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  1. #11
    No problem

    And wow you just solved one of my longest issues!! Lmao.
    With several custom maps, I kept seeing those open spots (though not too often).. whilst others did not.
    Now a simple vid_restart didn't work.. and I just tested several other options but those didn't affect it either.
    Now my r_subdivisions (Curve Detail) was set to Highest in the in-game options.. yet when I changed it to lower, everything was fixed! BUT, changing them back to Highest, it was still fixed.. which was extremely weird.
    Then I checked my config.. and my r_subdivisions was set to 1, whilst 3 is the in-game Highest. But MOHAA has 2 higher options (values 2 & 1), but they weren't added into the in-game option menu.. and now I know why.. xD
    Here I was thinking that it would improve my game, but it added additional bugs lol.

    So all is fine now! No need to fix anything in those tunnels ^^

    About the bazooka guy, I'll try it again soon.. he didn't do anything for me because I wasn't in the 'arena'. Even when I returned to it, he didn't trigger for me at all.. so I was out of bounds during the trigger probably. So I'll try again later.

    Not sure about the bot shouts.. I'll check that right away as well when I'm retrying the mission.

  2. #12
    Haha, I'm glad that fixed it! I tried it with different curve settings but made no difference for me, though I wasn't aware of the hidden options, so that's interesting to know.

    Yeah the bazooka guy will engage the MG if you've suppressed it for a few seconds when you're inside the courtyard area .

    Edit: Oh, and btw I've already made some fixes. When I release the final version plus the other half I'll supply the .map file with it, just in case it's useful for someone down the line.
    Last edited by 1337Smithy; 06-16-2018 at 08:24 PM.

  3. #13
    I think I saw written in some thread that the campaign you are doing now ties in with the 'Normandy' one. If that is true then you need to fill the gap when that map ends with the objective of going to the german camp and starts in the bocage.

    By the way shadow, there is an easier way to get to the roof , you first jump to the wooden car, then to the open door of the house, jump to the lower roof, then to the main roof, the way with the house lamp is too hard.

  4. #14
    Quote Originally Posted by Soares93 View Post

    By the way shadow, there is an easier way to get to the roof , you first jump to the wooden car, then to the open door of the house, jump to the lower roof, then to the main roof, the way with the house lamp is too hard.
    Oh, I saw that as the easiest Only takes a second, very quick and I never failed.
    But once the entire roof is clipped, it should be completely fixed

    Btw, have ya found the White Room yet?



    Edit: @Smithy: Might be best to clip the little shed roof as well (the one with the black oil barrels). As you can use this to get onto the other roof as well, even towards the backside of it.
    I just played the mission again, and now it did trigger the Bazooka guy and his mission so I could continue onwards.

    Also that MG42 that I found in the corner, next to cabinets.. I can actually use it lol, I tried and suddenly I was the gunner lol, able to shoot and able to clip & teleport through the nearby walls/rooms when spinning around and releasing the MG42.
    Tbh, I don't remember hearing my teammates shout anything.. but I was caught up in battle so it might not have registered with me.

  5. #15
    Haha, seems you guys are doing well!

    Funnily enough I've already properly clipped the shed too as I saw in Radiant a good way of using that as a stepping stone to the other places. Those buildings are all clipped properly now .

    RE the MG42, damn OK that's probably because it isn't a static model. I've fixed that now (took 2 seconds). Thanks for that!

    Yeah basically "he's wounded" will play if you are below 50% health and the medic is ready to give you health. "Find cover" plays near the start of the mortars coming in just before your team finds their cover positions. "Covering fire" is when the MG nest opens in the window.

    The sound on the dialogue may be quiet but it's usually audible.

    @Soures83 Yeah, I am going to add in a mission that ties the two together (basically a part 2 for the first level). To keep myself interested I swap between developments and I found myself enjoying this mission a lot with the amount of scripting needed so I carried on with it. It also taught me a lot of design methods when it comes to terrain/patch geometry etc so I can use that in my subsequent missions. I found the first Normandy mission quite 'blocky' in a lot of places and flat in terms of terrain, but that was before I was brave enough to experiment and spend time prototyping / scrapping stuff if I felt it needed it. The level you guys are playing went through a few iterations in several places before it felt 'natural' enough, but it's still not perfect (but as authors we always see flaws in our work lol). Ultimately I could tinker with stuff forever, but eventually you realise you have to release something at some point and some of the stuff I fiddle with only a small portion of players would notice anyway. I definitely could have spent more time clipping the first Normandy mission as there are several places you can reach which you shouldn't be able to lol. I was in a rush at the time haha.

    Edit:

    I'm going to be clipping everything like mad from now on hopefully:
    https://ibb.co/bRQeSy
    https://ibb.co/gB8zSy
    Last edited by 1337Smithy; 06-17-2018 at 12:40 PM.

  6. #16
    Quote Originally Posted by 1337Smithy View Post
    Funnily enough I've already properly clipped the shed too as I saw in Radiant a good way of using that as a stepping stone to the other places. Those buildings are all clipped properly now .
    Awesome to hear

    RE the MG42, damn OK that's probably because it isn't a static model. I've fixed that now (took 2 seconds). Thanks for that!
    Glad it was an easy fix

    Yeah basically "he's wounded" will play if you are below 50% health and the medic is ready to give you health. "Find cover" plays near the start of the mortars coming in just before your team finds their cover positions. "Covering fire" is when the MG nest opens in the window.
    Now that you mention it, I do remember the medic and find cover taunts! So that's all definitely working .


    I'm going to be clipping everything like mad from now on hopefully:
    https://ibb.co/bRQeSy
    https://ibb.co/gB8zSy
    Lmao! When I opened it, I was reading it all out loud "clip clip clip clip clip clip clip etc.", damn that's a lot xD
    But, tbh.. you always do clip almost everything like mad already, especially in this map.. cause believe me.. I've tried hundreds of places to see if I could get out of bounds, and apart from the roof(s) it seemed like you thought about everything. I really really tried to abuse everything I saw.. but it just wouldn't let me .

    About the map itself.. I understand that as a creator you can never be 100% satisfied. But I really love the way it's made now (including the entire route and paths). I also like the fact that not EVERYWHERE is being spammed with opponents.. and especially whilst walking along the road, you have some peace and quiet.. just like in the actual war, not every location is a battlefield.

  7. #17
    Quote Originally Posted by Shadow View Post
    Lmao! When I opened it, I was reading it all out loud "clip clip clip clip clip clip clip etc.", damn that's a lot xD
    But, tbh.. you always do clip almost everything like mad already, especially in this map.. cause believe me.. I've tried hundreds of places to see if I could get out of bounds, and apart from the roof(s) it seemed like you thought about everything. I really really tried to abuse everything I saw.. but it just wouldn't let me .
    Haha thanks. I wonder how many places in the original campaigns aren't clipped properly...

    Quote Originally Posted by Shadow View Post
    About the map itself.. I understand that as a creator you can never be 100% satisfied. But I really love the way it's made now (including the entire route and paths). I also like the fact that not EVERYWHERE is being spammed with opponents.. and especially whilst walking along the road, you have some peace and quiet.. just like in the actual war, not every location is a battlefield.
    Yeah, this was completely deliberate and was something I learnt from the Valve guys and their Half-Life games. They made sure to give intermittent periods of 'rest' between combat/puzzles so the player has breathing space, allowing them to just to soak in the level. It's also more realistic like you say!

    They also were great when it came to detail as well which I also incorporate. E.g. something that many people probably wouldn't realise (and I forgot I did) is the three guys that you see flee the courtyard in the direction of where the assault troops emerge do actually appear in the same number you let live. So if you kill 1 or 2 then a smaller number of them will be shooting you at the bottom of the field. If you kill all no one will be there. I like that kinda stuff lol, and I suppose it doesn't penalise the player as his ammo isn't wasted in the end.
    Last edited by 1337Smithy; 06-17-2018 at 01:38 PM.

  8. #18
    Hopefully I will provide the updated version this week. I've modified difficulty in subtle ways leading up to the courtyard assault, and added fixes as well as included binoculars and given the player grenades on starting. I even found a bug myself in the beginning area lol... I'll also slightly modify the assault somewhat.

  9. #19
    I've since made changes thanks to your feedback:

    Various bug fixes
    Clipped roofs of courtyard houses properly
    Made subtle changes to some of the AI (e.g. aim) to increase difficulty before assault
    Added more aggressive actors in various places (e.g. some are using my SurpriseAttack.scr)
    Reduced the damage of MG as well as adding more bullet spread
    Increased time between MG bursts
    Changed aesthetics to secret area a bit (hope you like the changes)
    Added binoculars you can pick up somewhere
    Added grenades on starting - coded an obvious scenario for your grenade usage in the bunker
    Changed map name to test_bocage\
    Others I'm sure I can't think of

    Download updated version: http://www.mediafire.com/file/5p84n9...ocage+v1.1.zip

    Screenshots:

    https://ibb.co/jeXv4d
    https://ibb.co/mqwzVJ
    https://ibb.co/hXP8Pd
    https://ibb.co/bWN6AJ
    https://ibb.co/fC3rcy
    https://ibb.co/mXWYqJ
    https://ibb.co/i7Hjxy

    Video of level start (old vid): https://www.youtube.com/watch?v=4MQa1g5zYLU

    Let me know of any issues you find. Again, this is just half of my 'Bocage' mission (split in two BSPs) which I released early so I could iron out problems, get an idea on difficulty and preferences, and gauge reactions. Thanks for all your help so far, guys!

  10. #20
    I had a quick re-run through the map and had a good time!
    I noticed you fixed the opening in the roof of the very first 'bunker' (or hideout). I wasn't sure if that was intended or not.. so I never mentioned it, but guess I should have ^^.

    • Found the binoculars, and they were ofc. working!
    • The MG42 in the bunker is indeed static now, or at least I can't interact with it anymore
    • Roof bugs seem fixed as well (incl. the lamp itself)
    • I noticed the candles at the shotgun, that definitely gave it an even more spiritual feeling, awesome!
    • There's one german in the bunker (right after you get the plans at the barricaded door), which is standing on top of the staircase with a freaking aimbot and stwh lmao. He shot me whilst I was behind the wall already. But it was fun!
    • I've definitely felt the difficulty increasing more steadily now, nicely done ^^
    • I noticed you placed a pilar of some sorts between those 2 walls, which looks nice now as well
    • I think you made the barricaded door open a tiny bit more if I'm not mistaken?


    I can't think of anything else at the moment.. I didn't go on the hunt for any new bugs really, just had time for a quick check and play through the entire mission.
    Very nicely done though!!

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