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[owc_SuperFortress] Released in 1.5.0!



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#21 rickinator9

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Posted 06 April 2011 - 11:32 AM

View PostCoppermantis, on 06 April 2011 - 09:29 AM, said:

Okay, I tried running a server myself but my computer didn't like it.

Good news, I'm getting close to being finished. Last area with dev texturing is almost complete, then it'll be time for testing.
Can you like, give us a video to see it all better?

#22 Coppermantis

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Posted 06 April 2011 - 10:52 PM

View Postrickinator9, on 06 April 2011 - 11:32 AM, said:

Can you like, give us a video to see it all better?

Sure, I'll try to get a video sometime soon.

And good news, I finished the last objective (Hack a console) and the Resistance escape route, so all that's left is find and eliminate critical map problems, such as my dropship not getting the input to drop troops, I need to figure out why.

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Airwatch Augmentation Force dispatched

#23 Instant Loser

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Posted 06 April 2011 - 11:12 PM

View PostCoppermantis, on 06 April 2011 - 10:52 PM, said:

And good news, I finished the last objective (Hack a console) and the Resistance escape route, so all that's left is find and eliminate critical map problems, such as my dropship not getting the input to drop troops, I need to figure out why.

Dropships can't drop troops; they sort of aren't working. The ones in my map just kind of vanish and spawn units in the right spot. I'd make them land if I could.

#24 Coppermantis

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Posted 06 April 2011 - 11:42 PM

View PostInstant Loser, on 06 April 2011 - 11:12 PM, said:

Dropships can't drop troops; they sort of aren't working. The ones in my map just kind of vanish and spawn units in the right spot. I'd make them land if I could.

Hmm, mine lands but doesn't drop off troops. It seems that It must be a map problem, but I haven't really checked.

#25 AndY

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Posted 07 April 2011 - 02:14 AM

View PostInstant Loser, on 06 April 2011 - 11:12 PM, said:

Dropships can't drop troops; they sort of aren't working. The ones in my map just kind of vanish and spawn units in the right spot. I'd make them land if I could.

View PostCoppermantis, on 06 April 2011 - 11:42 PM, said:

Hmm, mine lands but doesn't drop off troops. It seems that It must be a map problem, but I haven't really checked.
We haven't had problems with that in any of our maps. I believe the most important thing is to make sure that nothing's blocking the landing zone.

I'll check with our mappers to be sure and I'll let you know tomorrow.

#26 Coppermantis

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Posted 07 April 2011 - 09:17 AM

View PostAndY, on 07 April 2011 - 02:14 AM, said:

We haven't had problems with that in any of our maps. I believe the most important thing is to make sure that nothing's blocking the landing zone.

I'll check with our mappers to be sure and I'll let you know tomorrow.

It was an error on my part, sorry, I did't specify a landing zone in the first place. My bad.

#27 Coppermantis

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Posted 07 April 2011 - 10:34 PM

This just in: Owc_Superfortress is now COMPLETE (Other than full detailing, lighting and I still need to test NPC spawn scaling.) But the objectives and geometry all work now!

So, I'll sum up what the last part is like:

After the rebels destroy the two auxiliary generators, they proceed into the supply tunnel. Entering a side room, they find a large Combine reactor, which they proceed to destabilize, causing the whole thing to shake violently and tear the facility apart. (Note: destruction effects not yet added) The resistance members then attempt to escape though a side exit, but the last room has not only elite soldiers but a mounted experimental cannon. (although func_tank is bugged, func_tankpulselaser appears to be A-OK)

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Another picture of the reactor

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Hard to see, but the mounted gun is shooting laser pulses at the player. It's fun to dodge the shots.

Still trying to get a video

EDIT: Well, my Dropship is still a failure, it jsut goes to the last path_track and just hovers there, I must have some problem with inputs or something like that.

ANOTHER EDIT: I appear to have messed up and put an item_battery somewhere, as I just noticed in the first pic I have 15 armor. I need to fix that. So I guess i'm not completely done, but it is playable now.

#28 Instant Loser

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Posted 08 April 2011 - 08:06 AM

View PostCoppermantis, on 07 April 2011 - 10:34 PM, said:

ANOTHER EDIT: I appear to have messed up and put an item_battery somewhere, as I just noticed in the first pic I have 15 armor. I need to fix that. So I guess i'm not completely done, but it is playable now.

Tip: Try checking the "don't drop weapons" flag on any city scanners you spawn. Otherwise they'll drop a battery 30% of the time.

Or maybe you *did* just accidentally a battery.

#29 Coppermantis

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Posted 08 April 2011 - 09:19 AM

View PostInstant Loser, on 08 April 2011 - 08:06 AM, said:

Tip: Try checking the "don't drop weapons" flag on any city scanners you spawn. Otherwise they'll drop a battery 30% of the time.

Or maybe you *did* just accidentally a battery.

Yah, I just checked, it's an item_dynamic_resupply, but thanks for the tip. I actually didn't know that. (No scanners in the map at all, actually)

#30 Coppermantis

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Posted 08 April 2011 - 07:30 PM

Yes! Yes! Yes! I finally got the dropship to work! It was just a simple input error, now it works beautifully!


Which looks better:
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Posted Image

Huge green beam of death or small spiky rays of pain? Ignore difficulty/gameplay value as they both act similarly, just look different. They hurt a lot but can be dodged fairly easily.

Oh, and hey, AndY? I've been on the IRC several times but each time no one's doing anything. Is there any specific time where I can come on and you'll be available to talk?

#31 Instant Loser

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Posted 09 April 2011 - 02:44 AM

Well, I guess I'll try to fix my dropships, in that case.

Most people in IRC are watching but not talking. They'll probably respond if you send them a message (typing their name usually makes a ding sound on their computer).

#32 ScrooLewse

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Posted 09 April 2011 - 10:30 AM

View PostCoppermantis, on 08 April 2011 - 07:30 PM, said:

Yes! Yes! Yes! I finally got the dropship to work! It was just a simple input error, now it works beautifully!


Which looks better:
Posted Image

Posted Image

Huge green beam of death or small spiky rays of pain?
Green Beam of Death.

Definately the Green Beam of Death.

#33 Coppermantis

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Posted 09 April 2011 - 11:57 AM

View PostInstant Loser, on 09 April 2011 - 02:44 AM, said:

Well, I guess I'll try to fix my dropships, in that case.

Most people in IRC are watching but not talking. They'll probably respond if you send them a message (typing their name usually makes a ding sound on their computer).


Alright, that makes sense. Thanks again for the help.
From what you said your problem was, you might have set it so that the dropship has the output "Onfinisheddropoff > Dropship name > Kill" or it's receiving some other input that removes it.

Unless it's actually being removed before dropping troops, and then units spawn, in which case I recommend checking the developer console and seeing if it puts forth error messages as the dropship lands.

#34 Instant Loser

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Posted 09 April 2011 - 12:51 PM

View PostCoppermantis, on 09 April 2011 - 11:57 AM, said:

Alright, that makes sense. Thanks again for the help.
From what you said your problem was, you might have set it so that the dropship has the output "Onfinisheddropoff > Dropship name > Kill" or it's receiving some other input that removes it.

Unless it's actually being removed before dropping troops, and then units spawn, in which case I recommend checking the developer console and seeing if it puts forth error messages as the dropship lands.

Nah, having disappear is the workaround, not the problem. The problem was that it wouldn't land. I'll try some more things.

#35 Coppermantis

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Posted 09 April 2011 - 01:43 PM

View PostInstant Loser, on 09 April 2011 - 12:51 PM, said:

Nah, having disappear is the workaround, not the problem. The problem was that it wouldn't land. I'll try some more things.


Ah, I see. My problem was that I only had this output for the last path_track: Onpass > Dropship > landTakeCrate

when it needed to have a parameter override of 4, so it looked like this: Onpass > Dropship > LandTakeCrate > 4

where 4 is the number of troops to be dropped.

I have no Idea if this is what your problem is, but that's what was wrong for me, so it might help you.

Also, make sure you have the landing area keyvalue correct, that the other inputs work, and that the landing area is positioned correctly.

This is the tutorial that I used to make sure it's all correct, it might help you too: http://www.interlope.../tutorials/6547




Related to my map, I've given up on a video because Fraps is too intensive on my computer, it literally crashes my graphics drivers when I try to use it.


View PostScrooLewse, on 09 April 2011 - 10:30 AM, said:

Green Beam of Death.

Definately the Green Beam of Death.
:p

Yay! My favorite as well. Much scarier.

#36 rickinator9

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Posted 09 April 2011 - 05:41 PM

Um try using the console instead. put in "record filename". Let it record. Then Disconnect from the server. Type "startmovie filename". Then type "demoui" and load the demo you just recorded. This will be laggy and take a lot of time, but the video is of good quality.

#37 Coppermantis

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Posted 09 April 2011 - 05:49 PM

View Postrickinator9, on 09 April 2011 - 05:41 PM, said:

Um try using the console instead. put in "record filename". Let it record. Then Disconnect from the server. Type "startmovie filename". Then type "demoui" and load the demo you just recorded. This will be laggy and take a lot of time, but the video is of good quality.


Ooh, I didn't know about that. Thanks, I'll give it a try.

Okay, I did that, but all I get as an end result is a ton of Targa files. after I do what you said, what next?

#38 AndY

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Posted 09 April 2011 - 06:27 PM

View PostCoppermantis, on 08 April 2011 - 07:30 PM, said:

Yes! Yes! Yes! I finally got the dropship to work! It was just a simple input error, now it works beautifully!


Which looks better:
Posted Image

Posted Image

Huge green beam of death or small spiky rays of pain? Ignore difficulty/gameplay value as they both act similarly, just look different. They hurt a lot but can be dodged fairly easily.

Oh, and hey, AndY? I've been on the IRC several times but each time no one's doing anything. Is there any specific time where I can come on and you'll be available to talk?
Green beams, no doubt about it. :p

I haven't noticed you online. When you're on, just beep me by saying something like "AndY: Hello" or sending me a private message.

#39 Coppermantis

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Posted 10 April 2011 - 12:39 AM

View PostAndY, on 09 April 2011 - 06:27 PM, said:

Green beams, no doubt about it. :p

I haven't noticed you online. When you're on, just beep me by saying something like "AndY: Hello" or sending me a private message.

Okay then. :)


More detail! Yay!

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#40 rickinator9

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Posted 10 April 2011 - 03:28 AM

View PostCoppermantis, on 09 April 2011 - 05:49 PM, said:

Ooh, I didn't know about that. Thanks, I'll give it a try.

Okay, I did that, but all I get as an end result is a ton of Targa files. after I do what you said, what next?
Here: http://developer.val...tion#VirtualDub
You could do the virtualdub way, but if you have sony vegas, you might as well do the sony vegas way.





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