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View Full Version : UnWheel EC Map Bugs : Report Here


UltraNew-B
10th Sep 2004, 11:09 AM
Hey guys, for the next version of UnWheel EC, we would like to nail down as many map bugs as we can. If you could list any you come across, that would be wonderful. :)

- UWRC-LostGods, 2 playerstarts are located on the start line, this leads to UnWheel not registering that the person has started the race

- UWRC-UrbanCircuit, repair barrier problems and fix invisible wall, possibly widen track in areas

- UWRC-Hilltop, needs clearer track markings, ppl get lost after first turn, not sure where to go

- UWCTF-GarageKing, needs wider ramps, and more player starts

- UWKB-Billiards, needs more playerstarts and more ball spawn locations

- UWCTF-Aquanum, needs more player starts, only 1 seems to work atm

Ravu al Hemio
10th Sep 2004, 11:11 AM
- UWRC-Sherwood (ProjectX): Decline near end has buggy spawnpoint near checkpoint; passing checkpoint at the bottom of the "U-ramp" and resetting car makes car spawn into terrain

ProjectX
10th Sep 2004, 11:54 AM
- UWRC-Sherwood (ProjectX): Decline near end has buggy spawnpoint near checkpoint; passing checkpoint at the bottom of the "U-ramp" and resetting car makes car spawn into terrain

I was aware of the problem with Hilltop as soon as I'd joined a server with peeps on. I really need to get some beta testers to check my maps out first.

I've never come across the Sherwood problem before. I'll have a look into it nevertheless. I probably selected the checkpoint and moved it down by accident.

Furious_Dwarf
11th Sep 2004, 03:40 AM
UWRC-Industrial - Small cars hit and come to a stop on a dime on the ramps in the map.

ProjectX
11th Sep 2004, 04:10 AM
UWRC-Industrial - Small cars hit and come to a stop on a dime on the ramps in the map.

Yeah the previous fix was a fix I had to slap together in a few hours (literally)

As soon as I can I'll get onto working on those fixes.

J3110
14th Sep 2004, 12:11 PM
Is it me, or are some of the racing surfaces not exactly lined up? I was specing on colorado and noticed tiny gaps between some of the SM sheets that made up the road...if I moved the camera along the road surface in the opposite direction of the racers, sometimes it would get hung up on these "gaps".
I was thinking maybe they were there on purpouse as maybe you would get hung up on them occasionally if they were perfectly aligned, but then I'm not sure. I think that eliminating any inconsistency will help to smooth out some of the rough spots as I mentioned in another post and make gameplay more predictable(I'm basing my experience on primarily using the F1 in racing because it can be pretty touchy). Sometimes I'll be going flat out in a corner and I know that I lost control due to an inconsistency in the racing surface and not because of my speed exceeding my lateral grip.
Anyways, I know perfection is hard work, but I know you guys can get closer...lemme know if you want someone to do alittle mapping "bitch work" and I'll pop open the editor and see what I can line up n stuff...I'm a total newb, but I'm willing to help if I can...like, I can open the editor, move things around and click save n stuff. Seen a couple vtms. ;)

ProjectX
14th Sep 2004, 01:25 PM
Have you ever duplicated a mesh in UnrealEd?

You'll notice that UnrealEd handily shunts the mesh straight off the grid (even if you have the smallest grid size available. Perhaps a petition to Epic to fix this in a patch or at least for the next engine

J3110
14th Sep 2004, 02:45 PM
Not sure exactly what you mean.
When I'm in the editor and make a copy of a mesh or brush or something, I can't remember if it offsets the copy or not(at work now)...or are you talking about something else?
Personally, I was under the impression that working with snap to grid helped with alignment issues, but when you're dealing with curves and stuff and don't want everything to seem like a slot car track, things could get a bit tricky.
I have messed with the editor a little bit and remember getting things off the grid somehow which totally screwed everything else up with regards to alignment, so I had to revert to the version I saved before, but I gave up on that project anyways, so I never really got aquainted with all of the fun things the editor has to offer with regards to new levels of "gaming challenges". ;)
I guess opening the editor could answer a lot of the questions I have, but in the simplest form: Can we get rid of the imperfections on the racing surface? :D

UltraNew-B
14th Sep 2004, 06:33 PM
I already spent alot of time aligning road meshes in colorado, extremely tediuous work. If I have time I'll get around to fixing them. I am currently working on some new maps.

J3110
14th Sep 2004, 10:08 PM
No doubt. I was really just asking about it, I guess. If it really bothered me that much, I'd just try to do better myself, right? ;)
Colorado and UrbanCircuit are my favs, btw. :)

carmatic
15th Sep 2004, 03:40 PM
i too have that indices problem in mawes...

UltraNew-B
17th Sep 2004, 10:56 PM
UWRC-MidnightAir - Not enough player starts and/or it has incorrect tags on player starts and unwheel car starts

UWRB-Clearing - Needs Blocking Volumes placed on top of rocks (plyrs hiding with flag on top of big rocks)

UWRC-Industry - (mentioned earlier i know) ramps needs blocking volumes added to accomodate low body cars.eg. F1 flair cannot get up some of the slopes.

UWRC-Hilltop - Maybe consider turning it into a rabbit or ctf gametype map? would imo, be better suited to one of those gametypes. We could use more of those anyway :)

Not map related:

-MoD vehicle needs shader added on windshield (plyrs disappear at wrong angle)
-XVert vehicle needs to have Center of Gravity heightened a bit eg too low now so it spins out too easy on turns

J3110
18th Sep 2004, 10:48 AM
UWRB-Clearing - Needs Blocking Volumes placed on top of rocks (plyrs hiding with flag on top of big rocks)

UWRC-Hilltop - Maybe consider turning it into a rabbit or ctf gametype map? would imo, be better suited to one of those gametypes. We could use more of those anyway :)


Like both of those ideas except for clearing, don't put the volumes on the rocks in the center of the map because you can actually drive over the rocks in an F1 even, so it's not like anyone who gets up there can't be followed and it allows a sneaky getaway if you get cornered near the access point(of which there is only one that I know of).
Hilltop is actually a cool race map, but I agree it's a great CTF and Rabbit map without the billboards and checkpoints.

ProjectX
18th Sep 2004, 11:51 AM
Like both of those ideas except for clearing, don't put the volumes on the rocks in the center of the map because you can actually drive over the rocks in an F1 even, so it's not like anyone who gets up there can't be followed and it allows a sneaky getaway if you get cornered near the access point(of which there is only one that I know of).
Hilltop is actually a cool race map, but I agree it's a great CTF and Rabbit map without the billboards and checkpoints.


I think the rocks in question were some of the rabbit points, I fully agree that you shouldn't block the middle rocks. There's nothing like pulling a flip or a barrel roll while escaping from the hunters.

Oh and I'm glad you like HillTop. You seem to be the only person so far that's had a positive comment for it (bar members of the team)

Ravu al Hemio
19th Sep 2004, 01:56 AM
UWRC-LostGods: Don't forget to package carribean.utx!!!