Page 4 of 6

Posted: Mon Apr 02, 2007 3:52 pm
by Darth_Z13
trainmaster611 wrote:I found enough bugs to fill a library :lol:

This was a tunnel segment just in the middle of the battlefield and obviousl, you need to change the first person view to the normal clone trooper

Image
I know about it and it's been removed. :)
trainmaster611 wrote: You can drive the tank through the tunnel, you need to establish "hover" barriers

Image
All righty. I've been having problems with barriers. I think I'm gonna post a help topic.
trainmaster611 wrote:
If you drive behind the landing bay and across the lake, you can get to the area with the giant hole. From here you can see the inside of the tunnel...besides, you need to fix the grass so that its snow

Image
OK in the final there'll be a "leaving the map" thing so you won't be able to get over there. And I've already made it snow. :)
trainmaster611 wrote:
The inside of this room is grenn: both before and after I captured the cp (you know red vs. blue lights?)

Image
It's always like that. I'll give it a reskin if ya want.
trainmaster611 wrote: It appears that there are trapezoids of light coming from the roof where there are no openings or light fixtures

Image
Ya I saw that. I'm not sure why it's like that though. I'll figure somethin' out.
trainmaster611 wrote:
I don't know if you realize this but there is an incomplete chunk of this tank, it would be cool if it was somewhere else in the room like somone was busy fixing it (the fusion cutter adds a nice touch btw)

Image
That tank has been removed. You float when you stand on it and it's weapons float under the map. There'll probably be a STAP in it's place.
trainmaster611 wrote: The only sides glitch I saw was that the jedi made a purple flash whenever he did his smash attack

Image
Ah good. I'm glad the sides aren't buggy. I'll fix that purple smash thing.

Posted: Mon Apr 02, 2007 8:54 pm
by authraw
Very nice map! I've played through it a couple of times, and here's what I've come up with, bugwise:

CW CONQUEST:
-The light Attack Speeder's weapons have no sounds
-The Missile launch sounds for the IFT-X are missing, I believe
-Keller's weapon has no sounds
-I was unable to take CP 4 with the CIS

Order 66 CW:
-Jedi are unlocalized

GCW:
-Gave a fatal error when I tried to run it and crashed

GENERAL:
-Needs load screens
-Needs a minimap
-Needs a "wrong way" area

COMMENTS:
-All in all, very cool. I like the skins a lot, and I'm a huge fan of Keller. That Light attack speeder is really cool, too--did you make that? If not, where did you get it? :)
-It would be really cool if you could use Archer01's hero scripts for this map--I'd love to meet up with Kai Hudorra as the CIS in one of those tunnels.
-The STAP looks very nice. Good job on that.
-The broken-down AAT is a very nice touch--perhaps you could add some scaffolding or something next to it, though, to give the idea that it's being worked on.
-What's up with that skiff by the lake? It feels really out of place.

All in all, a very nice map (with a few bugs--but it's a beta, that's to be expected!) Keep working on it! :D

Posted: Mon Apr 02, 2007 9:12 pm
by Darth_Z13
authraw wrote:Very nice map! I've played through it a couple of times, and here's what I've come up with, bugwise:

CW CONQUEST:
-The light Attack Speeder's weapons have no sounds
-The Missile launch sounds for the IFT-X are missing, I believe
-Keller's weapon has no sounds
-I was unable to take CP 4 with the CIS
-OK I don't know what sounds it uses so I can't load them in the LUA.
-Weird, I'll check that
-OK I still have to add chaingun sounds
-It's been fixed
authraw wrote: Order 66 CW:
-Jedi are unlocalized
-That mode has been removed. It was giving me a lot of errors and problems so I just got rid of it
authraw wrote: GCW:
-Gave a fatal error when I tried to run it and crashed
-It was never meant to be used in the first place, its gone in the current version I have (testers will get it in a few days, I know I release a lot of betas)
authraw wrote: GENERAL:
-Needs load screens
-Needs a minimap
-Needs a "wrong way" area
-I've got the pic and will be in soon
-OK
-I've been getting problems with that, I fixed the AI though :D
authraw wrote: COMMENTS:
-All in all, very cool. I like the skins a lot, and I'm a huge fan of Keller. That Light attack speeder is really cool, too--did you make that? If not, where did you get it? :)
-It would be really cool if you could use Archer01's hero scripts for this map--I'd love to meet up with Kai Hudorra as the CIS in one of those tunnels.
-The STAP looks very nice. Good job on that.
-The broken-down AAT is a very nice touch--perhaps you could add some scaffolding or something next to it, though, to give the idea that it's being worked on.
-What's up with that skiff by the lake? It feels really out of place.
-You can find it's spawn name here.
-Sounds like a plan :)
-Thanks :)
-You're right, maybe if I some cool scenery around it and make it inaccessible, I might be able to keep it
-POOF! It's gone

Glad you liked it. :D

Posted: Tue Apr 03, 2007 9:36 am
by XxDepredationxX
Darth_Z13 wrote:Thing is, the generator is canon:
Battle of Toola, Wookieepedia Page wrote: After weeks of stalemate, the Jedi led an assault team against the enemy's main generators using Motmots as mounts, while the rest of their troops conducted a diversionary attack.
And yes it is true because it comes from the comics, not some kid writing random crap.

About the AI, no the only place they still are stupid is in the tunnels (sometimes) and behind the Tatooine buildings.

@coda, well to be truthful, the Cold Assault Troopers have just had a negative filter on the clone commander skin and then made black and white. Nothing special. I'm glad you like 'em.
Oh, ok sorry on that statement.
Wow, the bantha Jedi!(Forgot his name) I'd love to use him.

Posted: Tue Apr 03, 2007 10:21 am
by Darth_Z13
He's a Bothan Jedi. And show me what you want to use him for in a PM. If I like it I can reskin him to whatever you want.

-EDIT- And his name's Kai Hudorra. ;)

Posted: Tue Apr 03, 2007 10:29 am
by XxDepredationxX
O.O I need to get my head examined....

Oh you misunderstood, I mean I would love to use him in the map. Hehe. BTW, is there anyway to make his hair grow more, like the one in the comic strip. And putting in those huge animals with turrets on them?

Posted: Tue Apr 03, 2007 11:26 am
by Xavious
I already said this, but I'm not sure you saw it; put rainshadow regions in the tunnels.

Posted: Tue Apr 03, 2007 1:16 pm
by FragMe!
Darth_Z13
The other tester seem to have found most of the stuff I did so I won't repeat it. There are however a few mis-aligned tunnel
segments not a big deal and I know from experience how much of a pain it can be to fit things together.
Also the AI still wants to run up the mountain that is in front and to the right of the shield generator I think they are
still trying to get to the unused command post who knows, or they just like climbing the mountain.
Speaking of AI they still seem a bit lethargic in going after command posts, I am not sure how much planning you
have done in ZE but if you like I can send a marked up picture with some suggested routes up to you.

Anyway it getting better with each beta and that is what you want so keep up the good work and I look forward to
the next beta version.

Posted: Tue Apr 03, 2007 4:45 pm
by Darth_Z13
Ah thanks FragMe!.....

Elmo taught me how to make barriers so the AI are no longer a problem. As for the CP thing, they are always trying to get my CPs in the new version so I guess the barriers fixed that.

I'm glad you liked it. I expect the next beta will be out in the next two weeks.

@Darth_Maul, how would I do that? Do I use lighting? Ipodzanyman is writing a tutorial up for me on how to do lighting. I just can't get it working.

Posted: Thu Apr 05, 2007 10:07 am
by Xavious
Rainshadows have nothing to do with lighting. Just in case you didn't know, rainshadow regions will prevent rain / snow from going into your interior areas.

Create a new region and call it Rainshadow. Change the type to rainshadow. DO NOT ROTATE IT. (I don't know why but that makes it not work) Create as many rainshadow regions as you need to cover your interior areas. Keep the naming system Rainshadow, Rainshadow1, Rainshadow2, etc. Snow will not fall in the areas covered by a rainshadow.

Hope that helped.

Posted: Thu Apr 05, 2007 12:37 pm
by Darth_Z13
Ah I understand now. Thanks Maul! :D

So can I adjust the shape of the region before I turn it into a rainshadow can I not touch it at all?

-EDIT- @Depredation, yes I understood what you said. PM me with some pictures of the map before-hand if you don't mind. Then I'll send you the file. And no, without a new model I can only reskin him.

Posted: Thu Apr 05, 2007 6:50 pm
by Hebes24
I just played it. Very nice! All of the Bugs I saw and suggestions I had have already been mentioned. :D

Posted: Fri Apr 13, 2007 8:41 pm
by Darth_Z13
v0.8 is out to all testers. :D

Posted: Sat Apr 14, 2007 3:27 pm
by authraw
Alright! I've tested it again, and I have to say that the map is feeling a lot more polished now. I love all of the ambient effects that you have and you've done a good job of filling all of the empty spaces with various objects. I'd say it's pretty close to a finished map! :) Here's what I've got:

-Keller's gun sounds are a little too quiet. It would be nice if you could get some other sound in there to make it sound like it's not firing from a distance. The regular chaingun sound wouldn't be too out-of-place, I don't think.
-Asajj Ventress lacks localization. Good choice, though--better than Maul. ;)
-That Light Attack Speeder really needs sounds. It really bugs me without them. >_< You could always change the sounds by making your own vehicle that has the light attack speeder as its ClassParent (under [WeaponClass])and then putting in your own sound lines under [Properties]. Then you would just have to load the mappack's light attack speeder before you load the one that you make. (PM me if this doesn't make sense and I'll try to explain it better, lol.)
-This map really needs a minimap--I get lost without it. :P
-Load Screens would be nice
-It seems a little disappointing to download a cool new map and find it only has one mode and one era. It might be nice to throw in at least one other mode. Try adding a hero assault or hunt mode--those are relatively easy to just throw in without too much work.
-The hangar area is feeling a little empty. It might be nice if you filled it up a little more with crates and barrels or vehicles--even if you can't use those vehicles. I dunno, it just feels kinda bare compared to the rest of the map.
-I still think that Archer's hero scripts would be great for this map. They're pretty easy to use and don't take long to put in.

Very nice map all around! It's really starting to come together! :D

Posted: Sun Apr 15, 2007 3:36 pm
by trainmaster611
1) Ok the purple flash is still there with the jedi

2) The hangar stands out from the snow - its too grey

3) In one part of the tunnel (the giant loop near the unbuilt tank) the AI keep walking towards each other and into the wall so they go nowhere

Image

And Keller's 1st person gun is glitched up

Image

Posted: Sun Apr 15, 2007 4:37 pm
by Darth_Z13
I added my responses in Bold below. ;)
authraw wrote:Alright! I've tested it again, and I have to say that the map is feeling a lot more polished now. I love all of the ambient effects that you have and you've done a good job of filling all of the empty spaces with various objects. I'd say it's pretty close to a finished map! :) Here's what I've got:

-Keller's gun sounds are a little too quiet. It would be nice if you could get some other sound in there to make it sound like it's not firing from a distance. The regular chaingun sound wouldn't be too out-of-place, I don't think.
-Z13 "OK. :) "

-Asajj Ventress lacks localization. Good choice, though--better than Maul. ;)

-Z13 "She was added at the last second on a suggestion from Fusion. I forgot to localize her."

-That Light Attack Speeder really needs sounds. It really bugs me without them. >_< You could always change the sounds by making your own vehicle that has the light attack speeder as its ClassParent (under [WeaponClass])and then putting in your own sound lines under [Properties]. Then you would just have to load the mappack's light attack speeder before you load the one that you make. (PM me if this doesn't make sense and I'll try to explain it better, lol.)

-Z13 "Makes perfect sense. Doesn't work. The speeder sinks into the ground. And I can't get the 'render collision' command to work so I can't add the command to keep it from falling into the ground." :(

-This map really needs a minimap--I get lost without it. :P

-Z13 "Okey-dokey."

-Load Screens would be nice

-Z13 "All right."

-It seems a little disappointing to download a cool new map and find it only has one mode and one era. It might be nice to throw in at least one other mode. Try adding a hero assault or hunt mode--those are relatively easy to just throw in without too much work.

-Z13 "I had a hunt mode but it was causing problems so I removed it. I'll try and fix it up."

-The hangar area is feeling a little empty. It might be nice if you filled it up a little more with crates and barrels or vehicles--even if you can't use those vehicles. I dunno, it just feels kinda bare compared to the rest of the map.

-Z13 "OK, I'll add some stationary BARC speeders."

-I still think that Archer's hero scripts would be great for this map. They're pretty easy to use and don't take long to put in.

-Z13 "I'm downloading the scripts right now." :)

Very nice map all around! It's really starting to come together! :D
trainmaster611 wrote:1) Ok the purple flash is still there with the jedi
-Z13 "I'm not sure how to fix it."

2) The hangar stands out from the snow - its too grey
-Z13 "OK."

3) In one part of the tunnel (the giant loop near the unbuilt tank) the AI keep walking towards each other and into the wall so they go nowhere

Image
-Z13 "Odd."

And Keller's 1st person gun is glitched up
Image
-Z13 "Nothing I can do. That happens when you give the chaingun rifle animations."

Posted: Wed Apr 18, 2007 1:56 pm
by FragMe!
With the walking towards each other and going no where thing ^^ what you might try is putting barriers in.
I mean in the open space between the two halways. They are trying to go that way cause they can "see" the the enemy and it is the shortest path to get there.
By putting in the barriers it may force them to find an alternate root (this worked for me in sewers).
I agree with the others as well about adding a few more things and maybe some heath and ammo droids the enemy
doesn't always cooperate with the milk cartons they crap out.
Other thing is the command post on the other side of the mountain, even though it is not in play as such the AI is still
seeing it as a valid thing to go after and they still run up the mountain and fall off the other side. So if it isn't required
I suggest deleting it. That's all for now more later.

Posted: Wed Apr 18, 2007 3:28 pm
by Darth_Z13
The CP is how I get the AI-ARC's to spawn. If I remove it, the ARC's won't spawn. :(

Posted: Wed Apr 18, 2007 3:44 pm
by FragMe!
Ah well we'll forget that idea then, how about hmmm, thinking .... dododo dumdumdum
you could soldier barriers at the bottom of the mountain. Are the arcs a local team (team 3)?
You could try dropping the height of the CP way down so the AI can't see it -20 or so and as long as
you don't change the spawn paths it shouldn't affect the Arcs.

Posted: Wed Apr 18, 2007 3:48 pm
by Darth_Z13
Yes, they're a local team. I'll try moving the CP down.

I still need results from Hebes24 and RevanSithLord.