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Posted: Sun Apr 26, 2009 3:29 pm
by }TCP{Snowbird
Looks nice, reject. Is this one on the server yet?
I figured out the "little extra" with the ball and cube form. I had to cheat in the editor, and fly to it though. Nice visual effects, but I am not sure if they would be used too much, but very nice effects.
You have put allot of detail into your map, and I am very impressed with the way that it looks. Even what the "normal" player does not see, like the blocking volumes on the stairs, make for a smother running. I did not get ea chance to play with the bots yet, but I am sure by looking at the path lines, that you put allot of effort into makeing them run in the right direction.
I would like to play this one on-line with about 8-12 peeps, and see if the flow of the game works. I am sure it would, there are enough openings in the corridors and lift shafts to chose from. Good job man. Frank
Posted: Sun Apr 26, 2009 4:26 pm
by rejecht
}TCP{Snowbird wrote:Looks nice, reject. Is this one on the server yet?
I figured out the "little extra" with the ball and cube form. I had to cheat in the editor, and fly to it though. Nice visual effects, but I am not sure if they would be used too much, but very nice effects.
You have put allot of detail into your map, and I am very impressed with the way that it looks. Even what the "normal" player does not see, like the blocking volumes on the stairs, make for a smother running. I did not get ea chance to play with the bots yet, but I am sure by looking at the path lines, that you put allot of effort into makeing them run in the right direction.
I would like to play this one on-line with about 8-12 peeps, and see if the flow of the game works. I am sure it would, there are enough openings in the corridors and lift shafts to chose from. Good job man. Frank
Thanks a lot!

(sshhh It's a secret to everybody.

It was supposed to trigger automatically, using a set of random wait timers, but since I found no way to reset the trigger between rounds, I had to scrap that idea.)
Yeah, I really like smooth stairs.

I'd hate to do that on a spiral staircase, though, but in the end, the result would probably be worth it.
The Freon bots are generally not good enough. I've tried playing with them on many other maps as well. Sometimes the enemy bots just don't want to move, and instead, they just stand by you when you're frozen, and kill you immediately when you've unfrozen, and continues that way. A mixture of humans and bots might work better, though.
There are also some annoying issues with the lifts (as usual), especially when someone gets stuck in them, but other than a) writing custom lifts without any good documentation, or b) trying to replace them with jump pads, there's not much I can do at the moment. Thanks! ^^
Posted: Sun Apr 26, 2009 4:46 pm
by }TCP{Snowbird
I had problems with the lift in Sinfonia. People were getting shot as it was going up or down, and they would plop right into the lift.
I rebuilt them with a smaller grid scale, and that helped get more triangles in the lift. You could also play with the collision in the static mesh browser.
Posted: Sun Apr 26, 2009 10:32 pm
by rejecht
}TCP{Snowbird wrote:I had problems with the lift in Sinfonia. People were getting shot as it was going up or down, and they would plop right into the lift.
I rebuilt them with a smaller grid scale, and that helped get more triangles in the lift. You could also play with the collision in the static mesh browser.
Yeah, I remember these problems. It's when you die (get frozen too I guess), the game momentarily switches to the karma engine to make realistic death animations and the like. When making my own static meshes for use as movers, it wasn't enough to just add a collision brush manually, because the properties for the mover doesn't have bBlockKarma set to true, as it perhaps should. I learned this from the 3dbuzz videos, too. To test if karma is active for the mover, one could suicide on the mover mesh, and if the player falls through, karma is not active--or--karma
is active, but there is no basic collision for karma to use. I haven't checked sinfonia for this, though, but I guess that might be the case. Who knows. There are many bugs (or "features") with movers.

Posted: Mon May 04, 2009 3:56 pm
by rejecht
I noticed some undesired effects while we played it last time:
1) Mr. Head$hot said he didn't see the crystal in the sphere room. I assumed he was joking since no one else reported it, but the game silently continues when it doesn't find something. So he must be missing the Plutonic_BP2_static.usx file where the crystal is located, and probably the Plutonic_BP2_textures.utx as well. Many don't have the extra packs installed, so I'll probably have to add those to the zip file next time.
2) The explosion doesn't spawn the ion effect in netplay. Haven't looked into that one yet, but it might be because of the same issues as point one. The ion effect was supposed to be the warning sign before the explosion goes off.
The floor areas look a bit simple, but I'll add some more things, and have also planned more connections between the areas.
Posted: Mon May 04, 2009 4:46 pm
by rejecht
Although I have no list of what files come with UT2004, I did download the MegaPack and ECE pack, and none of them have the plutonic files I referred to. So, one possible explanation (so far) is that he has the Plutonic files, but they're modified on his system.
Anyway, here's a list of the files in these bonus packs, for reference..
http://sites.google.com/site/rejecht/un ... /ut2004ece
http://sites.google.com/site/rejecht/un ... 04megapack
Posted: Wed May 13, 2009 10:26 pm
by rejecht
Still working on it. Got the ion explosion working thanks to tips from helpful people at the Epic forums.
So here's a screen shot for those of you with 3D glasses (Red-Cyan or Red-Blue). ^^
It's easy to make these images. I just took two screen shots slightly offset from each other, and tried point the focus just a little bit toward the main object. The depth isn't too great in this one, but you'll notice things are at a distance.
Here are links to a tutorial and the program (by a Japanese fellow who knows English) that helps you generate the final result from the two images. No need to spend time doing it manually (layers, colour changes, etc).
Tutorial:
http://www.stereoeye.jp/howtoshoot/one_dc_e.html
Software (Anaglyph Maker):
http://www.stereoeye.jp/software/index_e.html
Posted: Sat May 16, 2009 5:30 pm
by rejecht
DM-AnataWa-Beta4 (2,7 MiB zipped)
- The explosion should now work in netplay (with an audible but short warning).
- New connections between floors.
- Some decorative work.
hf ^^
Posted: Sat May 16, 2009 6:17 pm
by }TCP{Ramses
Looks very stylish

Posted: Sun May 17, 2009 7:37 pm
by rejecht
ty ty ^^
You're referring to the Egyptian-themed parts, of course.

DM-AnataWa-Beta5
Posted: Sun May 24, 2009 6:40 am
by rejecht
DM-AnataWa-Beta5b (2,9 MiB zipped) (FileFront)
After some feedback and trying stuff out, I've gone for a more consistent Egyptian look.
There are many visual changes. Some stuff needs to be added, and some textures need alignment, etc, mostly minor stuff now, I hope.
Screen Shots (FileFront)
hf ^^
Posted: Sun May 24, 2009 10:30 pm
by rejecht
Beta5b.
There was a last minute change that was wrong.
The jumpzmodifier in the jumppad in the sphere hall was 8.0.
It was supposed to be 0.8. I was too quick in setting it back to its original value when I tested values such as 0.7, 0.6, etc. Epic fail. ^^
Posted: Mon May 25, 2009 3:10 am
by }TCP{Snowbird
I already downloaded it, but have not had a chance to test it yet. I will make the modification to the version I have and test it in the next few days. I know it will be nice to play. Frank
Posted: Mon May 25, 2009 11:12 am
by }TCP{Ramses
Yes it played well yesterday in the Freon Madness
I was amused by the stylish Egyptian eye in the lava pool ... ironically the eye was used to protect and ward off evil ... it didn't work for me in Freon as I fried

, so much for mythgology ... looks great though

Posted: Mon May 25, 2009 12:33 pm
by Apollo
Idd. Good map.