Space: Boarding Action beta

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Re: Space: Boarding Action beta

Post by (Edwinator) »

Woo!

I'm so glad this map is out, even if it is in Beta form!

:runaway:
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Re: Space: Boarding Action beta

Post by woner11 »

The rebel command center is very screwed up. You can walk through walls, heck you can walk right off the bridge and onto the ship. There also needs to be a teleporter up there to bring you down. Landing is another issue. You can't land anymore right against the walls, it has to be in the dead middle of the place and I died probably 20 times landing even after I figured it out because the space to land is so small. Its a good map though. I would have liked to see a little more planning at least in the rebel ship as some spawned in the hanger and took off, while I found another group of tons of guys just sitting in another room doing nothing till I entered.
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Re: Space: Boarding Action beta

Post by venort »

slight AI glitch: whenever i play a map, i always try it with no bots to learn my way around it a bit. when i set AI to 0, there were still bots all over the place but they didnt leave the hangar, so when i landed in the inperial ship there were like 30 people in there shooting me.
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Re: Space: Boarding Action beta

Post by MercuryNoodles »

I know how I want to close up the gaps on the MonCal bridge. It's just that it requires requires massive rescaling of the exterior bridge model. I've been trying to come up with some alternatives so I don't have to make it rediculously huge. The Tantive peice currently in place takes up almost all of the available width.

The landing regions shouldn't force you to land in the center. Are you sure it's not because of trying to land below the vehicle's normal (stock) takeoff/landing height? The landing regions fill the entire hangar on both ships.

The AI still spawning at zero may have something to do with turning on UberMode. My bad. :P
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Re: Space: Boarding Action beta

Post by venort »

k, i'm going to keep looking for glitches.

EDIT:

found some.
Y-wing turret noise is playing constantly on a landed y-wing with nobody in it.
nobodys leaving the hangar on either team.
only 2 of each ship is spawning then none after that, apart from with the landers.
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Re: Space: Boarding Action beta

Post by Sparta »

venort wrote:k, i'm going to keep looking for glitches.

EDIT:

found some.
Y-wing turret noise is playing constantly on a landed y-wing with nobody in it.
nobodys leaving the hangar on either team.
only 2 of each ship is spawning then none after that, apart from with the landers.
Besides the first one, I don't ever get any of those. Try toning down the graphics quality a bit.
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Re: Space: Boarding Action beta

Post by woner11 »

Ya, I only have that first error, the other ones aren't true. Its just that the units spawn elsewhere in the ship and if everyone spawns there no one will take off. By the way here is a pic of the rebel bridge, just to show you what I mean.
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Re: Space: Boarding Action beta

Post by venort »

SpartaIGF wrote:
venort wrote:k, i'm going to keep looking for glitches.

EDIT:

found some.
Y-wing turret noise is playing constantly on a landed y-wing with nobody in it.
nobodys leaving the hangar on either team.
only 2 of each ship is spawning then none after that, apart from with the landers.
Besides the first one, I don't ever get any of those. Try toning down the graphics quality a bit.
i have the graphics quality on pretty darn low anyway, this computer cant handle any decent settings.
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Re: Space: Boarding Action beta

Post by Grev »

Well, sounds like youve got a load of work! Good job! I played the map, and enjoyed it, without really caring about the bugs. Planning is easy. If you want, I could set up some planning in the bases for you when you are done.
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Re: Space: Boarding Action beta

Post by MercuryNoodles »

The Y-wing turret sound is a problem with my sound lines in the odf. I think I uncommented the fire sound, and now recommenting it cuts out the sound of the turret firing entirely, when it played fine unaltered. I'm still working on that one.

The AI standing around is multi-level problem. One thing I've noticed is that some units that spawn in the inboard CP will often try to get to a fighter, which, in effect, "reserves" the craft for that unit, so no other AI go for it while the one that wants it is stuck in the interior of the ship. I don't know why such far away units are able to do this, but that's how the AI work without planning, from what I can tell.

I'll check on the vehicle spawn issue, though. They should continue spawning until they hit the memorypool limit, unless I made a mistake somewhere. I've never seen more than around 6 vehicles per side flying around at once, though there should be more. The unfixed suicidal piloting is a big part of this, though.

The Rebel bridge having huge gaps, I'm aware of. I left it incomplete on purpose for the time being. What I really want to do is tack on the side peices from the Tantive map (it's really three peices, and that's just the middle portion) so I have smaller holes to deal with, but it brings up that scaling issue.

As for planning, I'll get to it. I just haven't been able to get all of that in yet. Time is a real issue with me, and I don't spend my every waking hour at home working on this. I do have something that slightly resembles a life. :P



I have a favor to ask of those willing to try this stuff out. I want anyone with the time to look beyond the obvious glitches, and try to give me feedback on the following:

- How is the balancing for the sides?

- What are your opinions on the rate of fire of the weapons, especially the new ones?

- Is the weapon damage sufficient, or does it need more tweaking?

- Do the shot spread values need adjustment?

- Are there any wall glitches, like we see in the stock game? By that I mean the ones where people hide in the walls and shoot out at the other players, who can't return fire.

- In general, are you able to get to places you simply should not be able to go? By this I mean, can you do things like get out of the bridge and walk around on the exterior of the ship?

I want to know more about how these things may affect multiplayer. I may not be able to host a server at a decent time, but I'd like to have it checked out if anyone's up to it. I may try hosting a local server at random times for short periods, if anyone's interested.
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Re: Space: Boarding Action beta

Post by Maveritchell »

MercuryNoodles wrote:- How is the balancing for the sides?

- What are your opinions on the rate of fire of the weapons, especially the new ones?

- Is the weapon damage sufficient, or does it need more tweaking?

- Do the shot spread values need adjustment?
You shouldn't be too worried about this, right now. I didn't see anything that led me to think "Woah, unbalanced." Shot spread shouldn't even be a big issue on an interior map. In my opinion, balancing should be the last thing you work on, because it's much more flexible than other aspects.
MercuryNoodles wrote:- Are there any wall glitches, like we see in the stock game? By that I mean the ones where people hide in the walls and shoot out at the other players, who can't return fire.

- In general, are you able to get to places you simply should not be able to go? By this I mean, can you do things like get out of the bridge and walk around on the exterior of the ship?
Map design issues like these are what you should be focusing on. And like most people have mentioned, there are a number of areas where collision that should be there isn't - the DS hangar overlook, the Rebel bridge, etc. Get the map interiors looking nice and working properly, and then focus on sides balance.
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Re: Space: Boarding Action beta

Post by MercuryNoodles »

...and this would be one of those "Why didn't I think of that?" moments. :P Thanks for the advice.
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Re: Space: Boarding Action beta

Post by AQT »

I played this map a couple of days and aside from the mentioned bugs and glitches, it is a very excellent map! :)

What I find lacking is infantry action. The corridors of both capital ships are empty with no one in sight except for the autoturrets. I know all this is due to the AI's standing around and doing nothing. But here is an idea: Boarding Bridges. Have about two or three boarding bridges (tunnel type of course) connecting the two capital ships. The AI's could storm the enemy's ship this way instead of just spawning at the transport in the hangar. This is "Space: Boarding Action" after all. :wink:

Anywho, thank you for consideration and keep up the good work!
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Re: Space: Boarding Action beta

Post by venort »

if your careful when you play as a wookie you can reach the outside of the ISD, plus you can do that nayway from the moncal. however when you add walls this will be fixed. one question: will you ba able to fly an A-wing into the hangar like in ROTJ? and if so will this destroy the bridge? is this even possible? am i asking too many questions?
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Re: Space: Boarding Action beta

Post by MercuryNoodles »

If I can pull off what I think is possible, we won't have to worry about the AI being inactive in the later versions. I'm going to avoid doing anything rediculous like making some sort of overextended tube to connect ships. It reminds me too much of the early space mod maps, and I'd prefer to stick somewhere close to SW canon wherever possible.



You can get to the exterior of the ISD without using the infamous hangar glitch? How'd you do that?

As for crashing into the bridge, you'd have to know exactly where the interior model is, because there's no indication from the outside. You could slam into the bridge tower, but it won't destroy the bridge. That would mean adding a new model and changing the scripting around, which I could do, but I'd need to have at least a small model for the exterior bridge viewports. Even then, there's no destroyed geometry for Dragonum's model, or the one I plan to replace it with. Short answer, not happening anytime soon. I've thought about this before, so I might do it way later, but no guarantees.
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Re: Space: Boarding Action beta

Post by venort »

im not sure how i reached the exterior, but i blew up a few turrets, ran out of ammo and jumped. didnt get any screens, but it was done from the bridge with a wookie.
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Re: Space: Boarding Action beta

Post by MercuryNoodles »

Try to replicate it, if you can, and let me know how you did it. I'll try to see if I can do it myself in the meantime.
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Re: Space: Boarding Action beta

Post by venort »

ok, i'll work on it tonight.
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Re: Space: Boarding Action beta

Post by XxDepredationxX »

Woot?! Beta's out?! Imma try this out on Saturday!
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Re: Space: Boarding Action beta

Post by MercuryNoodles »

I think I've figured out how one can get to the ISD exterior from the bridge. It doesn't require the Wookiee, because I managed to do it myself with a Stormtrooper. All one has to do is jump out of the nonexistant windows and land on the communications array, then make a careful descent to the hull. The good news is it's because the bridge was modeled that way, so it's not really my fault. :P The bad news is that I'll have to slap something over the openings (or worse) unless I can get that other model in the near future and hope it's different.
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