dod_belfort

dod_belfort

Re: dod_belfort Posted by Orpheus on Sun Apr 25th 2004 at 2:37am
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i only mentioned my idea, cause you mentioned reaching limits.. i figured you could use what you already have, just rearranged..

your way would look mucho better though..
Re: dod_belfort Posted by Gorbachev on Sun Apr 25th 2004 at 7:11pm
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I've implemented it all. It looks pretty cool, I've also made all the fixes mentioned. (any inconsistancy in the wall texture for small angles only has been fixed. I'll put the posts in next (that's about all I have left from known issues.)

I'm running at 100% of the planes limit right now, but I got Cagey's tools just as a post-compile helper for planes.

Other than that, it'll be ready for another run-through soon.
Re: dod_belfort Posted by Orpheus on Sun Apr 25th 2004 at 7:23pm
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Gorbachev said:
Other than that, it'll be ready for another run-through soon.
i had hoped, for some other input before then..

glances at snarkpits member roster

yup, we have a couple qualified critiquers..
Re: dod_belfort Posted by ReNo on Sun Apr 25th 2004 at 7:44pm
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I certainly plan to do a critique, but after playtesting it online, and having the feedback of my flatmates (who are experienced DoD players) to give as well. Unfortunately couldn't make the last playtest, so if there is another on the horizon I will try and make that one.
Re: dod_belfort Posted by Gorbachev on Sun Apr 25th 2004 at 10:43pm
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Well I've made all the fixes and am soon to have a better version for you and your flatmates to try out. I just want to put the posts in and it's ready.
Re: dod_belfort Posted by Wild Card on Sun Apr 25th 2004 at 11:13pm
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Hey Gorby I dont know if its been mentioned but.. The windows in the second screen dont match with the rest of the map. :razz:
Re: dod_belfort Posted by scary_jeff on Sun Apr 25th 2004 at 11:17pm
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I'm not sure, but that could be because the second screen is in a church, and the rest of the map isn't :razz:
Re: dod_belfort Posted by Wild Card on Sun Apr 25th 2004 at 11:18pm
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scary_jeff said:
I'm not sure, but that could be because the second screen is in a church, and the rest of the map isn't :razz:
I know that lol, but it still looks odd.
Re: dod_belfort Posted by Myrk- on Sun Apr 25th 2004 at 11:20pm
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I think I do the action of the entire snarkpit here by doing this-

/me slaps Wildcard round the head
Re: dod_belfort Posted by Orpheus on Sun Apr 25th 2004 at 11:24pm
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Wild Card said:
Hey Gorby I dont know if its been mentioned but.. The windows in the second screen dont match with the rest of the map. :razz:
take your own screenshots and leave gorby's alone, and while your at it, write a decent critique :smile:
Re: dod_belfort Posted by Gorbachev on Sun Apr 25th 2004 at 11:59pm
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Don't be hatin' on my stained glass foo'.

In all seriousness though, it's not out of place, it IS in a church after all, and what's a 40s era french chapel without stained glass?

Even those profile pics are getting pretty dated. But I change stuff so much I don't have the time to update them every compile.
Re: dod_belfort Posted by Leperous on Mon Apr 26th 2004 at 10:21am
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Well, it's a bit strange how the glass is intact, while the brick wall next to it isn't. :razz:
Re: dod_belfort Posted by Orpheus on Mon Apr 26th 2004 at 11:26am
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Leperous said:
Well, it's a bit strange how the glass is intact, while the brick wall next to it isn't. :razz:
he already explained why Mr. Clean has been there lep.. did you sleep through that portion of class :razz:
Re: dod_belfort Posted by KoRnFlakes on Mon Apr 26th 2004 at 11:30am
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ive been meaning to critique this for a bit. im dl it atm, il post something later today. btw, I waited on steam when you said youd probably be on to test the map, but you wernt on, so I played EQ/CoD.
Re: dod_belfort Posted by KoRnFlakes on Mon Apr 26th 2004 at 12:43pm
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User posted image

The tree has no roots m8, perhaps just some masked textures will do.

User posted image

Your mortars give out no smoke when you use them.

I dont agree with orph about the lighting, I think its fine tbh. I cant stand some of the clipping though, its a bit restrictive especially on slopes near the yank spawn.
Re: dod_belfort Posted by Orpheus on Mon Apr 26th 2004 at 2:16pm
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master korn, i might be wrong, but i think i only mentioned it being to dark in the tunnels.. still i am glad someone finally commented on the light levels.. as i also mentioned more feedback is required..

after comparing your screens to mine.. it looks as if our gamma is set similarly..

maybe.. the light isn't to dim, its only dimmer than i am comfortable with..

thanx for looking though, i never truly trust my settings :smile:
Re: dod_belfort Posted by Gorbachev on Mon Apr 26th 2004 at 3:16pm
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No need to gripe gentlemen everything but the smoke has been addressed to.

That stump has been thoroughly changed. The mortars have a sprite that makes a little flamey-smoke when you press them. Is that not showing up?
Re: dod_belfort Posted by Orpheus on Mon Apr 26th 2004 at 3:38pm
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they made light, and sound.. but i forgot to ask, do they launch any projectiles?

gripe? we no stinkin gripe :lol:
Re: dod_belfort Posted by KungFuSquirrel on Mon Apr 26th 2004 at 3:53pm
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Good call on the masked texture for roots, KF... I'd have never thought of that one. :smile: Could be a nice touch if mr. Gorbechev chooses to use it.

Map's looking very nice; I'm impressed. I've seen... probably not as many DoD maps as I should... but it ranks up with the best of them. :smile: I'd love to try and critique it a bit more, but don't really have much to offer, especially time-wise - so instead I'll just wish you luck on the finished product :smile:
Re: dod_belfort Posted by KoRnFlakes on Mon Apr 26th 2004 at 4:25pm
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Gorb, yeah the flash goes off, but it really needs a large amount of smoke to quickly rise out of it tbh.
Re: dod_belfort Posted by Gorbachev on Mon Apr 26th 2004 at 11:51pm
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I actually did think about masked texture roots earlier, but I didn't like how it was tough to jump/walk onto them to start with. And I also didn't have the "right" texture. So I have a completely different stump-ish thing now that looks better anyway. The "dodgy" clip of the hills has been fixed per se by adding fences along the edges. There are now more light sources in the tunnels. As for the smoke on the mortars, I don't know if they really made that much smoke to be honest. If they do then I'll surely add some. I'm touching the limit for brush based entities, but I have lots of point based left in allowance.

Yes, a mortar ejects a projectile (it's sort of like a lobbed rocket)...but as nice as my map may look, remember this is still HL, and my goal was for a smooth map. I can't go too wild with stuff or I risk over-doing it.

The overview will also reveal where the mortars target as well as tunnels and cap zones. Since as it stands it's probably a little tough to figure out.

[edit]The amount of masked textures and models in my map would make some mappers cry. The editor is plastered with trueblue. :biggrin:
Re: dod_belfort Posted by Orpheus on Mon Apr 26th 2004 at 11:58pm
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stop gabbing already and release another version :smile:
Re: dod_belfort Posted by Gorbachev on Tue Apr 27th 2004 at 12:17am
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Putting in the posts...this will probably take me a couple of hours, but with proper placement, it removes my need to make those wall textures flow. Bonus!
Re: dod_belfort Posted by Orpheus on Tue Apr 27th 2004 at 12:18am
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Gorbachev said:
Putting in the posts...this will probably take me a couple of hours, but with proper placement, it removes my need to make those wall textures flow. Bonus!
true, but the clipped and out of scale ones will still be quite evident :biggrin:
Re: dod_belfort Posted by KoRnFlakes on Tue Apr 27th 2004 at 9:56am
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I'm still up for testing the map when you get the time, will you be doing so again soon?
Re: dod_belfort Posted by Cassius on Tue Apr 27th 2004 at 3:40pm
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Orpheus said:
Gorbachev said:
Putting in the posts...this will probably take me a couple of hours, but with proper placement, it removes my need to make those wall textures flow. Bonus!
true, but the clipped and out of scale ones will still be quite evident :biggrin:
OOO DISS!
Re: dod_belfort Posted by Gorbachev on Tue Apr 27th 2004 at 8:01pm
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I'd take it as a diss...but I honestly don't know where he's referring to... There were a handful of out of scale textures, but most of the angled ones were set to face, so they weren't stretched. And the clip...?

I'll be doing a test again soon but I have to finish putting the posts in and a few other minor tests.
Re: dod_belfort Posted by Gwil on Tue Apr 27th 2004 at 8:09pm
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infantry mortars didnt make a lot of smoke, I think. it doesnt make sense for them to have done anyhow, as even full size field guns dont make that much...
Re: dod_belfort Posted by Gorbachev on Tue Apr 27th 2004 at 8:17pm
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Gwil said:
infantry mortars didnt make a lot of smoke, I think. it doesnt make sense for them to have done anyhow, as even full size field guns dont make that much...
That was my impression.
Re: dod_belfort Posted by Orpheus on Tue Apr 27th 2004 at 9:06pm
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diss??

as i understand, diss is an insult? isn't it?

where in any reply in this map, have i insulted?

i meant to say only, that the stretched ones will still stick out like a sore thumb.. i cannot recall how many i saw, but there were some..

diss? scratches buttocks /me goes looks up word :confused:

[edit] this is the dictionary version of the word, and i must say, its almost insulting, to say i was being insulting.. but i guess i will chalk it up to another instance of text mishaps :sad:
Re: dod_belfort Posted by Kage_Prototype on Tue Apr 27th 2004 at 9:11pm
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diss = short for disrespect. Damned annoying word, if you ask me.
Re: dod_belfort Posted by Gorbachev on Tue Apr 27th 2004 at 9:49pm
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I've actually come across only 4 or so stretched ones...it's mostly an illusion because they weren't blending before. It looks a lot nicer now, I'm almost done putting the posts and blending the rounded corners.
Re: dod_belfort Posted by Orpheus on Tue Apr 27th 2004 at 9:53pm
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as in many times before.. i apologize for the mis-wording gorby..

uhhh, i am still at a loss as to how i screwed up, but since more than one read it as such, it must be so.. :sad:
Re: dod_belfort Posted by Gorbachev on Wed Apr 28th 2004 at 12:08am
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FINALLY done the posts, alignments and scale of the brick walls. I'm just going to add a fence on the sides of two more hills and compile.
Re: dod_belfort Posted by Orpheus on Wed Apr 28th 2004 at 12:26am
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i will be leaving for D.C. in the morning. won't be home till sometime friday possibly..

hope a critique can wait till then..
Re: dod_belfort Posted by ReNo on Wed Apr 28th 2004 at 12:29am
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I could try and fill your boots, I certainly plan on taking a look see :smile:
Re: dod_belfort Posted by Orpheus on Wed Apr 28th 2004 at 1:20am
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ReNo said:
I could try and fill your boots, I certainly plan on taking a look see :smile:
please, do :smile:
Re: dod_belfort Posted by Gorbachev on Wed Apr 28th 2004 at 5:29am
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Did a test with the posts and brush based fence, r_speeds were not to my liking, so I lowered the posts to wall height and made the fences illusionaries. Compiling now and hopefully it's more to my liking. It has all of the changes outlined in the critique bar smoke which I'll add later when I get around to messing with the particle_shooter/sprites.
Re: dod_belfort Posted by Gorbachev on Thu Apr 29th 2004 at 2:33am
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http://members.shaw.ca/cplusdod

The latest file is ready for another critical run-through. The only issue right now other than no smoke that I can see is the axis spawn has a high epoly, but it's a non-fight area so I'm not stressing over it. (Some compiles it's around 4000 epoly, this one decided to be more like 7500.)

Other than that, there are:

Fence posts on most joints of the brick walls (There is one un-smooth transition that cannot be done, you may notice it, and if you do, you'll know why. Other than that, I've fixed all known bad transitions.)

Exit for the river (drain that has connectivity for eye-candy in the tunnels)

More sound effects (water drips, radios etc.)

Fences to block off the hills.

Better stump on the tree fallen over the river.

Broke the rails a bit in the Allied HQ, as well as changed the door placements to make it more fluid.

Added bulbs and lamps in the tunnels that were too dark, now all tunnels are lit just enough.

Floorboards, steps and rubble piles altered a bit to allow more fluid movement all-around.

Destroyed car replaces the "car against the wall" and a nearby crater accompanies it.

That's all I can think of off the top of my head. Bar the smoke effects everything has been addressed now. Time to check it out and tell me what's wrong again :smile:
Re: dod_belfort Posted by ReNo on Thu Apr 29th 2004 at 2:16pm
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Downloading now and taking a shower, will take a run through later today :smile:
Re: dod_belfort Posted by KoRnFlakes on Thu Apr 29th 2004 at 3:10pm
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downloaded, il give it a try later. mapping/packing/listening to helloween/playing EQ atm :S
Re: dod_belfort Posted by ReNo on Thu Apr 29th 2004 at 3:13pm
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Helloween eh, one of my flatmates really likes them :smile:
Re: dod_belfort Posted by Gorbachev on Sun May 2nd 2004 at 8:29pm
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Anything new to report?

I've played it in both Steam and WON. The WON version is exactly as mapped, the Steam version has a bunch of issues. I got rid of the falling through floor stuff, but the trigger_multiple still doesn't give the text messages, as well as a bunch of the lamp models aren't showing up. Aside from Steam compatability issues, have you guys taken a run-through yet?
Re: dod_belfort Posted by ReNo on Sun May 2nd 2004 at 8:39pm
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Eeek, I entirely forgot actually - I tried to the day I downloaded it but Steam kept saying "This game is not currently available" when I tried to play DoD, obviously couldn't download some update and so wouldnt let me even launch it :sad: I've been really busy with uni work since, will try and get a chance to look through it tonight or tomorrow or so.
Re: dod_belfort Posted by Crono on Sun May 2nd 2004 at 10:02pm
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Gorb, its your steam skin (for the text issue with dod).

I'd post the little snippit of code that's needed, but their site is down ... as is steam at the moment.

Also, I'm not sure what steam 'issues' you're talking about to be honest. I ran through it and everything worked fine. Maybe I need more people playing at the same time or something like that.

By the way, after just running through this, it kicks some of the 1st party maps' asses. It has a real Caen/Meradech feel to it.

It's a great map and it's only getting better with the fixes you're making.
Re: dod_belfort Posted by Gorbachev on Sun May 2nd 2004 at 11:45pm
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Yeah, it still doesn't explain the lamps though :|

I've got a page with a lot of the fixes showcased. I've been working on smoke effects the last hour or two. And I've got pictures.

http://members.shaw.ca/gorb/dod_belfort/dod_belfort_may2nd.html

I've now implemented particle effects that gasp don't lower framerates.

Lots of the earlier issues I pointed out have been fixed and tested already. But a few others I've yet to solve exactly what the root of the problem is.

I only have the default Steam skin, so if there's extra code, then by all means tell me when you find out. Thanks.
Re: dod_belfort Posted by Crono on Mon May 3rd 2004 at 10:19pm
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Gorb,

Check this page and this page

I know it says it's only for custom skins, but the text in dod doesn't work for me with any skin, I haven't given this 'code' a serious go yet though. But it looks like it works.

As for the lamps ... I'm not sure ... hmm.
Re: dod_belfort Posted by Gorbachev on Wed May 5th 2004 at 8:42pm
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There's nowhere to put this for the default skin. + the only text that isn't showing up is the trigger_multiple. All other text works just fine. I was aware of these fixes, but they don't help this problem.
Re: dod_belfort Posted by ReNo on Wed May 5th 2004 at 11:36pm
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Oh, the text crono was referring to was speech text - using skins seems to screw it up for some reason.
Re: dod_belfort Posted by Gorbachev on Wed May 5th 2004 at 11:45pm
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Yet again, I'm aware. It still doesn't work when the default skin has no directory to add those fixes to. And default skin is well, default. That's what I'm using. So it doesn't apply and isn't the same thing.