA Cannon, the primary fire of which makes the enemy a sitting duck which you can punish from afar, or voice boxes to lure the red boys away while you sneak past them. They can be defeated of course and careful management of the resources you receive throughout the map just
might leave you with not only all weapons available for Brandon in SD overall (except the secret one) but also well over half the max ammunition.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmWell, so much for Delacroix thinking that waiting for me to test things wouldn't find any more problems. And I am pretty expert at finding them.
That is a choice that certainly had its consequences, but think of the other side of the coin: what if you continued to remain in enough trouble to be unavailable for the test? It's by no means your fault, however that doesn't mean I can afford to put things on hold without any set date to wait around for.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmAnd here you have someone on the forum finding a critical crash still.
A crash Yrex fixed as soon as he could. Mistakes and slip-ups happen. What
does count is the fact that this particular mistake was fixed promptly.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmI think the 'anniversary' release date should have been postponed,
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmI also had to do the same with FLP back then and I don't care if you think that sucked or not. After all it was "just" 24th anniversary not even 25th and its certainly not anniversary of sd's conception either.
First off, drop the antagonizing. No one says FLP or anything else sucked, so don't even start jumping on that idiotic bandwagon and defending yourself. You're not being attacked. It's not being attacked.
And while it's 'just' 24th anniversary, do you honestly think anybody would continue to invest time and resources into SD for the next year? SD which was essentially complete for weeks and was just being tested? Come on. There was no good reason to wait till 25th anniversary.
And I don't even know how to address the 'anniversary of SD's conception thing. Am I supposed to telepathically rummage through the minds of people responsible to find out who thought about it first and when, then go with that date?
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmI don't think FLP sucked, its a fine pack and I tried to link all those contest maps (that were referenced in an official release) with a single story basically, it made perfect sense because votlan and some of those maps were bloody obscure.
Again, don't defend something that isn't even being attacked. No-one is saying FLP sucked, by any stretch of the imagination. While it does bring parallels with Stvaan Ivanhoe's reworks of otherwise-unrelated maps to mind (he also releases campaigns composed of single levels by connecting them with a story, there's several of those available), nobody's bashing on it.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmI'm still reacting to the time Delacroix said something about this in a different post in the OU SD thread where he compared my ideas to something of someone infamous for modifying everything.
I mean... I am not wrong.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmI choose always some specific theme/stuff and the only thing left was a cover cd pack which upon SD's maps recovery I would use for Steele Dawn Extended instead (so as not to have two new separate projects running). But because I became homeless right after i made all the recoveries and fixes, that went nowhere and delacroix instead started this project.
So you would rather be adding after Jolly Roger. With Yrex' and my handiwork released, you can still issue that as a sequel. Sort of a 'Steele Noon' or something similar.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmMy project wouldn't extend the SD maps themselves (only map1 as it just had inside of one building and adding interiors for map2) with dm maps and new stuff,
In that case, the Old Township wouldn't be much of a town. Notice how in Farrow's level the buildings were very few and scattered around. The additions I chose for addition turn it into a genuine town landscape in the beginning, leaving the Farrow's section as a 'working district' of sorts, centered around the water purification and measurement station.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmand I would also find time to feature liberation of na pali, because my project would take place on a different planet than na pali but still in the same system (and there are hints that it was once the case with SD as well,
I remember Io being mentioned as a setting, so I rolled with it. Makes sense in context, seeing as it gives some motivation to the Skaarj Empire's involvement in what is essentially a human-on-human slave raid. 'Helping' the Vesspines meant the Skaarj would be getting a foothold.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmSD most likely started as to be commercial expansion, but since the experience with twin dragon they went for free instead and then there was a major shift post-220 to make it more like a TC even, so there were clearly different periods/plans for SD).
One doesn't necessarily contradict the other. A commercial product may very well end up as a Partial Conversion (kinda like Doom II: Hell to Pay or Perdition's Gate). As for different plans for SD throughout the project... well, I did best to acknowledge and include as much as I knew about and mesh it together to make sense.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmSo Liberation would, in my version, take place right after jolly roger. And it would continue from there, after all liberation (by steve farrow, one of mappers on this project) was never continued either and its a damn good map that featured even in semi-official bonus discs and magazine cover discs and such. It might also have been the first addon map to appear for macintosh unreal separately. But its often forgotten and many coop admins don't wanna run it because it was never optimized for coop and its just a single map and not part of a bigger pack.
There aren't 'many coop admins' by now. There's mostly just 3, Rubie, NewbiesPlayground, Zora, and Hyper. Others... come and go. And e.g. Rubie and NP feature Liberation, so it works just fine for coop.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmAnd yet despite those additions I would have kept most of the SD maps untouched at their core
Er... Most SD maps
are untouched at their core. The first two don't count since they were, in fact,
larval. Expansions of other maps include, to my knowledge (sorry, kinda fuzzy about the original prototypes already):
River Ruins: the final section with the Skaarj Worshipper brothers boss fight.
Lava Plant: enlargement of the area for the first Lava Titan fight to give the player some space to move around.
Mountain Stronghold: added the fields for the Nali and integrated the 'ForCrista' section into the ending, as well as added a bit to connect to Starport
Starport / Comm Center: added the ending section to connect to Planet Head
Jolly Roger: enlarged the hangar to make space for both the initial fight below and the boss fight above.
Nothing more aside from minor things and seamless improvements was added to the original maps. This was an attempt at finalization of the pack so I don't think the changes are that drastic.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmand made sure that things like mininuke were included (I wanted a separate item with peacemaker mesh and different skin) and it would be possible to launch it with the F3 grenade launcher. (...) sdeightball idea (...) It was still shaping itself obviously and we didn't see everything from the developement but at least most of it finally was found last year and released as historical files. The notes for sdeightball contained that it would fire the mininuke in the alt mode. There was a mininuke mod once in existence apparently but since I had the nuker file too from wod and someone from upsx team also had it in their dev tree, i converted the mod for 224 compat as an example for future to make mininuke from, I only wanted to use specific features of the nuker, not to copy it whole. But my intention was "lost in translation" and instead delacroix's version started to feature nuker outright (with changed mesh to that of small warheadlauncher).
Well, the mininuke now is in fact, SDEightball instead. It's a secret superweapon. The peacemaker mesh is used to give the player an impression that the altfire completely eschews the barrels of the gun (so if you place an ammo pack on the map, it's like a new set of barrels for it). Overall, I think it turned out...
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmF3 grenade launcher. That thing, in the recovered content, only had two grenade modes, not four, but a third one was meant to be included obviously, hence the name f3, as in three functions. It had temporary mesh as flakcannon and the grenades also had the same look (hence why I tried to suggest changing that to something else, but its no biggie).
Now it has a total of four firing modes, but I think I'll just stick with F3, seeing as the first two firing modes are that of regular grenade, only either exploding outright or being an on-contact trap.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pm(in the 220 version they started adding sd version of each gun, so that they could eventually add brandon arms on more things or add more ammo types). But yea the only reason the sdweapons for everything started existing is during one of those switches for the project when they wanted to move it to be more TCish and started getting code and stuff from joe wilcox, who provided some stuff from his cancelled AWGD project,
Yes, but that's also why at some point I just had to say 'enough' and limit the SDWeapons-scope. As it stands now, we have SDAutomag (added akimbo function), SDGrenadeLauncher (completely different beast from the UMS standard issue GL), SDEightball (secret weapon that is based on the nuke concept), SDRifle (beta mesh, different scope than U1 retail which essentially has no scope), SDMinigun (a terran issue minigun mesh of which I snagged from a mod called PerUnreal, to replace the U1 minigun, but essentially, it works the same way) and lastly, SDImpactHammer which is the alpha Nut Buster. The DP, the Stinger, the ASMD, the regular Eightball, the Flak Cannon, the Razorjack and the GES BioRifle remain as-is and all are present in the pack.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmlike the interactive terminals and such that didn't even get placed in any sd map yet but that existed in the system file already. This is what then inspired the interactive stuff in this community version of SD. Except sudoku was never planned lol and that really made early sd rework tests pain for me. That is something original for this specific version.
The Nali sudoku was something I envisioned after finding out about the touchscreens concept. I wanted to expand on the Nali lore a bit. It's not that hard any longer, not even on Unreal difficulty, as it was during your last experience. Don't pick on me.
As for the numerical touchscreens, expect to find them in Lava Plant and Starport. They are now used there.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmto get back to patching topic: The main reason why I had to release a lot of patches for UPSX in that one period was because of IRL troubles or circumstances and because I didn't properly test them everywhere (when I was in norway i had just a really ancient machine and yrex had to supply me with special "mini 225", which didn't reveal the linker crash problems for example and coop I couldn't test properly either).
But yea we had a pallete error thing in flp, that was my fault though iirc but also related to s3tc texture usage, because I referenced explicitly a pallete of a texture for a firetexture instead of letting it use its own, you know, for efficiency. That was just the intro map being affected though.
It honestly doesn't matter to me and I am starting to get really aggravated by the whole patching debacle. There is nothing wrong with issuing patches for software if you find defects in it. Stuff happens post-release. We did our best and I think that while coop admins
have a right to feel a bit annoyed by the frequent updates (which now stopped), calling things 'obvious beta' just after the street date and after most fervent tests I've ever done myself alone (that is not even mentioning SteadZ', Aspide's or Prophet's dedication, whose feedback was also paramount) is just downright hurtful to me. You want to wait a week or two before introducing SD to your coop server of choice? Be my guest. You want to provide feedback and tell me of bugs? Be my guest. Call something beta when it isn't? Criticize patching instead of being grateful we are quick to fix our work's shortcomings?
Hold your tongue and take a step back.
We did this for you guys. For this community. I am fully ready to receive any flak for what was done wrong. But I don't think our jumping to repair what was wrong with the pack is an incorrect course of action. Please do be more fair in judging that particular aspect.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmThe shadow bug I know/am familiar with. I had to modify a coop gametype to get rid of it. I forgot the specifics by this point since its been years ago, but yea I couldn't fix it fully, only fixing oldskool fully would, so I opted out for more classic shadow use. It was really stupid and hacky of oldskool to do this though, they explicitly made the shadow decal work in fog too, by using a nasty hack, without doing sanity checks and all. This is why it spams so much.
Then yeah, a patch to oldskool itself would be in order. It has more issues than just that anyway, e.g. the map pack amount limits.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmThe Skaarj Praetorians...that is a new addition (and obviously xidia inspired)
No, it isn't
inspired by Xidia. They are taken from Xidia, yes, because SD is designed to fit in (and expand upon) an extended community canon which Xidia is a part of. Their presence on site should damn well raise suspicion, because why would the Empire use such powerful units for what seems to be a minor operation? This may be expanded upon in further projects. But yes, SD solidifies Praetorians' spot in the hierarchy of the Empire. One Praetorian in particular leads a mini-squad of special agents on board of Jolly Roger.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmand already 3 refused to run the maps further until their health is reduced or something.
That is his choice and his right, however first off, 1800 per Praetorian isn't too much, but its their default. Second, in a coop scenario, such a Praetorian doesn't face a lone Brandon Steele but multiple opponents at once, so it's the Praetorian that's screwed in this scenario. Additionally, it's quite hypocritical to complain about the Praetorians (I don't know where 3 took their HP being in the 3000s from, does his server modify enemies' HP on the fly?! They're 1800 on Unreal difficulty on my end!), while hosting e.g. UT-Lity Na Pali which is a Boom-Boy remix of RTNP with some of the enemies way more powerful than any single Praetorian, and with their numbers so excessive a lone player will quickly be destroyed over and over. I am not going to touch SD based on feedback from such an individual. It saddens me that 3's playerbase is getting the short end of the stick, but there were more...
interesting admins in our community before so I am not all that surprised.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmAlso...the brandon skin issue thing...for upsx I had to make a bypass for oldskool/make a new gametype/subclass of oldskool's iirc. It should have been done with this too if it hasn't. Because you are playing it literally with plain oldskool. For UPSX I made it up to player to select Jack's skin though and didn't force it, but some stuff has been changed. Like teleporters giving off the dm unreal effect (with some exception noted in code), and provision for the intro map etc because the myleveled gameinfo wouldnt work on oldskool.
That's strange, I could've sworn we're
having custom oldskool-subclass gametypes (see SteeleDawnPakUT and UT version of SteeleDawnGUI) that force Brandon as a player. And it worked fine. If something changed in that aspect, I think it warrants an investigation.
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 7:29 pmYea well difficulty settings sometimes are forgotten about in projects like these. Several upsx maps also suffer from the same symptom.
Especially in a hurry. Difficulty settings play usually happens after map is done and can be tricky if you're pressed on time.
That too, but I just thought that the difficulty-level changes in enemy aggressiveness and other aspects of gameplay balance was just enough, honestly. Didn't want to dwindle the numbers because (as tests have shown) with not enough enemies, maps just feel empty.
OjitroC wrote: ↑Wed May 25, 2022 8:44 pm
I suppose it's not really a big deal but ... I am slightly miffed at having to evade 4 Praetorians (with their 2K+health, speed, high melee damage and massive SightRadius - I don't use them much in MonsterSpawn because of the difficulty in disposing of them). The issue though is a wider one - I would think that people playing this on Unreal Difficulty would also be miffed to find that that difficulty level is no harder than Easy?
I'm really just looking for tips on how to play the map - go for the QACannon first and then use that on them to slow them down and finish them off with other weapons is one strategy but is that effective?
Leo(T.C.K.) wrote: ↑Wed May 25, 2022 9:17 pm
Yes the "Quality Assurance" cannon could be one way, lol. I still haven't played this new version, I'm catching up on a lot of things but I think it would be best to tone down this fight really, a lot of people have complained by this point about this fight.
This won't be toned down because the planned concept for the level was to have Brandon at a grievous disadvantage. While engaging the Praetorians to an extent is unavoidable, slowing them down with QA cannon fire is perfectly enough to evade them. And before they notice you, you have the voice boxes. I've been luring them out of the way with those with a lot of success.
Steele Dawn requires a bit of a mentality change. Kill everything that moves when you're a random civilian that just happens to be capable of using guns? Yes, that's going to work admirably, right?
Well, it doesn't always work that way. The first portion of Old Township requires you to play smart. That means, pick your battles and focus on surviving and getting through enemy territory. Clearing out the area is still possible but it's ball-bustingly hard to dissuade you from trying to do that. If you continue to be stubborn about it, you do so at your own risk.
Same deal about the Skaarj commander you meet at the mansion and reencounter on the final level. In the mansion (and initially aboard Jolly Roger) he is invulnerable. You aren't supposed to waste ludicrous amounts of ammo by engaging him. Actually, I find Impact Hammer to be particularly helpful in these encounters, because a charged shot can still knock him back if he corners you.
During the actual phase two of the final fight, where he's vulnerable, again, QA Cannon can slow him down drastically and if you scored the Dyatlov's Eightball, a few shots of this baby pretty much skips the fight entirely. Fighting him legitimately though, the QA Cannon is your friend again. Slow him down, then quickly switch to anything else and punish him until he's down.
And I'm not taking complaints about his health. Yes, it's 3200, but JUST for him and he's a BOSS, so that's well warranted.
OjitroC wrote: ↑Thu May 26, 2022 1:15 amOn the story - it's not clear what that building is with the lethal security or why, in fact, it would have that kind of security. A bit further on, the updraught from the fan doesn't work all that well - it takes quite a few attempts to get to the top, I kept getting stuck on the side. The pupae at the top alerts the player to the presence of Skaarj but it's not clear what a lone pupae would be doing in that kind of environment? Odd that Brandon makes no comment on it?
The building... it's open for interpretation. Overall, that section of Vegra has its fair share of security measures (the locked-and-secure doors, the jet-propelled elevator being locked behind a forcefield), so the only thing you're supposed to know is that you're not supposed to normally be there. Whatever would normally be accessible behind the locked-and-secure doors or going on in the area right after the two forcefields is not for Brandon, a civilian, to know.
The pupae... Brandon doesn't comment on spiders or scorpions later, and they're similar in size. They're pests not worthy of his time, or comment. The only creatures he comments on consistently are rats, as he has severe dislike of rats, which after the events of Starport will most likely turn into downright musophobia (fear of rats). Sure, he comments on the pack hunting predators once, but that's because encountering the adult Ravager comes off as an unwelcome surprise.