trams for compilation

trams for compilation

Re: trams for compilation Posted by haymaker on Tue Oct 14th 2008 at 6:59am
haymaker
439 posts
Posted 2008-10-14 6:59am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
This is a fast-rad mock-up of what the the trams could possibly be doing, there is only one real "stop" but they are easy to put in.

http://files.filefront.com/tram3cbsp/;12058998;/fileinfo.html

The layout is pretty rough, and actually it's facing the wrong way for the main entrance to the station to work with the other maps, likely it will be quite different. I don't like the slope starting inside the station area, that was a quick fix for train headroom, will change later.

Lighting still needs a bit of love, lightmaps are all high atm, items need tweaking too.

I didnt bother with the sliding doors yet, and I found I like the fact that I can jump on and off a moving train at the platform. Maybe they should stay "malfunctioned".

Post your comments back here!

http://www.snarkpit.net/index.php?s=forums&f=1&t=8425

This map is NOT FOR SERVER ROTATION please, it's not meant to be standalone
Re: trams for compilation Posted by Riven on Wed Oct 15th 2008 at 5:07am
Riven
1640 posts
Posted 2008-10-15 5:07am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Wow, way-to-go haymaker. That's a pretty good functioning train station.

I too like the fact that you don't have to wait on doors; it's a deathmatch map, and the less hindrance to the player's speed, the faster they can get back to the action. Leaving them as 'malfunctioned' but present would be a nice 'excuse' not to have them. -good idea!

The Problems:
Really, there aren't any I could think of, except one. The train's speed. Because HL2DM uses a dumbed-down version for the physics rendering, we may need to tweak the speed at which the trains move. Here's why: I stood in the back of the train, the very first time I rode in it (the one that makes a complete loop), and because the train was moving so fast, Source had a hard time keeping up with the physics calculations, and I ended up on the outside of the train as it went barreling down the tunnel. It pretty much teleported me to the outside of the train. On top of that, I stood in the middle, and didn't move (not even my mouse). I left myself there (while I went to go eat a burrito :gringo: ). While listening, I heard after about the fourth cycle, my player 'teleported' out of the train again. I've been on rough rides, but never one so rough that it actually teleported me out of the vehicle!
My fix:
Simply slow the speed at which the trains move, and lessen the distance they need to travel! All while keeping the cycle time to about a minute, with two trains running (each stopping at either station every 30 seconds). But for one train to leave station one, and return to station one, it should take about a minute.

-Also, about the dynamic lights. I like dynamic lights, but not in HL2DM. Especially not in this future map. There is going to be way too much going on, and I think sprites will be enough, and we can light the tunnel it travels through so players can see where they're going. Dynamic headlights might be a little much IMO. They're really for effect, and not much more. We might be able to add them, but I find them to be optional at this point. -your thoughts?

-But like you said, it all depends on the layout of the map, which I am about to whip up a couple of diagrams next, since I haven't had time at all the past week to work on this. So check the compilation map thread so we can get this sorted out!

Good stuff so far! -Keep tweaking it until we can get a good working model!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: trams for compilation Posted by haymaker on Wed Oct 15th 2008 at 2:10pm
haymaker
439 posts
Posted 2008-10-15 2:10pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Thanks Riven

The speed thing lol, yeah I just cranked it up mainly so a player wouldn't have to sit in a train for more than 10 seconds. Looks like you found a problem with that :p

func_tracktrains are known to be one of the buggiest entities, I think I'll do a quick test on my server to make sure they don't just fail completely ( There is also the killer bug where if a player has been on a 100-tic server in that gaming session, or if the server with the map is 100-tic, func_tracktrains kill on contact. Luckily not many servers are 100-tic as ppl have realized it causes more problems than it's worth ).

I agree about the frequency, this version is way too busy... About the lighting, I think you may have misunderstood my comment in the ( proper ) thread; misuse of the word "dynamic". What I meant was that static lighting on a moving brush entity is not possible, ie moving from dark to light will have no effect on the original lighting the object was baked with, unlike models. So my "solution" does not involve dynamic lights at all, actually i want to see if people actually notice it before I let on how primitive it is. ( The headlights are just selfillum texture, I think that's fine myself )

I'm running out of time again but i hope to have another stab at this this week. Sorry about the silly thread mixup, I postd this in the wrong forum originally