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testing an Apollo map
Posted: Sat Sep 26, 2009 10:18 pm
by Wigglebottom
hello everyone *Wiggle*
it was due time to post this, just had less time to work on it so it took allot longer than i hoped *Wiggle* dont mind the lighting , i'm still working on it *wiggle* and there are no botpaths or weapon pickups.
for the ones who dont know what i'm talking about i will explain:
i made Apollo a spaceship. did have to deactivate most of the crew (except his bodygards) for security reasons *Wiggle*
this is a test, tell me if there are any bugs or shapechanges i need to adjust. hope it will one day make a nice freon madness map *Wiggle*
some screens
this end my humble request to test this (preferibly on server 1# or freon maddnes *Wiggle*)
hope ya all like it,
Wigglebottom
*edit*
file got a little bigger since i added the shiptech and shiptech2 textures. thought those were standard ut textures but i could be wrong. had some trouble uploading it to the site *wiggle* so i used another site. here's the link
EDIT:
good luck testing everyone ^^
Posted: Sat Sep 26, 2009 11:22 pm
by Apollo
Lol. Nice 1 m8.
Looks pritty dam good as well.
Only thing is, it dont work.
I get a runtime error when I try and launch it.
Posted: Sat Sep 26, 2009 11:27 pm
by partydevil
@ wiggle
maybe they don't have the construction meshes =)
Posted: Sun Sep 27, 2009 7:01 am
by }TCP{Snowbird
Just from the screen shots, I can tell that it will be a nice map. I will check it out in a few. Frank

Posted: Sun Sep 27, 2009 8:17 am
by Wigglebottom
}TCP{partydevil wrote:
maybe they don't have the construction meshes =)
to my knowlage i placed al the meshes into the zipfile. it might be the textures since i asumed i used standard textures but i wasnt sure *wiggle* i didnt use the construction meshes, just looked through them when searching for spaceship stuff so i hope thats not the problem *wiggle* i cant check what's wrong myself since i have all the files it needs
}TCP{Apollo wrote:
Looks pritty dam good as well.
Only thing is, it dont work.

I get a runtime error when I try and launch it.
glad you like the look of it (thoug its still pretty empty.)
any chance that the error tells you what its missing or what is wrong?
i think every map i upload has had this problem with a missing texture or mesh file -__- *wiggle* maby opening it in the editor might tell ya what is missing. i will update the file as soon as i know what's wrong
and once more my apollogies for another broken map *Wiggle*
*edit*
added texture files , hope it works now *Wiggle* new download in first post.
Posted: Sun Sep 27, 2009 1:25 pm
by Apollo
Its still the same. I get a runtime error.
I allso opened it up with unreal ED. And gives an error there.
Says the missing file is called HSPCM03.
All the files which you have put in the download, I allready have in my UT folders from other maps.
But I replaced them with the 1s you included. Im not a mapper so I dont have a clue whats wrong.

Posted: Sun Sep 27, 2009 1:57 pm
by Wigglebottom
aah , i know what is wrong than ^^ i will add a download of the mesh i fergot. i placed your name in it with a staticmesh (wich i will probebly replace becouse it doesnt look verry good *Wiggle*) its the same one i used in the map for Ramses and Digi. fergot i used it and thus didnt include it in the file. thanks for the help *Wiggle*
Posted: Sun Sep 27, 2009 2:59 pm
by Apollo

It works and I must say, I love the layout of the map. Every hallway connects to each other perfect. Alot of nice places to wall dodge off and the middle room will be good fun.
From the second I started running around, it took about 2mins to know my way around the map. ( perfect ).
Good work m8 I like it alot. I cannot wait to play it online with some real people. When its finished that is.

Posted: Sun Sep 27, 2009 5:13 pm
by }TCP{Snowbird
I just Dled it on my main machine, and nothing in the world will stop me from looking at it now. Frank
***Edit***
A Great map, and I would love to play it, when it is done.
Posted: Sun Sep 27, 2009 5:29 pm
by }TCP{Wolf
People said they could not connect to the Freon Madness server with it.
I took it out of the rotation for now, please check what's wrong so we can get it back on. Maybe just the redirect missing?
Posted: Sun Sep 27, 2009 5:57 pm
by Wigglebottom
i heard from Oh-ye that the shiptech textures downloaded very . the size might be the problem *Wiggle* didnt know for sure if 20mb was too big but i guess it is, or there is a problem with the link to the texture file? i dont know how to check that *Wiggle*
i could try to get the specific textures into another file but concidering there might be a war today i wont be able to fix it today *Wiggle*
shiptech is about 20mb and shiptech2 is aroutnd 27mb
*edit*
hope ya like the moving glass plates Apollo ^^ and have fun testing snow

*Wiggle*
Posted: Sun Sep 27, 2009 5:57 pm
by rejecht
I don't know what happened with the download, or why the server wanted me to download JumpShipObjects, because that package comes with the game! Have you overwritten the JumpShipObjects package on your system?
Anyway, these files are already part of the game and should never be included with any map:
JumpShipObjects.usx
Pipe_Static.usx
Plutonic_Robot_SM.usx
SG_Special.usx
Shiptech.utx
Shiptech2.utx
ShiptechHardware.usx
WeaponStaticMesh.usx
These are the only file that should be distributed with your map:
WigglesFirstMovers.usx
HSPCM03.usx
If you have to modify settings on something that comes with the game, you're supposed to make a copy of it into your map (mylevel), or into a custom package (any name that doesn't conflict with any existing name anywhere on planet earth). This is done by selecting the Static Mesh in the browser and choosing Edit | Rename... from the menu. Use MyLevel as the package name if you don't intend to reuse the modified static mesh in many maps in the future. Note: This is probably only done when you have to change some parameters in a static mesh.
Haven't had a look at the map yet, though.
* Have a look at manifest.ini for a list of files that has been registered as part of the game. It's in the System folder.
Posted: Sun Sep 27, 2009 6:00 pm
by Wigglebottom
is there any way to check if files are ut files or custome ones ? couse i have run into this problem before and it couses me headakes *Wiggle*
thanks for the help ^^
*edit*
i think i havnt changed any of the original things but i did use one of the textures for a static mesh. saved the meshes in WigglesFirstMovers.usx
but i didnt save any textures afterwards i think *Wiggle* this has been a while back so i dont know for sure. but i try never to oversave a file that already exists.
Posted: Sun Sep 27, 2009 6:20 pm
by rejecht
Wigglebottom wrote:is there any way to check if files are ut files or custome ones ? couse i have run into this problem before and it couses me headakes *Wiggle*
thanks for the help ^^
np. Check the manifest.ini file, which holds a list of things that the game has registered to be installed with it.
Personally, I have a folder called Downloaded where I put custom content.
Example:
C:\UT2004\Downloaded
Here I have placed any downloaded maps, or stuff I've gotten with the help of Coco's Cache Extractor (TM)(C)(R).
I've chosen to structure it like this:
C:\UT2004\Downloaded\Maps
C:\UT2004\Downloaded\Sounds
C:\UT2004\Downloaded\StaticMeshes
C:\UT2004\Downloaded\Textures
Next, you have to edit the ut2004.ini file (in the System folder) and tell it where to look for these materials.
Here's what my custom paths have to be like:
Paths=../Downloaded/Maps/*.ut2
Paths=../Downloaded/Textures/*.utx
Paths=../Downloaded/Sounds/*.uax
Paths=../Downloaded/Music/*.umx
Paths=../Downloaded/StaticMeshes/*.usx
Note: Don't make a System folder and put custom system (.u) files there, though. That's a sure way to get lots of conflict errors when connecting to servers.
Note 2: Place the custom paths after the paths that are already there, to be sure.
Posted: Sun Sep 27, 2009 6:40 pm
by Wigglebottom
nice
i will try to filter my custom stuff into another path soon *Wiggle*
thanks allot for the help ^^
*edit*
changed the download.
the file only contains DM-}TCP{Apollo_test.ut2, HSPCM03.usx and Wigglesfirstmovers.usx now *Wiggle*