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#1 |
Just Registered
![]() Join Date: Nov 2013
Location: France
Posts: 43
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![]() Hi guys, i don't know what happened to the Crusha version and/if the map have passed TWC, but if you want to avoid yourself a big ammount of works i can submit a relatively free-bug version.
(The map have been rebuild in depth i.e. StaticMesh/Bsp/Lightning/Optimization/New features/Pathing/Terrains/Files size etc..) with fixed working auto_turrets(new class with factory). The only things that differs for now to the beta7(Ceonss version) is: -Replace all EonsScorpions by tweakeds Stingers (Because log Spam on omni server). - Change the AltFireInterval of the MirageTankIIGun from 3sec to 1sec. If you have suggestions of changes to improve the gameplay, i will happy to made them. ONS-Mothership-)o(-Beta1 |
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#2 |
Getting there...
![]() Join Date: Feb 2009
Location: New York State
Posts: 885
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![]() Be sure to build with RGB8 lightmap compression to preserve space/quality.
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#3 |
Up in Smoke
![]() Join Date: Mar 2015
Location: TEXAS
Posts: 332
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![]() Thanks GLoups!
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#4 | |
Community Veteran
![]() ![]() Join Date: Jun 2010
Posts: 1,531
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#5 |
Up in Smoke
![]() Join Date: Mar 2015
Location: TEXAS
Posts: 332
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#6 |
Just Registered
![]() Join Date: Nov 2013
Location: France
Posts: 43
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#7 |
Up in Smoke
![]() Join Date: Mar 2015
Location: TEXAS
Posts: 332
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![]() Cool!, Thanks for all the hard work GLoups!!!
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#8 |
Getting there...
![]() Join Date: Jul 2014
Posts: 311
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![]() Messed around with this map a bit on the other server the other night. This should be pretty fun I think. I like the base defense auto turrets. I'd say make those things as powerful as possible!
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#9 | |
Just Registered
![]() Join Date: Nov 2013
Location: France
Posts: 43
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![]() Quote:
![]() thus it can be comforting to have somes automatics turrets keeping bases from Base-laming while you are on attack 5 miles away, the original map have twice the current number of turrets but experiences tell me to diminish their numbers to make the map more enjoyable, afterward i think adding one SentinelCeiling near the core won't hurt the gameplay anymore as the core can be shoot from a greater distance.
Spoiler!
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#10 |
Up in Smoke
![]() Join Date: Mar 2015
Location: TEXAS
Posts: 332
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![]() hey i like the stiker in the secret area but i really wanted to drive the toilet around lol
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#11 |
Getting there...
![]() Join Date: Jul 2014
Posts: 311
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![]() What does the target do inside the ship? There's just one random archery target that seems to activate something when you shoot it but I can't tell what.
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#12 |
Getting there...
![]() Join Date: Jan 2011
Location: Chicago
Posts: 838
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#13 |
Just Registered
![]() Join Date: Nov 2013
Location: France
Posts: 43
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![]() The map crash the dedicated server upon switch to the second round, at first i did not realize that i could run a dedicated lan server for testing and it effectively crash, so i delete all emitters and it crash, afterward i delete all class of turrets and...crash!.
Then i delete all cores and nodes and replace by brand new ones and the crash as gone. Which does not mean the problem is solved, i'm actualy replace all the elements one by one until the crash appear so i hope to find a way to resolve the issue. |
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#14 |
Up in Smoke
![]() Join Date: Mar 2015
Location: TEXAS
Posts: 332
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#15 |
Getting there...
![]() Join Date: Jan 2011
Location: Chicago
Posts: 838
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![]() If you ever need to, my server is available to test your map as well. It's on the internet and we can have a few people join. PM me for details, or if you need help.
Andrew |
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#16 | |
Just Registered
![]() Join Date: Nov 2013
Location: France
Posts: 43
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![]() Quote:
![]() I'm currently re-add the element one by one by cut/past and retest each time, it's relatively fast because i had set the core health to 20 and link core to core, but may be take one week ot two because i will have to make some changes/improvement for the occasion. |
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#17 |
Just Registered
![]() Join Date: Nov 2013
Location: France
Posts: 43
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![]() Little in late but here are the issues i found and changes for this edit, i'll sent the edit to Lagzilla (Thx to him
![]() It's a new edit so the notable changes are: -Fix AIcontrollers of turrets that i suspect to crash the server. -New Custom Projectiles/Weapon for Link-Turrets that i suspect to crash the server. -Delete one emitter that crash the server.(i had a lot of chances to find it 1/125, first shot, i go to play lotto ![]() -Fix damages type in physics volumes that crash the server, more precisly DamageTypes that are subclass of VehicleDamageTypes crash the server. -Fix LightTypes in emitters, lights and staticmeshs that crash the server, more precisly LightTypes different of Steady or None (default ones) crash the server. -New properties in Auto-Turrets: AivisibilyDistance that work. -New rebalancing vehicle setup. -Node 7 is now standalone. -Scale *1.5 the node's platforms at 2,3 and 13. -Mirage tank canon is now more powerful because players said it was too weak, new horn (think you'll like it). -Add S2Avril at bases. -Work on ambients sounds and add a new custom wind ambient sound. -Work on visibily, lightnings and color-fog to make a new atmosphere. -Add Portables Painters and cicadas at nodes 2 and 3. -Optimizations and small bugs fixs. Last edited by GLoups!; 05-27-2017 at 12:20 PM.. Reason: Spelling mistake. |
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#18 |
Up in Smoke
![]() Join Date: Mar 2015
Location: TEXAS
Posts: 332
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![]() Awesome GLoups!,
Ever since I asked about this map and you started this thread I have been waiting anxiously for it ![]() PS Everyone have a safe and fun filled Memorial Day weekend and remember why we celebrate it and thank a Vet! ![]() |
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#19 |
Up in Smoke
![]() Join Date: Mar 2015
Location: TEXAS
Posts: 332
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![]() Speaking of Maps when is this one gonna be ready?
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#20 |
Getting there...
![]() Join Date: Jan 2011
Location: Chicago
Posts: 838
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