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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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hohoho, did some actual work last night.
http://tnm.offtopicproductions.com/team ... _03_06.rar
I setup the new elevator (minus some lighting) and fixed 2 nasty BSP errors in that cavern room.
TODO: Light the elevator, intro cinematic (anything I need to know to use our system?)
_________________ -Life does not snap to the x-axis
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| Thu Mar 23, 2006 4:05 am |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Jonas, I've uploaded a new Slums and FrontEnd version. The Slums part of the transition is pretty much done, I think, but I still need to setup the cinematic for the FrontEnd map. I also happened upon another BSP error in FrontEnd, on the ground near the rocks by the ladder down to....that matrix knock-off section (can't remember name...need sleep).
*sleeps*
_________________ -Life does not snap to the x-axis
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| Sun Mar 26, 2006 5:25 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Things I need Chris to do because I don't trust myself enough to do it (in order of effort/difficulty):
- Finish the OSC (duh).
- Expand both Space Station maps.
- Add a room for a boss fight with Athena and a secret room beneath the stand to the Goat Templae?.
- Add a transition between the Corporate sector and DXE (including a lobby in DXE with an elevator going down to the actual map).
- Add transitions between ABIExterior, ABIInterior, ABIRuins, and ABILabs.
- Fix BSP errors in Downtown, Llama temple, corporate sewers, Partyzone, and WC01.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Sun Apr 02, 2006 8:53 pm |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Hmm, I can't figure out a good way to cause the elevator to slow down as it enters the DXI caverns. I'm holding up on the cinematic until I figure out a way to do that. I'd like to have the camera show the elevator decending, and it's a little hard to ake it look good when it's going so fast.
The newest versions of Slums and FrontEnd are on the FTP, you can take the elevator from the slums to DXI, but you have to set the 'DXILiftOn' flag to true.
_________________ -Life does not snap to the x-axis
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| Fri Apr 14, 2006 2:56 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Why do you have to make it slow down? You can't just make it go slow from the outset? Nobody's saying you HAVE to make it start all the way at the top of that tunnel...
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Fri Apr 14, 2006 10:22 am |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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I guess. It's just not as fun:p
_________________ -Life does not snap to the x-axis
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| Fri Apr 14, 2006 2:09 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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It may be more fun yeah, but if you don't know how to do it, screw it. We need this part to work in the next alpha 
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Fri Apr 14, 2006 2:38 pm |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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I'd like to request a modification to the ABI exterior. Basically there is no way you could possibly do the mission stealthily as there is a bottleneck where two pathways intersect and there is a sniper focused on exactly that point. That point is the gate/secret tunnel to the main compound. I propose that we include some sort of ditch along the side of the complex that the player can crawl along outside of the view of the sniper. It could head towards the generators and end when it hit the far wall.
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| Sun Apr 16, 2006 6:03 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Well, this is an interesting new development.
I can't open 20_GoatCity.dx anymore. When I attempt to open it, the title bar changes to say the map is open, yet nothing changes in the view screen. If I have no map open already, the world remains blank: I can see the dark blue grid of the void, but nothing else. If I have another map open, it stays open.
It can't be because I'm missing anything. The log shows nothing, no errors, no warnings... nothing. It started when Shane sent me his modified version, he had put pathing in it. I extracted it and opened it and this problem occurred. I assumed something was wrong with the map file, so I overwrote it with my old path-less version and got to work on pathing it. Now I'm trying to open that map, and I run into this problem.
What the hell do I do?
[EDIT]
Hm, when I try to open the map in-game, I get this error:
What the hell, guys?
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Sun Apr 16, 2006 9:28 pm |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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That's totally bizarre:S
I tried making a MyLevel package with a 'None.uc' class. However, UCC informed me that I couldn't call a class 'None.uc' and instead had to call it 'Class0.uc'. I did so, but the level still didn't work.
As far as I know, MyLevel is actually a sort of package that is built into the level, and I'm not at all sure how this error occurred. Looks like we'll have to make use of our clever sequential backups.
_________________ -Life does not snap to the x-axis
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| Mon Apr 17, 2006 2:41 am |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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none is the UScript version of null. Which essentially means you have a pointer pointing to... nothing. What this means in terms of the map I really couldn't say.
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| Mon Apr 17, 2006 6:06 am |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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Also that is what happens when the map has a class that you don't have. The game complains that it can't find the class. The editor never complains but just doesn't load the map.
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| Mon Apr 17, 2006 6:09 am |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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Well now I can't load the map either. I wonder if this has something to do with changes to the packages. Though I can't think what I would have changed since yesterday afternoon tht would have broken it.
If someone -can- open it could they export it to text so we can have a look.
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| Mon Apr 17, 2006 6:14 am |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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I think it's something to do with not being able to find a texture. If you do a text search through the map file you'll notice that "mylevel" occurs exactly once between the textures and the pathnodes.
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| Mon Apr 17, 2006 6:20 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Oh good God, I found a BSP error in DXI_Caverns. A BIG one.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Sat May 06, 2006 11:08 pm |
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