Page 7 of 10

Posted: Sun Oct 15, 2006 3:11 am
by Karnage
Long time no post here.

Well i'm back to bring some brand new updates for this map.

It's changed just a tad since I last posted.

Here are some screens of the new Dubrillion: Reconnoissance ....

Before...

Image
Image

After...

Image
Image
Image
Image


And this time when I say beta is coming soon...I mean soon!.

So be ready for a PM soon beta testers.

Posted: Sun Oct 15, 2006 3:14 am
by Linus
Oh my god...!!!

- Linus

Posted: Sun Oct 15, 2006 8:38 am
by Pereza0
That's an improvement!

Posted: Sun Oct 15, 2006 9:25 am
by Alpha
Wow. I love that last shot. Do you need a texture for the support poles? They're kind of....white. :P

Posted: Sun Oct 15, 2006 10:13 am
by Rekubot
Very nice. May I suggest that you reskin the wookiee huts with a more metallic texture? It'll be more Dubrillion-ish.

Posted: Sun Oct 15, 2006 11:45 am
by Karnage
Alpha wrote:Do you need a texture for the support poles? They're kind of....white.
Ya I need to do that.
Rekubot wrote:May I suggest that you reskin the wookiee huts with a more metallic texture?
Good idea, I didn't think about doing that.

Posted: Sun Oct 15, 2006 2:11 pm
by TK-349
Woah, looks alot better than it did. Love the rain....
The rock formations coming up and out are cool too. Great job!

Posted: Sun Oct 15, 2006 5:41 pm
by Karnage
How does this look?

Image


-EDIT-

News Update:

Rain, thunder, and lightning sounds are now working in-game.

That means I will be sending betas out to all beta testers very soon.

What still needs to be done after beta:

Need to get the planning or something working so the units stop running off the ramps to their death (not too hard).

Thinking about adding Conquest and CTF 1-flag.

Need Adreniline to work on toning down the green tint on some of the red team units. It's not Christmas yet.

Posted: Sun Oct 15, 2006 6:45 pm
by Alpha
I like that a lot. The mixture of the tech and wood elements seems to blend quite nicely. I don't know about adding the new modes...I guess that's your decision. Can't wait for the beta, keep up the good work!

Posted: Sun Oct 15, 2006 7:03 pm
by Hebes24
New textures look nice! Now onto the Ramp textures! :P

Can't wait for the beta (public, obviously. I don't think I'm a tester)

Posted: Sun Oct 15, 2006 7:13 pm
by Adreniline
Karnage, email me the skins, I currently have not re-installed the mod tools yet, and those files might be on a DVD somewhere....

Posted: Sun Oct 15, 2006 9:42 pm
by crazytieguy
Wow. I an sooo lucky to be a beta tester. The lightning, especially, is awesome. The new additions were well wort the wait. Thanks! :D

Posted: Sun Oct 15, 2006 9:53 pm
by Bac-Talan
Ahhh,
That's SOO much better.
Although IMO the black/white areas on the texture need to be toned down to a more greyish shade, not totally grey, but closer.
Also the wooden walkways now look out of place.
The lightning and rain and water especially are very helpful towards the feel of the map.

And on the AI planning, I would suggest lining the walkways with barriers in zeroeditor (not boundarys, like seen on the edges of a map, but barriers)
(actually, they might not be called that, but something similar.)
MUCH better visually though.

Posted: Sun Oct 15, 2006 10:24 pm
by Karnage
I'm glad everyone likes the look of things.
Bac-Talan wrote:And on the AI planning, I would suggest lining the walkways with barriers in zeroeditor (not boundarys, like seen on the edges of a map, but barriers)
(actually, they might not be called that, but something similar.)
Yes, you're right, they are called barriers.

And I did align the walkways with barriers, but sometimes the AI decide they don't like them and just walk off the edge.

I was thinking of putting inv_col_32.odf's along the sides of the walkways.

If you don't already know what the odf does, it is an invisible block that stops you from going any further yet it lets you shoot straight through it.

This would completely halt the AI in their tracks making it impossible for them to take a leap off the edge. They would then have to find another route, continue on the ramp.

But i'm not too sure if I like the idea.

Posted: Sun Oct 15, 2006 10:31 pm
by PvtParts
That should work perfectly. If theres any 'hotspots' where the ai choose frequently to walk off, place them there. If not, place sparingly, because having a bunch loaded may give you some lag, even though they are invisible.

Then again, if you have anyone who could do a simple model for ya, it wouldn't be that hard to make one just like those ingame, except with railings.

Posted: Sun Oct 15, 2006 10:53 pm
by Karnage
One thing I am having a problem with, is getting more units to spawn.

This is what I put in my LUA
***c_ctf.lua wrote: SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 200,
soldier = { "rep_inf_ep3_rifleman",18, 50},
assault = { "rep_inf_ep3_rocketeer",2, 8},
engineer = { "rep_inf_ep3_engineer",2, 8},
sniper = { "rep_inf_ep3_sniper",2, 8},
officer = {"rep_inf_ep3_officer",2, 8},
special = { "rep_inf_ep3_jettrooper",2, 8},

},
cis = {
team = CIS,
units = 40,
reinforcements = 200,
soldier = { "cis_inf_rifleman",18, 50},
assault = { "cis_inf_rocketeer",2, 8},
engineer = { "cis_inf_engineer",2, 8},
sniper = { "cis_inf_sniper",2, 8},
officer = {"cis_inf_officer",2, 8},
special = { "cis_inf_droideka",2, 8},
}
}
But there aren't any more units spawning than the default.

Posted: Sun Oct 15, 2006 11:02 pm
by PvtParts
Make sure your calling for every command post in your lua. I didnt read over that excerpt, I just happened to see that you said you were having issues with getting your units to spawn. And from experience I cant tell you that 90% of the time that is due to not calling all the cps in your lua. Check how each one is named, then make sure its called for in both sections of the lua. You can't have any more or less called for (for instance, if you only have 2 cps, but didnt change the lua, the game will try to make objectives for 4 cps). I cant tell you why, but this always monkeys up unit spawning.

Posted: Sun Oct 15, 2006 11:21 pm
by fat_walrus
Put this above ReadDataFile("ingame.lvl')

Code: Select all

    SetUberMode(1);
Then change this:

Code: Select all

SetupTeams{ 
rep = { 
team = REP, 
units = 40, 
reinforcements = 200, 
soldier = { "rep_inf_ep3_rifleman",18, 50}, 
assault = { "rep_inf_ep3_rocketeer",2, 8}, 
engineer = { "rep_inf_ep3_engineer",2, 8}, 
sniper = { "rep_inf_ep3_sniper",2, 8}, 
officer = {"rep_inf_ep3_officer",2, 8}, 
special = { "rep_inf_ep3_jettrooper",2, 8}, 

}, 
cis = { 
team = CIS, 
units = 40, 
reinforcements = 200, 
soldier = { "cis_inf_rifleman",18, 50}, 
assault = { "cis_inf_rocketeer",2, 8}, 
engineer = { "cis_inf_engineer",2, 8}, 
sniper = { "cis_inf_sniper",2, 8}, 
officer = {"cis_inf_officer",2, 8}, 
special = { "cis_inf_droideka",2, 8}, 
} 
}
To this:

Code: Select all

SetupTeams{ 
rep = { 
team = REP, 
units = 100, 
reinforcements = 200, 
soldier = { "rep_inf_ep3_rifleman",18, 50}, 
assault = { "rep_inf_ep3_rocketeer",2, 8}, 
engineer = { "rep_inf_ep3_engineer",2, 8}, 
sniper = { "rep_inf_ep3_sniper",2, 8}, 
officer = {"rep_inf_ep3_officer",2, 8}, 
special = { "rep_inf_ep3_jettrooper",2, 8}, 

}, 
cis = { 
team = CIS, 
units = 100, 
reinforcements = 200, 
soldier = { "cis_inf_rifleman",18, 50}, 
assault = { "cis_inf_rocketeer",2, 8}, 
engineer = { "cis_inf_engineer",2, 8}, 
sniper = { "cis_inf_sniper",2, 8}, 
officer = {"cis_inf_officer",2, 8}, 
special = { "cis_inf_droideka",2, 8}, 
} 
}

Posted: Sun Oct 15, 2006 11:50 pm
by Karnage
This is ctf game mode. I do not believe the CPs are called in CTF mode.

I have checked the shipped game scripts for ctf modes and the CPs aren't called.

Here is the full script for my CTF mode map
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()

SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

SetProperty("flag1", "GeometryName", "com_icon_republic_flag")
SetProperty("flag1", "CarriedGeometryName", "com_icon_republic_flag_carried")
SetProperty("flag2", "GeometryName", "com_icon_cis_flag")
SetProperty("flag2", "CarriedGeometryName", "com_icon_cis_flag_carried")

--This makes sure the flag is colorized when it has been dropped on the ground
SetClassProperty("com_item_flag", "DroppedColorize", 1)

--This is all the actual ctf objective setup
ctf = ObjectiveCTF:New{teamATT = REP, teamDEF = CIS, captureLimit = 5, textATT = "game.modes.ctf", textDEF = "game.modes.ctf2", hideCPs = true, multiplayerRules = true}
ctf:AddFlag{name = "flag1", homeRegion = "team1_capture", captureRegion = "team2_capture",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}
ctf:AddFlag{name = "flag2", homeRegion = "team2_capture", captureRegion = "team1_capture",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}

ctf:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight(1800)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\kam.lvl;kam1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 40,
reinforcements = 200,
soldier = { "rep_inf_ep3_rifleman",18, 50},
assault = { "rep_inf_ep3_rocketeer",2, 8},
engineer = { "rep_inf_ep3_engineer",2, 8},
sniper = { "rep_inf_ep3_sniper",2, 8},
officer = {"rep_inf_ep3_officer",2, 8},
special = { "rep_inf_ep3_jettrooper",2, 8},

},
cis = {
team = CIS,
units = 40,
reinforcements = 200,
soldier = { "cis_inf_rifleman",18, 50},
assault = { "cis_inf_rocketeer",2, 8},
engineer = { "cis_inf_engineer",2, 8},
sniper = { "cis_inf_sniper",2, 8},
officer = {"cis_inf_officer",2, 8},
special = { "cis_inf_droideka",2, 8},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("FlagItem", 2)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:PWR\\PWR.lvl", "PWR_conquest")
ReadDataFile("dc:PWR\\PWR.lvl", "PWR_ctf")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")





-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kam.lvl", "kam1")
OpenAudioStream("sound\\kam.lvl", "kam1")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

Posted: Mon Oct 16, 2006 12:11 am
by Protector_Pulch
Somehow, I remember that the last number in the team setup must be 100 together, because these are procentual numbers.
BUT,in your Lua, 18 units are 50%, while 10(2x5) units are only 5x8 = 40 percent, so there are 10% missing.

PS:If this is total nonsense, I regret this. Even Z-Edit is a bit too complex for me (sometimes).

PPS:Did I say "sometimes" ? I meant "rather often".