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-   -   Maps with problems (http://forum.omnipotents.com/showthread.php?t=14531)

Mr.Crow 08-22-2014 08:44 PM

Maps with problems
 
Just was playing junkyard and I couldn't leave the core because my tank wouldn't go over the edge to the area below where our core sits. How much fun that is. I think any map with, my tank, my fucking tank mind you, won't go over a fucking curb, should be removed from the rotation until the tanks can actually go over the curbs, or leave the core, or go over the edge of a penny, or be able do make it over soft blades of grass..

Its so ridiculous. List the maps with this issue here please.

I know it's an issue on some mtmu maps as well.

Turbo K 08-23-2014 12:46 AM

Can You be more specific please?

Binger 08-23-2014 02:14 AM

I think the base spawn area on Junkyard used to be on the same level as the core but Gorz raised it up to prevent spawn killing of vehicles. It could be smoothed out for sure. Sometimes vehicles will flip over and land upside and you can't get them to flip back again.

Fixing this stuff everywhere it happens would take a lot of time.

iggy 08-23-2014 03:56 AM

Ive never had issues with any of the tanks on this map but for one time with the HEAVY plasma tank, one time i pulled out to the right and hit a part of the clif that just made me blow up, i was like WTF?

Terminator 08-23-2014 09:49 AM

The Plasma tank has that problem... Not sure why. You can drive it out of the core and it flips over.

I think what Racer is referring too is the hill between the center nodes. It can be challenging to get a tank to climb the hills. When the Tiamat was on the test version, it had no problem climbing either side but the tanks have problems. Probably because they don't have wheels and have low ground clearance.

Binger 08-23-2014 02:43 PM

Quote:

Originally Posted by iggy (Post 203809)
Ive never had issues with any of the tanks on this map but for one time with the HEAVY plasma tank, one time i pulled out to the right and hit a part of the clif that just made me blow up, i was like WTF?

The KillZ or whatever it's called that kills you if you fall through the map is too high, there are places where it is higher than the terrain. If you hit those spots you die.

Mr.Crow 08-24-2014 02:35 PM

Quote:

Originally Posted by Turbo K (Post 203803)
Can You be more specific please?

In what way more specific?
The tanks in the game have trouble going over curbs and other low obstacles that they should have no trouble going over because they are tanks and being a tank kinda has a stigma attached to it that means it's big and heavy and strong and powerful and can roll over stuff that a normal non tank vehicle would have trouble with. Whether the tanks are too low or the obby stackles are too high, I don't know, but it's been like this for a long time and I hate it.

Turbo K 08-24-2014 02:52 PM

Quote:

Originally Posted by Mr.Crow (Post 203846)
In what way more specific?
The tanks in the game have trouble going over curbs and other low obstacles that they should have no trouble going over because they are tanks and being a tank kinda has a stigma attached to it that means it's big and heavy and strong and powerful and can roll over stuff that a normal non tank vehicle would have trouble with. Whether the tanks are too low or the obby stackles are too high, I don't know, but it's been like this for a long time and I hate it.


The tanks that have an ion tank base such as the link tank have trouble going over any inclines or obstacles. I'll take care of this issue next time there is a D-Junkyard edit. The hill lip will be smoothed out, and I can even swap the Link tank with the Centaur at the primary.


I evened out the center mountain range in my last edit of this map. Are people still having problems with it? It's not really meant to be a place you can take a mino to the top of and start spamming nodes with.

McGimpkins 08-24-2014 03:01 PM

I think (correct me if I am wrong) the main fault with the tanks hanging up on things is from the stock physics programing with them back when UT2004 was first written. Hence they do not always perform like a tank in real life. I do not know if Wormbo or anyone else has the time, knowledge, or ability to fix that. The way to cope with it has been to smooth out the problem areas in the maps.

I know that the plasma tank has a tendency to get hung up around the corner that it spawns, in addition sometimes it will flip or hit the invisible barrier in the ground, that makes it explode when driving it off the edge, otherwise I do not recall any other places that stand out to me.

As far as the MTMU maps I had thought a lot of those curbing issues have been ironed out, at least I haven't noticed them being as prevalent as they used to be.

Turbo K 08-24-2014 03:15 PM

Quote:

Originally Posted by McGimpkins (Post 203848)
I think (correct me if I am wrong) the main fault with the tanks hanging up on things is from the stock physics programing with them back when UT2004 was first written. Hence they do not always perform like a tank in real life. I do not know if Wormbo or anyone else has the time, knowledge, or ability to fix that. The way to cope with it has been to smooth out the problem areas in the maps.

I know that the plasma tank has a tendency to get hung up around the corner that it spawns, in addition sometimes it will flip or hit the invisible barrier in the ground, that makes it explode when driving it off the edge, otherwise I do not recall any other places that stand out to me.

As far as the MTMU maps I had thought a lot of those curbing issues have been ironed out, at least I haven't noticed them being as prevalent as they used to be.


All the MTMU curbing issues have been fixed, except for if you drive the firetank or biotank off at an angle. Then it will get hung up and everyone will laugh at you.


You're right about the stock physics. The tanks act like they're "hovercraft" which means it''s basically a flat box gliding along the ground. The treads are just for looks. The Paladin-based tanks are a bit better - they have wheels that let them climb up or over things.

Binger 08-24-2014 04:23 PM

Quote:

Originally Posted by Turbo K (Post 203847)
The tanks that have an ion tank base such as the link tank have trouble going over any inclines or obstacles. I'll take care of this issue next time there is a D-Junkyard edit. The hill lip will be smoothed out, and I can even swap the Link tank with the Centaur at the primary.


I evened out the center mountain range in my last edit of this map. Are people still having problems with it? It's not really meant to be a place you can take a mino to the top of and start spamming nodes with.

Could you lower the Killz also? Not sure if you did that on the last edit.

Turbo K 08-24-2014 06:42 PM

Quote:

Originally Posted by Binger (Post 203850)
Could you lower the Killz also? Not sure if you did that on the last edit.

I've never changed the killz. I'll add it to the list of things to be changed.

Mr.Crow 08-24-2014 06:47 PM

Quote:

Originally Posted by Turbo K (Post 203847)
The tanks that have an ion tank base such as the link tank have trouble going over any inclines or obstacles. I'll take care of this issue next time there is a D-Junkyard edit. The hill lip will be smoothed out, and I can even swap the Link tank with the Centaur at the primary.


I evened out the center mountain range in my last edit of this map. Are people still having problems with it? It's not really meant to be a place you can take a mino to the top of and start spamming nodes with.

I am talking about the mtmu cause it still happens. I will take photos next time it happens. I was not talking about putting the mino on the hill in the middle, I never mentioned that.

iggy 08-24-2014 08:37 PM

what about a link tank head with centaur base?
 
:lol:

Quote:

Originally Posted by Mr.Crow (Post 203852)
I am talking about the mtmu cause it still happens. I will take photos next time it happens. I was not talking about putting the mino on the hill in the middle, I never mentioned that.


iggy 08-24-2014 08:43 PM

but a tant really shouldnt climb over other vehicles....
 
unless its a lower or smaller one, but cant think of any, the paladin based vehicles should be able to climb steep hills and other tanks, and the spider should be able to do as palidins do, it pains me they cant even "crawl" over other tanks hills, or....i think they should be able to climb up walls and hang off roofs! :icon_super:
Quote:

Originally Posted by Turbo K (Post 203849)
All the MTMU curbing issues have been fixed, except for if you drive the firetank or biotank off at an angle. Then it will get hung up and everyone will laugh at you.


You're right about the stock physics. The tanks act like they're "hovercraft" which means it''s basically a flat box gliding along the ground. The treads are just for looks. The Paladin-based tanks are a bit better - they have wheels that let them climb up or over things.


VadersFisting 08-24-2014 10:39 PM

Hmmm yeah I could just perch one of them spiders on a building in MTMU as a dedicated AA cannon :mischievous:

Zenith1 08-24-2014 11:54 PM

If this is a general "maps with problems" thread, I still fall through the map after exiting the badger on Magic Isle.

iggy 08-25-2014 12:25 AM

see, that aint a bad idea....
 
and even if you did, the whole time, youd still be vuln to dragons, variant raptors, mino fire (if your too low) and andti air tanks, see, at least theres a defense against it.
But it would be cool if the spider had the ability to just crawl over any other vehicles when stuck on the back row of the home base, maybe thats something someone could do for UT4? I kinda doubt a vehicle could be made to crawl over others or even up walls with the UE3.
Quote:

Originally Posted by VadersFisting (Post 203862)
Hmmm yeah I could just perch one of them spiders on a building in MTMU as a dedicated AA cannon :mischievous:


Turbo K 08-25-2014 09:23 PM

Quote:

Originally Posted by iggy (Post 203867)
and even if you did, the whole time, youd still be vuln to dragons, variant raptors, mino fire (if your too low) and andti air tanks, see, at least theres a defense against it.
But it would be cool if the spider had the ability to just crawl over any other vehicles when stuck on the back row of the home base, maybe thats something someone could do for UT4? I kinda doubt a vehicle could be made to crawl over others or even up walls with the UE3.

There's a mod that let's you run up the side of walls. It's called Matrix Moves.

Terminator 08-26-2014 10:48 AM

Quote:

Originally Posted by Zenith1 (Post 203863)
If this is a general "maps with problems" thread, I still fall through the map after exiting the badger on Magic Isle.

I think that is a badger bug and not a map bug.


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