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Re: The New DMI Plan

Posted: Fri Jul 31, 2009 9:47 am
by RepSharpshooter
Mav used landing regions in the first rendition of his lot, but I don't think they are in the second. It is a hassle to put a region every single place you can land in the entire world, so I'm leaning towards not having them.

Re: DMI Claims Topic (open)

Posted: Fri Jul 31, 2009 1:19 pm
by AQT
vegati wrote:(Can we use sketchup?)
Off topic: Why wouldn't you be able to? Getting the models in-game is the important part.

Re: DMI Claims Topic (open)

Posted: Fri Jul 31, 2009 1:20 pm
by vegati
OK, just wasn't sure if anyone would want to go through the trouble of exporting the model for me.

Re: The New DMI Plan

Posted: Fri Jul 31, 2009 2:02 pm
by Maveritchell
RepSharpshooter wrote:Mav used landing regions in the first rendition of his lot, but I don't think they are in the second. It is a hassle to put a region every single place you can land in the entire world, so I'm leaning towards not having them.
That ended up being my hope too, especially since we talked about using soundspaces (which also eat up regions). If a person wants a prop unable to be landed on, there is an .odf command "DenyFlyerLand" which can be used to do exactly what it sounds like.

Re: The New DMI Plan

Posted: Sat Aug 01, 2009 1:57 pm
by General_Nate
RepSharpshooter wrote: To make your layer work ingame:
  • Open ZE, load dmi.wld
  • Click the Game Modes: CONFIGURE button. (by the layer thing)
  • Under common layers, REMOVE YOUR LAYER THAT YOU CREATED. (don't worry, this doesn't delete it)
  • Click on ELI under mode name.
  • Under "Layers Used" click "add"
  • Select the layer that you created, ex. DMI_Karnage
  • Click the update REQ and Mode REQ button.
  • Save world.
After the "update REQ and Mode REQ" It want's me to save or open a file. (I forgot which) What do I do then?

Also, what do i munge to get it to work in game?

Thanks!

Re: The New DMI Plan

Posted: Sat Aug 01, 2009 2:06 pm
by Xavious
General_Nate wrote:
RepSharpshooter wrote: To make your layer work ingame:
  • Open ZE, load dmi.wld
  • Click the Game Modes: CONFIGURE button. (by the layer thing)
  • Under common layers, REMOVE YOUR LAYER THAT YOU CREATED. (don't worry, this doesn't delete it)
  • Click on ELI under mode name.
  • Under "Layers Used" click "add"
  • Select the layer that you created, ex. DMI_Karnage
  • Click the update REQ and Mode REQ button.
  • Save world.
After the "update REQ and Mode REQ" It want's me to save or open a file. (I forgot which) What do I do then?

Also, what do i munge to get it to work in game?

Thanks!
Select your world's REQ file (DMI.req, in this case). Just munge common after that and you should be good to go.

Re: The New DMI Plan

Posted: Sat Aug 01, 2009 2:25 pm
by General_Nate
Thanks! And I just run the map that I made?

Re: The New DMI Plan

Posted: Sat Aug 01, 2009 3:13 pm
by Nova Hawk
I did what you suggested, Xav, but when I launch the game I can't spawn anywhere cuz there's no CPs.

Re: The New DMI Plan

Posted: Sat Aug 01, 2009 3:17 pm
by Frisbeetarian
If you follow Rep's directions in his first post, there will be no problem, unless you have an inherent problem with you ModTools. Try it again from scratch to see if you can get it. If you have questions about a particular part, then ask. Don't just say, "It doesn't work," that is of no use to us.

Re: The New DMI Plan

Posted: Mon Aug 03, 2009 9:41 pm
by trainmaster611
I'm just wondering, what is the purpose of having combative units in this level? Were we intending to do fighting in the streets and buildings?

Re: The New DMI Plan

Posted: Tue Aug 04, 2009 12:25 am
by Frisbeetarian
If you noticed, there is now a "Battle Tower" listed on the map. One use of the units is for this. I know at one point, they talked about locals being in the town outskirts to fight. The units are upgradeable, so other things (I assume) will also be used to get points (eg. mini games).

Re: The New DMI Plan

Posted: Tue Aug 04, 2009 10:57 am
by RepSharpshooter
trainmaster611 wrote:I'm just wondering, what is the purpose of having combative units in this level? Were we intending to do fighting in the streets and buildings?
That is the whole point of the map, and the battlefront engine. There will be a battle tower in order to compete in matches vs people and ai so you can level up your character. If some incentive to not die is put in place, or to not kill randomly, it should be interesting to see what happens if people just walk around the streets with weapons. Like people form "gangs" or groups of friends that protect each other. Zerted is even scripting such feature in.

I'm also pondering about adding a "Send to jail" weapon on the jedi. If you get hit by it, you are immediately sent to jail.

One of the best things to do is probably just beta test this September and see what needs to be done. We can only predict so much in advance without actually knowing.

Re: The New DMI Plan

Posted: Tue Aug 04, 2009 4:50 pm
by destructo_bot
So the DMI is going to descend into chaos with roving bandits kidnapping puppies. Sounds like a larf! :maulsaber:

Re: The New DMI Plan

Posted: Tue Aug 04, 2009 6:27 pm
by B-1Burt
destructo_bot wrote:So the DMI is going to descend into chaos with roving bandits kidnapping puppies. Sounds like a larf! :maulsaber:
And with Fragme adding in the ability to hyjack his own buggies the city is becoming more and more lawless.

Re: The New DMI Plan

Posted: Tue Aug 04, 2009 6:30 pm
by RepSharpshooter
I told him maybe we should restrict the buggies to a certain area.

Re: The New DMI Plan

Posted: Wed Aug 05, 2009 11:48 am
by General_Nate
Yeah. I can see it now, People pushing other people in the water and drowning them...

Re: The New DMI Plan

Posted: Wed Aug 05, 2009 1:23 pm
by Wonderboy
idk if i can but i am getting a new computer with faster internet in the winter, so there isnt a possible way for me to join this right? becuz i cant download the mod tools, it takes 30 hours

Re: The New DMI Plan

Posted: Thu Aug 06, 2009 10:18 pm
by elitetrooper1999
when is thise mod map coming out :jango:

Re: The New DMI Plan

Posted: Thu Aug 06, 2009 10:26 pm
by AQT
When it's finished.

Re: The New DMI Plan

Posted: Sat Aug 08, 2009 1:52 am
by B-1Burt
I don't know that I like the whole chaos and crime that's starting to pop up here. Correct me if I'm wrong, but wasn't no killing in the city a key point? When I play Battle Arena 2.0,(Wondeful btw Rep.)the reason people don't kill each other is because if you do you get sent to jail. And the players choose whether or not to let you out. It's like what Rep was talking about earlier. It's consequences and incentives, and they're what fuels the world we live in. Take away either one and what you get is disfunctionality. The Soviet Union took away incentives, and people stopped working. And when you take away consequences, there is no reason not break the law. How many of you would speed if the police couldn't pull you over? See what I mean?
It also varies from person to person, some people will try to play by the map's intention. But others will shoot everyone in sight, these people will force everyone else to do the same.
I understand all the gang forming and protective services deal, but I'm afraid people won't actually abide by it. It would turn into a Free For All, with everyone fending for themselves or just running away.
A few Jedi admins aren't going to able to keep up with everone. And I don't think they're always going to be around to keep everyone in line. What I'm saying is we need an auto jailer thing like BA2 has. That doesn't mean areas like dark alleyways can be 'killing zones.' But without any sort of order in DMI this is just one big Free Deathmatch.