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Vatcilli zeitchef
29th Aug 2005, 05:41 PM
Hello Guys

I think you all know me by now as the annoying fool who has been spamming
this forum since the last month.:lol:
But I wanted to tell I Just started to try my luck on a UT2004 JB map
I called it JB-Monody. Though I'm dutch I remember that to be a song as a Tribute to the dead (or something like that)
For now it is only a mere deathmatch. But I'll upload it as a Double dom to Nalicity soon so you can check out the (small) but solid layout (in My opinion)
Here are some shots of my map (these I'll probably use as screenshots)

Shot 1: Yeah I know I keep posting shots of skyboxes but it is the only thing I always manage to make it work the way I want.:lol:

Shot2 : Since I can't see the shots while I'm typing this I gues this is the Red base. (for as far as I am now):)
HEY WHO THE F**k ATE MY HEALTHVIALS?

Shot3 : The outside terrain I hope you like the abbadon theme becouse that's what you get when fighting on a planet that just survived a Nuclear war.;)

The Latest download link
JB-Monody(Alpha2) (http://majinmortan.lionline.nl/Downloads/JB-Monody.7z)

Vatcilli zeitchef
30th Aug 2005, 08:59 AM
I was planning to post my (alpha) map but the site I used to place them is down
Can anyone tell me what I must do now?

The_Head
30th Aug 2005, 09:16 AM
Looks good so far, will be nice to take a proper look around.

I've got some webspace That I could upload it onto if you want. Check your pms


or read this thread: http://forums.beyondunreal.com/showthread.php?t=160296
- I can see you posted there already, but no harm in trying again.

Vatcilli zeitchef
1st Sep 2005, 06:56 AM
Ok I think this should do the trick

Here is my map for as far it is (It is Double Domination now)
I'd like to know what you guy think of the theme and the layout.
I'm making an alternative route too.
(comments please)

____Edit____
Some extra screenies to go with.

The_Head
1st Sep 2005, 07:56 AM
Not bad for a first effort with the editor.
Layout wise it sint too bad, perhaps make it slightly bigger in the outdoor area.
The terrain will need to be smoothed out a bit to get rid of edges that you can get stuck on (am sure you knew that already)
Weapon balance could be an issue in the outdoor area. With the shock at one end and the Flak and lightin at the other.

See the screeny:
http://img.photobucket.com/albums/v607/The_Head/Shot00051.jpg
with jailbreak you want a small easily defendable route to the switch. atm you do infact have this with only one entrance the indoor section, but in adding more routes I presume there will be more entrances. If that is the case you will want to move the switch and change the layout slightly. On the picture If you removed the 2 side entrances to the switch it would work well.
I guess that the 2 dead ends either side of the position of the screenshot will be the additional routes.

Good job so far, keep it up

Vatcilli zeitchef
1st Sep 2005, 09:11 AM
Thanks For your comment Head.
The weapons were placed to make sure the
Players would leave the bases to get the good stuff.
I don't know how I could place them better though.
Any suggestions? I'm still changing the terrain but resizing it will take a lot of effort.
will take some time too, but I'll try.
How about scaling the outside area up with let's say 20%?

The_Head
1st Sep 2005, 10:04 AM
Scaling should work. never tried it myself. on the weapon layout. You could only really tell how bad it is in a proper human match i guess. I'm no real expert on weapon layout. I have played IG for the most of my UT2004 life.

Vatcilli zeitchef
1st Sep 2005, 04:23 PM
Gotta go for the weekend means no updates for now:(.
I did already scale the outside up but now I need to place
all deco and paths on the right place again:rolleyes:.
I'll update this map when I come back sunday.
please try the map and tell me what you think of it
I'll add one alternative route
(C'mon it is not fun if you are the last
(Wo)man standing and there is only one way to the release)
Return with comment after playing it so I can finish it and make it real JB
Please?:(

G.Lecter
1st Sep 2005, 06:07 PM
I tested it about 5 minutes, I couldn’t play more because it’s not very enjoyable with the plaerstarts beside the DOM points, and I also am busy with the CTF-Fragtion conversion... ;)
- I agree with Head, smooth the terrain, you often get stuck in some places now.
- Definitely, add one or more ways to attack the bases. :)
- The bases actually are very cramped, I think you should make all the allways wider, rise the ceilings more, make the switch area more open, and add more z-axis...
- The assimetrical layout/placement is being a big problem now. The red team has not acess to the lighting gun so easily, the shield is a bit nearer the blue base... Try to make the layout and placement completely symetrical... ;)
- Everyone uses the Minigun now, you could fix this placing another weapon inside and/or adding more variety of playerstarts.
- The healths out of the bases would be way better IMO :rolleyes:
- Some more colour variation in the lighting would be cooler... :D
Keep working on it, it’s going very good for a first attempt with the UT2004 editor...

Vatcilli zeitchef
2nd Sep 2005, 04:15 AM
Thanks G lector I don't think I'll completely mirror the map but I will try equalize it more. As for the bases: Im workin on it as soon as I have time.
(I'm not home this weekend)

Hazel.H
3rd Sep 2005, 09:41 AM
I agree with The_Head and G.Lecter. I think the weapon placement needs changing, bots only seem to use the minigun at the moment! I had a quick look in the editor as well as playing it. :)

- You don't need so many pathnodes very close together. Here's something that might help if you need it ;)
UnrealWiki Botpathing (http://wiki.beyondunreal.com/wiki/Bot_Pathing)
Advanced botpathing tutorial (http://blitz.unrealplayground.com/tutorials/bots.html)
- Most maps with terrain have a way to get underneath it, even the official maps. To stop someone from falling through the terrain and walking around under the map, place a kill volume at the bottom of the subtracted area under the terrain.
- The textures in the base look low detail imo, you could change the texture scaling to 0.5 or 0.25
91164
- Half of the map is very dark. As well as being hard to see, it might give an unfair advantage to one team in online play.
91165
- There are some typos in the description, just thought I should point these out :)
inhabitans > inhabitants
carefull > careful
it's > its

keep it up :tup:

Vatcilli zeitchef
3rd Sep 2005, 10:48 AM
Thanks Hazel I'm changing the discription right away
I'm not planning to make the terrain mirrored but made some changes in weapon placement.
1 Replaced flakcannon with shock in a way Red can easely get it
2 Repaced old shock (which was easy to get for blue) with the BioRifle
3 Added an extra path to the Lightning gun for the Red team.
4 Moved the shield pack more to the middle

I'll update the download with this as soon as I get home.
Oh and I'm adding the volume. thanks for the tip;).
also removing some of the else useless botpaths.


-__EDIT__-
One more question Hazel. In JB-Gravity you used a lot of custom meshes.
Do you know a program I can use to make them myself?
The lighting becomes horrible if I make them in ued.

Also what is the use for antiportals?

G.Lecter
3rd Sep 2005, 02:42 PM
Do you know a program I can use to make them myself?3dsMax and Maya are the most used ones...
The lighting becomes horrible if I make them in ued.Try lowering the Display -> ScaleGlow number if the meshes made in UED look too bright, but it's better making them in max anyway... :rolleyes:
Also what is the use for antiportals?Antiportals are volumes that hide everything behind them, they are useful to optimize open areas that can't be zoned.
It's covered in AngelMapper's tutorial. (http://angelmapper.com/tutorials/optimization2.htm) ;)

Hazel.H
3rd Sep 2005, 06:49 PM
In JB-Gravity you used a lot of custom meshes.
Do you know a program I can use to make them myself?
The lighting becomes horrible if I make them in ued.


I made all the meshes in ued. The trick is to build the mesh out of very simple brushes - either cubes or the 2d shape editor. You also have to watch the shape of the bsp cuts the brushes make because they can light weirdly. Sometimes I use special lit to get around mesh/mover lighting problems too.

I haven't used this but I heard it's good (and free) ;)
http://www.blender.org
Tutorial (http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro)

tarquin
4th Sep 2005, 02:19 AM
I made all the meshes in ued. The trick is to build the mesh out of very simple brushes - either cubes or the 2d shape editor. You also have to watch the shape of the bsp cuts the brushes make because they can light weirdly.

The problem with doing that AFAIK is that the meshes you get aren't as efficient:

http://udn.epicgames.com/Two/ConvertingBspBrushesIsSuboptimal

However, while I was looking for that page, I saw it's not really linked from anywhere on UDN any more. So they might have made UEd better at doing it since they wrote that :)

G.Lecter
4th Sep 2005, 07:11 AM
You can make good meshes with the editor, but I think it's much more difficult, and they will have many more polys...
UnrealEd splits a square/rectangle in 4 triangles AFAIK when you convert brushes to meshes. However with Max or Maya you can manage to split squares in 2 triangles. That means you'll be able to make meshes with about half-less polys than UED. ;)
[Pff... Time to learn Max... :o]

Vatcilli zeitchef
4th Sep 2005, 09:25 AM
Where can I get 3d max?
(not too pricy maybe)

Vatcilli zeitchef
4th Sep 2005, 11:11 AM
I made all the meshes in ued. The trick is to build the mesh out of very simple brushes - either cubes or the 2d shape editor. You also have to watch the shape of the bsp cuts the brushes make because they can light weirdly. Sometimes I use special lit to get around mesh/mover lighting problems too.

Hazel please help me on that one. In my map there are two brushes somewhere in the blackness. You can find them easely.
look at them and tell me what I did wrong with them please.:(

- The textures in the base look low detail imo, you could change the texture scaling to 0.5 or

Oh yeah I scaled the textures down, looks much better thanx.

Vatcilli zeitchef
5th Sep 2005, 10:25 AM
Just picked up work on this one again
I'm afraid I can't do much to scale the bases up If you feel
too cramped you can go to the outside
or in the generator room I'm going to add.
The cramped areas will be exelent for the flak though.
I attached a shot of the room I'm adding now
generator room comming soon.;)

Birelli
5th Sep 2005, 07:24 PM
Where can I get 3d max?
(not too pricy maybe)
You can't get Max at anything resembling a decent price, I'd qualify that with something but there really isn't anything else to say, it's just ridiculously priced. I'd recommend Blender myself, I've played around with it a bit, I haven't really gotten the hang of it yet but I don't think I'm any more lost using it than I was with Maya, if that helps. Blender is AFAIK the best free modeling program out there.

Edit: The UWiki: Blender (http://wiki.beyondunreal.com/wiki/Blender) page has some useful information on getting your Blender models into UEd, btw.

Vatcilli zeitchef
8th Sep 2005, 11:16 AM
Thanks Birelli, annother Wiki page in my favorites list, makes 12 :)

Guys I have a problem. When I use psp to save my Panorama map
it tells me I must save it as a merged image (MEANS NO ALPHA MASK!)
Can anyone help me?
Yes I also tried it the wiki way.

Hazel.H
8th Sep 2005, 05:22 PM
I find this is the easiest way to create alpha channels in psp7:
- Make the texture and the alpha channel as 2 seperate images and save them.
- On the texture image click Masks > New > From Image...
- Select the alpha channel image in "source window" and click ok.
- Click Masks > Save to Alpha Channel
- Save the image as a .tga file. Before saving the file look at the options (button on the right of the save dialog) and make sure it's set to 24 bits uncompressed. :)

Hazel please help me on that one. In my map there are two brushes somewhere in the blackness. You can find them easely.
look at them and tell me what I did wrong with them please. :(

It looks like you converted from a mesh to a brush, which could cause those tiny bsp error lines to appear. Were the lines there before?

Vatcilli zeitchef
9th Sep 2005, 08:31 AM
Thanks Hazel! unlike the tutorial on Wiki the way you said worked.
My map now has a working panorama.

As for the brushes They never were staticmeshes I wanted to turn them into
staticmeshes. But the lighting was awfull.

Here I have alpha2 just wanted to upload it before I had to go.
It is still doubledom, Don't look at the playerstart positions keep in mind it will be Jailbreak
I did not spend any time to do any advanced pathing yet so I guess bots will suck at this
point but the layout has been done (most of it exept of jails and arena)
http://rapidshare.de/files/4930536/DOM-Monody.zip.html


here is a shot of a part the map With functional Panorama map.

Vatcilli zeitchef
12th Sep 2005, 11:52 AM
Ok $crew Double Domination!
Here is annother alpha in JB
Hope it is more enjoyable, I did not do any advanced pathing
or execution secuence yet but I hope you like the layout
and the story.

http://rapidshare.de/files/5021016/JB-MonodyAlpha3.zip.html

It has most things a jb map must have but I'll add the rest later
It still has no:

Custom Loading screen,
Execution secuence,
Advanced pathing for bots.

But I'll add these later.
Please come back with comment and perhaps a good Idea for an execution.

Finished loading screen, (Pic attached)

______Edit______
I give up (due no interest and the map being total crap),

I'd better stop working in ued3, I suck at it:(

Hazel.H
13th Sep 2005, 08:50 AM
yay a new loading screen character :lol: :D (what skin is that?) The logo looks like it needs tidying up a bit around the edges, but i know this can take ages so if you need it... 91404 don't forget the horizontal lines too :)

will play soon and comment ;)

Vatcilli zeitchef
13th Sep 2005, 09:22 AM
Thanks I thought there was absolutely no one
who cared about whether I'd go on or not.
If I continiue I'll try to fix those lines.
The character in the loading screen
is Kit from the cat Anthro skinpack on skincity
(http://skincity.beyondunreal.com/?section=models&action=show_infos&id=496)
One of my personnal favorite skins (would be better if it had 4 tc's though)
I also wanted to add a new song to the map but my
OggDrop does not want to convert it anymore.
Anyway I'm not sure it makes sense going on.....
Have no Idea for an execution and I'm sure no one will like the map anyway. :(
What horizontal lines?

tarquin
13th Sep 2005, 11:16 AM
I've just downloaded & played it.

It's got potential, but it also has a few problems.
I found it very hard to find my way around. I kept hopping around the area that has the four corners and the blue thingy in the middle (the sort of power core bit), wondering where the bases were.
Then I found the switches and whoa! outside area!

I couldn't work out if there were 2 of the power core areas or just one.

The problem is that many places look the same. Eg, the north and south exits from the base: for both there's a flak cannon and a jump up to a teleporter. If there's no variety, I can't get my bearings.

I actually find the whole teleport area a bit weird. It means you have 2 completely different routes between bases. (and the teleport route has 2 teleporters).
I would suggest ditching the 2 route & teleport concept. You can keep the power core section, but connect it differently.
For example, the south east section of your terrain has a high path. You could put a 2nd base entrance there, that leads into the power core thing, & then connect that to the south flak area.
(You'd have to duplicate on the other side & make your terrain symmetric)

Oh and BTW... off-grid brushes make the UnrealEd Goblin unhappy ;)

G.Lecter
13th Sep 2005, 11:58 AM
I give up (due no interest and the map being total crap)Don't give up now! :mad: Maps look total craps in their alpha stages, that doesn't mean you're bad with UED3... Patience, UT2004 maps need more time to look good... :)
And it's not lack of interest! Many people have commented it already and I'm going to do so, too. Rapidshare didn't let me download the map yesterday... :o

[Edit:]I've already tested it once, but I'd like to look for more ideas tomorrow before posting... ;)

Vatcilli zeitchef
13th Sep 2005, 03:30 PM
Ok thanks for your help.
@Tarquin: the only two spots that look the same are red and blue base
The two side teleporters both lead to the same power core room,
If you are teleporting back there is a 1on2 chance you get teleported either at the flak or at the link side.
The best way to defend the map is by putting someone near your bases jail exit (that is also near the teleporter to the bases)
and near the front entreance.
The only other way to connect the core to the teleporters I see are warp zones
(last time i tried that it was 1 omega HOM)
off grid can you tell me where?
(did not have problems with the ued goblin yet though)
Also there is a panorama map:)
Also I'm not that good with terrain editing so I can't make it symmetric:(
@G Lector: thanks for testing it I'd like to know whether this is better than the dom version;)

tarquin
13th Sep 2005, 04:41 PM
@Tarquin: the only two spots that look the same are red and blue base

The two flak rooms look the same in each base. I got lost. :(
Random teleporters won't helpwith the getting lost thing.


The only other way to connect the core to the teleporters I see are warp zones

My suggestion was to have two power core rooms, one in each base.


off grid can you tell me where?

um... everywhere!

for terrain, try G16Ed.

Vatcilli zeitchef
14th Sep 2005, 05:24 AM
um... everywhere!

I just don't like the 16x16 grid I usually set it to one, I'm quite sure I'd stay on those though, but as long as there are no bsp cuts I don't care even if they are off grid;)


for terrain, try G16Ed.
I'll try googling it up but if you could tell me exactly where to get it I would be grateful.

tarquin
14th Sep 2005, 05:47 AM
http://wiki.beyondunreal.com/wiki/G16ed

Vatcilli zeitchef
14th Sep 2005, 05:58 AM
Google gave me the same link, but thanks!.:)
......Seems like you wrote this one didn't you?
anyway I hope it works.

Hazel.H
14th Sep 2005, 09:02 AM
The outside area is lit much better now ;) the core is looking nice too.
91412

A few things I noticed:
Bots get stuck on the jump pads next to the teleporters. They go up the jump pad then jump down again over and over, and sometimes they get stuck under the overhanging trim on the ledge above.

91411
some tiny bsp errors near one of the blue teleporters

91413
It's very dark here and it isn't easy to see the huge pit (I lightened the image). Maybe you could lighten this part a bit and put some lights on the walls of the pit to give you a sense of how far down it is.

The lighting in the corridors around the base looks a little flat IMO, and you can't really see where the light is coming from. The lighting next to the lock and around the core is much better :)

INIQUITOUS
14th Sep 2005, 09:31 AM
looks like its coming on nicely :)

The_Head
14th Sep 2005, 10:34 AM
Had a bit of time to give the newest release a run.
Its looking much better, you're getting to grips with the editor very quickly.

Vatcilli zeitchef
14th Sep 2005, 10:43 AM
Seems like I need to redo the whole outside part.
looks like you guys don't like the teleporters.
(me hates terrain editing, goes wrong everytime when I try to fix the edges)
But Ok I'll do it, you can expect the next update to take quit a time though;)

G.Lecter
14th Sep 2005, 11:23 AM
OK, this is not a bug report. Just some ideas… Do what you think it’s interesting and leave what you don’t like: :)
- The jails and the powercore area feel completely out of the map as Tarquin said. There are 2 different routes, but no posibilities to switch paths, and the core room is much shorter than the terrain area. I like how the core area is looking though. I suggest removing the actual bases and making new ones in this theme…
- I won’t say very much about visuals since it still is an alpha. Just use many more static meshes instead of brushes, and make non-flatten ceilings… You are making the detail using complex textures, which doesn’t look too bad, but makes the map feel not very 3D like… Staticmeshes everywhere, add tons of statics… :D
Terrain should be completely symetrical and more smooth (said in my earlier post…) I hate the terrain tool, too. Just place cliff meshes and stuff where you get trouble... :D
- Add more interest to the jails: More z-axis, cameras, an escape route… just something to play with…
- If you want to do changes in the layout: Merge all the paths in the terrain area, it’s a good way to encourage everyone to go out rather than staying beside the swithes. For the bases, make them much more open, with three different z-levels… I have marked in the picture some good spots to open the terrain to inside, why they should be at these spots, and how the base should be in each path [IMO]… :rolleyes:
I don’t know what else to say… but that’s enough for an Alpha. Keep on it! :)

Vatcilli zeitchef
14th Sep 2005, 11:35 AM
Allrighty G lector I'll take those things into concideration but I don't know any good staticmeshes to go with the map.
I can't make any good ones myself.... but I'll see what I can do.

tarquin
14th Sep 2005, 11:41 AM
(me hates terrain editing, goes wrong everytime when I try to fix the edges)


It can help to give yourself quite a bit of 'spare' terrain at the edges of the playing area.

I think I put some tips on the wiki about using G16ed to get symmetric terrain.

G.Lecter
14th Sep 2005, 11:43 AM
Allrighty G lector I'll take those things into concideration but I don't know any good staticmeshes to go with the map.
I can't make any myself too.... but I'll tryThe skaarj meshes used in the powercore room were looking preety good. For outside you can take any cliff mesh and re-skin it... :)

Vatcilli zeitchef
15th Sep 2005, 09:33 AM
After some thinking and hitting myself on the head for doing this I decided to do Most of the thinks you asked for.

1: I'm going to scrap the bases and rebuild them from scratch.
2: I'll mirror the terrain and add some walkways.:hmm:
3: 2 "Core" rooms
4: Muuuuuuch more eyecandy:)
5: SHARED JAIL!!!!:D

____Edit_____
I won't be working on this for some time, getting sick of ued crashing every 3 sec

tarquin
15th Sep 2005, 11:32 AM
getting sick of ued crashing every 3 sec

what OS are you using?
UEd crashes every 30 minutes or so on Win9x.

Vatcilli zeitchef
15th Sep 2005, 02:40 PM
what OS are you using?
UEd crashes every 30 minutes or so on Win9x.
I'm using windows XP
Ut2004 did not run on my ol linux partition:(

Hazel.H
15th Sep 2005, 03:39 PM
Does it seem to crash randomly or when you rebuild? You could delete UnrealEd.ini from the ut2004 system folder (it gets replaced with a new one) and see if that helps.

Vatcilli zeitchef
16th Sep 2005, 09:01 AM
No I'm doing something wrong with terrain
editing I made a terrain with a width value of 128
and a height value uf 64, it crashes when I want to add
a new layer on it.
If it is of any use this is the error message I get:



Build UT2004_Build_[2005-02-15_17.02]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD Unknown processor @ 1998 MHz with 1023MB RAM
Video: NVIDIA GeForce FX 5700 (7189)

Assertion failed: AlphaMap->USize == AlphaMap->VSize [File:.\UnTerrain.cpp] [Line: 175]

History: UTerrainSector::IsTriangleAll <- UTerrainSector::PassShouldRenderTriangle <- UTerrainSector::GenerateTriangles <- ATerrainInfo::UpdateTriangles <- ATerrainInfo::Update <- ATerrainInfo::UpdateFromSelectedVertices <- UTerrainBrush::EndPainting <- UTerrainBrushPaint::Execute <- UUnrealEdEngine::MouseDelta <- (Mode=28) <- WM_MOUSEMOVE <- UWindowsViewport::ViewportWndProc <- WWindow::StaticProc <- MessagePump <- MainLoop

G.Lecter
16th Sep 2005, 11:09 AM
I hope this will help: :)
- Terrains must be always squares (same width and lenght).
- Their dimensions must be powers of 2 (that's OK).
- Leave the Height value as the default number.
- Layers must have the same dimensions as the Terrainmap.

Vatcilli zeitchef
17th Sep 2005, 09:51 AM
The editor won't allow me to add any layers to the terrain if the layers are square. Grmpf, freaking me out.

____Edit_____
I'm having a small problem here, If I mirror the meshes they just rotate.
Like this I can't finish a lot of my map:mad: *smacks down computer*
Can anyone tell me how you DO flip the meshes instead of rotating??

G.Lecter
17th Sep 2005, 10:24 AM
The editor won't allow me to add any layers to the terrain if the layers are square. Grmpf, freaking me out.Are you using a rectangular terrain? The terrainmap must be a square, and then you can hide part of it with the Visibility tool to make a rectangle. Change your terrain to 128x128 (or 64x64 and then scale it up, which gives better FPS). Then you should be able to add layers without trouble.

Can anyone tell me how you DO flip the meshes instead of rotating??Give negative values in DrawScale3D (Right Bottom Corner in the editor). :)

Vatcilli zeitchef
21st Sep 2005, 10:59 AM
Thanks, I'm currently rebuilding the map
(mostly from scratch like the outside part and the bases)
I'll keep the generator room though.

Vatcilli zeitchef
7th Oct 2005, 09:56 AM
Ok Before you I let you guys breathe free again thinking I'm gone
I just went on with this map, Though my favorite animes I
used to watch to relax after a mapping session are cancelled :(
I decided I can't let it affectively end my life:D
I'm rebuilding my whole map from scratch exept of some parts,
I'm keeping:
1, The Skybox
2, The generator room
3, The shared jails from my Jaildemo (look in my shared jails thread for it)

I'm laying my last hands on the outside area and will do most of the things that have been suggested.

First Alpha once I have time on my hands to go on:)

Yeah I have the strange habit of reviving threads everyone hopes to die! :p

Jrubzjeknf
8th Oct 2005, 03:38 AM
does the TeamSpecificPhysicsVolumes work like they should be?

Vatcilli zeitchef
8th Oct 2005, 04:36 AM
No not at all but I could not reach you on x fire to ask what it is.
It is the only thing that prevents me from uploading a alpha showing the new outlands.:(

G.Lecter
8th Oct 2005, 05:02 AM
No not at all but I could not reach you on x fire to ask what it is.
It is the only thing that prevents me from uploading a alpha showing the new outlands.:(You could use a NonStaticPhysicsVolume. Just make one of those, attach it to a mover and trigger the mover when a team is released... The only problem you could have is that you might not find a good place to move the Volume there...
BTW, if you still are keeping the TeamTriggereableJumpads, TeamSpecificPhisicsVolumes are not really necessary... :)

Can't wait to see that new terrain... :tup:

CycLon.NL
8th Oct 2005, 07:52 AM
off topic: Vatcilli I have answered your PM ;)

Vatcilli zeitchef
8th Oct 2005, 07:57 AM
Yeah I saw that, Read it some time ago.

Vatcilli zeitchef
8th Oct 2005, 09:29 AM
BTW, if you still are keeping the TeamTriggereableJumpads, TeamSpecificPhisicsVolumes are not really necessary... :)

Can't wait to see that new terrain... :tup:

Maybe you are right actually I wanted to make it look like the heat of the lava made the prisoners float. but since Nova tries to avoid me on X fire I'll have to do it without those laser things.
I'll take out the teamspecific physics volume.
and keep the triggereable jumppad

Jrubzjeknf
8th Oct 2005, 11:49 AM
Maybe you are right actually I wanted to make it look like the heat of the lava made the prisoners float. but since Nova tries to avoid me on X fire I'll have to do it without those laser things.
I'll take out the teamspecific physics volume.
and keep the triggereable jumppad

Dude, send me a PM or an email and I'd be happy to help you out. I'm not a lot on XFire since I'm in the university and working/studying my ass off and trying to put my spare time into making a good version of my Shared Jail addon. Dont start accusing me of things I don't do or just can help, ok? :con:

The_Head
8th Oct 2005, 12:16 PM
fight fight fight
arena match!!!!
w00t!!!
my money is on the kid fro the netherlands! (:p)

Looking forward to seeing the next version of the map ;)

Vatcilli zeitchef
8th Oct 2005, 03:05 PM
Dude, send me a PM or an email and I'd be happy to help you out. I'm not a lot on XFire since I'm in the university and working/studying my ass off and trying to put my spare time into making a good version of my Shared Jail addon. Dont start accusing me of things I don't do or just can help, ok? :con:

Hehe seems I got your attention :lol:
Was just joking arround, You said there was some way to toggle the teamspecificphysicsvolume on/off but I still don't have the details on it.
I send you a pm didn't I:con:?
Must have misspelled your name then. Not too dificult with yours :p

But any way I'll upload the next alpha Featuring the jail the outside part and perhaps the arena (oooow found a good use for the generator room)

Jrubzjeknf
8th Oct 2005, 03:49 PM
well, toggling is implemented in the default PhysicsVolume. I haven't changed that at all (afaik) and it should work like it's supposed to. I'll have another look at it probs tomorrow, but I'm not promising anything yet ;)

As a sidenote, I think the triggerable jumppads are better anyway, that way you can cross the gap and maybe fall into the lava. Would be better than getting caught in the volume.

ps. I you want to send me a PM or an email, just click on my name on the left ;)

@head: do something useful, go map Egypt :p

Vatcilli zeitchef
8th Oct 2005, 05:48 PM
I'll keep that in mind.
anyway here is the first Alpha of my map, This has the Arena, The outside
and the Jail (with execution) in it. It has simple bot pathing.
(But I know how to do advanced) I attached some shots to show you guys what you are about to put on your HD.

The DL link:
JB-Monody(outdoos) (http://majinmortan.lionline.nl/Downloads/JB-Monody.7z)

And The shots
Shot 1+2: Just some random shots.
Shot 3 : How peacefull this jail with all those nice plants hanging arround
Shot 4 : AAAARG, FORGET WHAT I SAID!

G.Lecter
8th Oct 2005, 06:22 PM
Looks quite better than the last alpha... :tup:
But the link is not working for me... :(

Vatcilli zeitchef
8th Oct 2005, 07:54 PM
Looks quite better than the last alpha... :tup:
But the link is not working for me... :(
yeah figured that, I wrote .zip in the extension of the link instead of 7z
Fixed now;)

_____Edit____
The arena trigger delay is arround fiften seconds for testing so you can get a good look at it
It will not be like that anymore in the first beta.

tarquin
9th Oct 2005, 03:45 AM
The DL link:
JB-Monody(outdoos) (http://majinmortan.lionline.nl/Downloads/JB-Monody.7z)


I get

Failed to enter J:\UT2004\Maps\JB-Monody(outdoors).ut2: Can't find file for package 'CBP2-Tropica-SM'

Vatcilli zeitchef
9th Oct 2005, 04:52 AM
I thought the community bonus pack was required to run JB so I did not include it, Never mind I'll remove the things from that pack and re-upload it.

JB-Monody(outdoors) (http://majinmortan.lionline.nl/Downloads/JB-Monody.7z)
Done but somehow the filesize DOUBLED after doing this :con:

Aersik
9th Oct 2005, 05:43 AM
This is why the filesize doubled:

Listing archive: JB-Monody.7z.1

Date Time Attr Size Compressed Name
------------------- ----- ------------ ------------ ------------
2005-10-08 23:15:09 ....A 4793596 1047498 JB-Monody(outdoors).ut2
2005-10-09 10:57:55 ....A 4792383 1044849 JB-monody.ut2
------------------- ----- ------------ ------------ ------------
9585979 2092347 2 files


And I get

Warning: Failed to load 'LevelSummary JB-monody.LevelSummary': Can't find file for package 'TeamSpecificActors'
Warning: Failed to load 'LevelSummary JB-Monody(outdoors).LevelSummary': Can't find file for package 'TeamSpecificActors'

PsyXandeR
9th Oct 2005, 06:06 AM
nice pics of level!:)

Vatcilli zeitchef
9th Oct 2005, 06:06 AM
Oops must have put both maps in the package....:rolleyes:
Teamspecific actors? I those out from the map well anyways

fixed
JB-Monody(outdoors) (http://majinmortan.lionline.nl/Downloads/JB-Monody.7z)

@Aalexanderrr: Thanks, hope to see your progress on JB-Kalendrastation soon ;)

G.Lecter
9th Oct 2005, 07:00 AM
I like the way the shared jail has been joined to the map, good work!
Now the map is too open and a real sniper-fight, but just keep working on it (adding more heitght levels to the terrain, some bridges, and even [re-skined] antalus-styled lifts? :D)
BTW, is there going to be only 2 ways to go inside? I think a third one near the Bio could work well... ;)

4WD
9th Oct 2005, 07:11 AM
needs blocking volumes. you can jump behind every rock wich is supposed to be the frontier to the digital nirvana & hide forever. keep it up :tup:

Vatcilli zeitchef
9th Oct 2005, 07:32 AM
Back.
haven't placed any blocking volumes yet, I allways keep optimising for the later stages

@ lec: No there will be three ways in
1 A top entreance
2 A lower entreance
3 A subterrainean cave

That will have to do

Jrubzjeknf
9th Oct 2005, 12:13 PM
Warning: Failed to load 'LevelSummary JB-monody.LevelSummary': Can't find file for package 'TeamSpecificActors'
Warning: Failed to load 'LevelSummary JB-Monody(outdoors).LevelSummary': Can't find file for package 'TeamSpecificActors'

Include the TeamSpecificActors.u file in the zip please. Or download it from my sig

Vatcilli zeitchef
9th Oct 2005, 12:50 PM
But teamspecific actors is in the zip... Did I mix it up with
TeamSpecificPhysicsVolume again?

Checked it out again TeamspecificActors is in the zip, I can't see the problem
Did you place it in the system folder? If it's not in the zip you have an older version.
I double checked it.

Vatcilli zeitchef
12th Oct 2005, 06:03 AM
Sorry guys, seems I cannot finish this map.
My ut2004 crashed telling me I have an invalid CD key and my CD is RIP.:(
With it goes my favorite game. Not for sale in the dutch stores anymore.
If anyone wants to finish it for me please PM me so it won't look like a total waste of time.

Goodbye

Vatcilli zeitchef

tarquin
12th Oct 2005, 06:09 AM
Sorry guys, seems I cannot finish this map.
My ut2004 crashed telling me I have an invalid CD key and my CD is RIP.:(
With it goes my favorite game. Not for sale in the dutch stores anymore.
If anyone wants to finish it for me please PM me so it won't look like a total waste of time.

Have you tried reinstalling completely?

Vatcilli zeitchef
12th Oct 2005, 06:35 AM
As I said my cd is RIP, gone, completely useless.
How can I reinstall it?
Can I change the cd key somehow without uninstalling it?

G.Lecter
12th Oct 2005, 06:50 AM
Try removing all the things you installed the last days (maps, mutators, mods...) The game looks for new files each time it opens, and probably you have one that is causing the crash... ;)

Vatcilli zeitchef
12th Oct 2005, 06:55 AM
The only thing I added is JB-Nyx I played it when the crash occured. I was not running any mutators or addons during that and had nothing new installed.
You did not get a crash while playing Nyx did you?
I can't believe the map has anything to do with it.

Hazel.H
12th Oct 2005, 07:32 AM
This has happened to me a couple of times, usually after playing online. All I did was restart the computer and it worked. If you don't have a CD there's always sites like play.com and ebay! ;)

INIQUITOUS
12th Oct 2005, 09:03 AM
check the logs..it might tell you. i especailly want to find out what casued it. as i hope it wasnt my map!

Vatcilli zeitchef
12th Oct 2005, 09:37 AM
I'll check it out if I get home again,
Is E-bay reliable? (In case I can't fix it)

INIQUITOUS
12th Oct 2005, 09:48 AM
no ebay is not reliable. it has no guarantees. which means if u pay some1 and they dont deliver then you dont get your money back. amazon.com or .co.uk or whatever does pay you back tho if you dont receive the item. as does play.com (or they both try and send you another copy first) * cough you can get multiple copies of items this way cough*

Vatcilli zeitchef
12th Oct 2005, 10:59 AM
OK this is in my log file...

Log: Log file open, 10/12/05 17:58:20
Init: Name subsystem initialized
Init: Detected: Microsoft Windows XP 5.1 (Build: 2600)
Init: Version: 3355 (128.29)
Init: Compiled: Feb 15 2005 17:04:22
Init: Command line:
Init: Character set: Unicode
Init: Base directory: C:\Games\UT2kX\System\
Init: Ini:UT2004.ini UserIni:User.ini
Init: Build label: UT2004 Build UT2004_Build_[2005-02-15_17.02]
Init: Object subsystem initialized
Init: Computer: CABAL
Init: User: Administrator
Init: CPU Page size=4096, Processors=1
Init: CPU Detected: Unknown processor (AuthenticAMD)
Init: CPU Features: MMX SSE
Init: CPU Speed=1997.495950 MHz
Init: Memory total: Phys=1047792K Pagef=2519220K Virt=2097024K
Init: Working set: 32000 / 159000
Init: Physical Memory: 1023 MByte
Init: D3D Device: Video memory on board: 124 [128]
Exit: Preparing to exit.
Log: Purging garbage
Log: Unbound to Window.dll
Log: Unbound to Core.dll
Log: Unbound to Engine.dll
Log: Garbage: objects: 418->0; refs: 0
Exit: Object subsystem successfully closed.
Exit: Exiting.
Log: FileManager: Reading 0 GByte 5 MByte 836 KByte 944 Bytes from HD took 0.017000 seconds (0.017000 reading, 0.000000 seeking).
Log: FileManager: 0.098000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Memory Allocation Status
Uninitialized: Curr Memory 0.099M / 0.434M
Uninitialized: Peak Memory 0.910M / 3.004M
Uninitialized: Allocs 9 Current / 6445 Total
Uninitialized: Log file closed, 10/12/05 17:58:30


Plz help me:(

INIQUITOUS
12th Oct 2005, 11:03 AM
really needed to see what the error was that caused it to crash and give you that cdkey error..

Vatcilli zeitchef
12th Oct 2005, 11:05 AM
This is my full log file, nothing else is in it :(

Vatcilli zeitchef
12th Oct 2005, 11:14 AM
do you know in what file UT2004 stores the cdkey?
Maybe it'll work again if I refresh it need a sollution:(

4WD
12th Oct 2005, 11:37 AM
do you know in what file UT2004 stores the cdkey?
windows: regedit -> HKEY_LOCAL_MACHINE\SOFTWARE\Unreal Technology\Installed Apps\UT2004
linux: file called cdkey in ut2004/System folder

i've dled this map, jumpspots, platforms & warpholes, very much like quake3 maps ... well i dont like it, but that's just me.

INIQUITOUS
12th Oct 2005, 11:48 AM
play.com can hav it u in 3 days. dvd £17.99 cd version £9.99 (rrp £34.99)

thats dvd 28.99 euros and cd 15.99 euros

as last resort :P

Hazel.H
12th Oct 2005, 11:57 AM
Guess What?
I can test your maps again!
for some reason when the online version of UT2004 got
disabled the offline version (With an invalid CD key)
Became valid. Donno how this happened:D

Did you clear your ut2004 cache yet? it might help :)

Vatcilli zeitchef
12th Oct 2005, 01:33 PM
I'll try that, Thank you for your assistance all of you!!!

AcydBurn
The_Head
G.Lecter
tarquin
Birelli
Jrubzjeknf
Aersik
Aalexanderrr
4WD
INIQUITOUS
And ofcourse miss Hazel

Thanks for your comment and assistance
I'm Back on this again!

Vatcilli zeitchef
18th Oct 2005, 05:20 PM
Yes me again Reviving a dead tread.:o

I Know how much you guys like to hear me say the magical words.
"I'm gonna scrap this project" But I can say you'll be waiting a long time for that:D

I got some new shots to keep you updated:

INIQUITOUS
18th Oct 2005, 06:44 PM
can i hav a linky pls so i can INI test it :P :D

Vatcilli zeitchef
19th Oct 2005, 02:27 AM
Well it is not playable ATM, Hazel has the last version.
Maybe she can send it to you. I won't be able to do that today as I got am off with someone:shy: .:p

Vatcilli zeitchef
20th Oct 2005, 07:47 AM
JB-Monody(Alpha2) (http://majinmortan.lionline.nl/Downloads/JB-Monody.7z)

This version is somewhat playable.
changed complete weapon layout, added simple bot support,
and added a level previeuw.
The bots almost allways get out of jail when released.
Added a killvolume under the terrain,
and tried to make sure there are no spots that campers can hide on under it.
The bases are ready but only one of the 3 ways in there has been made.

Next things I need to add are:
2 extra ways into the base.
Loading screen
Panorama map
Assaultpaths and defense scripts for the bots

INIQUITOUS
20th Oct 2005, 08:53 AM
cool, il go INI test it after i post the latest 18 screenshots of Isolation :D

Vatcilli zeitchef
20th Oct 2005, 11:50 AM
Well INIQUITOUS, Hazel and I have been roaming arround testing a bit and the ammont of bugs kinda took me by surprise,
they even found a way to get under the terrain (Ok actually I did)
and it was not that nice (not existing team 1 Alpha testers 0):lol:
And I'm currently fixing them. I'll upload the nex alpha once the alternative route is there and I'm done fixing the bugs

G.Lecter
20th Oct 2005, 01:24 PM
The map really can hold a lot more z-axis, in both indoor and outdoor areas. I post some suggestions and crazy ideas (liftjump included :D) in the pictures...
It's going very fine, definitely it has grown up since the first alpha. Good work, can't wait to see the other 2 paths... :tup:

Vatcilli zeitchef
21st Oct 2005, 05:10 AM
Allrighty Lec excluding the second pic I'll try to do all of your suggestions,
I don't want to lose that tree and tank. IMO I think the sniper place is fine as there is no additional ammo so the sniper will run out of it if he goes camping that place. As for the 100 shield it's still there from when it was part of the map forgot to replace it . The arena time is just for testing :) , it was that or putting a trigger in the jail:rolleyes:

G.Lecter
22nd Oct 2005, 10:38 AM
No ammo pickup doesn't mean no ammo for some people, you always can throw the LightingGun with 1ammo and pick up a new one... :D
The tank and the tree could easily be moved a bit, but if you don't want to add a lift, I think 1 ammo beside/near the LG pickup would be fine anyway... :hmm: Don't let shoot only to those who know the 'throw weapon' key... :)

Vatcilli zeitchef
22nd Oct 2005, 01:45 PM
While I was making the alternative route I tried to add an extra mover but after rebuild it became all orange 0_0 Can anyone tell me why?

INIQUITOUS
22nd Oct 2005, 02:12 PM
unlit? maybe the texture is unlit? try a different skin to find out. u know if we had access to this version we could tell you why straight away.....and i could bug hunt some more :D

G.Lecter
22nd Oct 2005, 03:50 PM
I've already told about this a more times. One or both of these things should work: ;)
- In the Mover Properties, set Mover -> bDynamicLightMover = True.
- Lower the value in Display -> Scaleglow.

Vatcilli zeitchef
27th Oct 2005, 03:38 PM
well I did both of those but during that I wanted to do a complete layout change to the newly constructed alternative entreance.
Some shots attached;)

INIQUITOUS
27th Oct 2005, 07:58 PM
looking very nice :) get those ramps lit!!

Vatcilli zeitchef
31st Oct 2005, 09:35 AM
Just did that :)
Ready for next alpha?.... No?! YOUR PROBLEM!

here it is
JB-Monody(Alpha2) (http://majinmortan.lionline.nl/Downloads/JB-Monody.7z)

I added some z axis outside but I know I'll get negative comments on it, I don't
like it at all but I'm not going to try anything else. either this or nothing.

Lec I hope you are happy it has all your fixes included, As well as on some of INI and hazel's bugs (a lot)

___Edit____
I'm NOT trying to be rude in case you wondered. If it sounds like that....
Sorry I'll kill my English teacher for that :p

G.Lecter
31st Oct 2005, 12:38 PM
The red base is using blue lights (and vice-versa)! :lol:
I've played a match... Second path going behind the release switch, I liked that... :tup: Come on, I want to see the third one! :D [I assume it will go through that dead room in the bases... :rolleyes:]
The ramps outside are not brilliant yet, but they're better than nothing. :) I think if you keep working on them they will work nicely... The terrain still looks a little flat in some spots... and needs more height around the 2 healths beside the broken tank... ;)
I prefer commenting on pictures and drawing a bit on them: :D

Vatcilli zeitchef
31st Oct 2005, 02:31 PM
I'm afraid I have something to say on a lot of the comments:
The terrain ups would make it impossible to walk well, tried them did not work.
the walkway you suggested to the base should only be possible in one of the two bases but not in the other.
I want to keep the sniper spot The other team could go sniping via the walkways (I'll add ammo there)
The mini-pulse thing could work, I'll Try that.
The hish part in the corner: Z axis, plus good defense point + less emty room.
Everyone keeps talking about the colours being wrong in what way?
Are the switches actual deco colors wrong or the position?
You mean the team is suppose to start so they are near the switch so they can release at spawn? WTF?

___Edit___
Never mind, saw what u mean

Vatcilli zeitchef
1st Mar 2006, 03:20 AM
Well picked this one up again.. not that anyone would care :o
/Smashes head on keyboard

But I figured to make the third route I need a very complicated cave staticmesh..
My point is.. I'm stuck again unless someone can help me with that staticmesh or I drop the third route :(

I don't have the will nor faith to start from scratch again so if no one can help me I'll just drop this project and pull back into the shadows silently..

INIQUITOUS
1st Mar 2006, 09:01 AM
awwwwwwww *hugs*

The_Head
1st Mar 2006, 10:08 AM
Instead of a large complicated Static mesh you could make a pretty god cave using solely Terrain. You make the bottom half od the terrain like you would do normally, then make a second terrain, but with it inverted in its user properties.
There was a guide for it aruond somewhere, not sure where though.
Glad you picked up the map again though.

Vatcilli zeitchef
2nd Mar 2006, 05:44 AM
Hmm still don't really like the terrain editor... the terrain became pure black at the end... I'll try again tho..

G.Lecter
3rd Mar 2006, 11:31 AM
I wouldn't recommend making a cave with an inverted terrain, it's a real pain to work with, and it just won't look as nice as it should. You can make it look cool with geometry and meshes. You'll have less variation in the map, but anything is better than an inverted terrain... :p
Keep the work up. Make the new path as short as possible btw... ;)

The_Head
3rd Mar 2006, 04:38 PM
I wouldn't recommend making a cave with an inverted terrain, it's a real pain to work with, and it just won't look as nice as it should. You can make it look cool with geometry and meshes. You'll have less variation in the map, but anything is better than an inverted terrain... :p
Keep the work up. Make the new path as short as possible btw... ;)
I've heard its a good way to do it and you can get some really nice roofs of the caves.
The sides won't be that great, but you can use rock meshes there and some bsp for random supporting walls and stuff perhaps.

Can't say I have tried this method though as my UED crashes after minutes of using terrain.

Hans Oberlander
18th Mar 2006, 02:27 AM
i wish u good luck on this map my friend.

tarquin
18th Mar 2006, 03:28 AM
Can't say I have tried this method though as my UED crashes after minutes of using terrain.

:(

I've generally found terrain to be quite stable, and I am number 1 for angering the UEd Goblin.
You sure you're not smoothing near the edges?

Vatcilli zeitchef
18th Mar 2006, 03:49 AM
Smoothing near the edges gives no actual problems just gives weird and illogical terrain shapes. What does crash it is clicking select/flatten in the terrain editor while painting layers

The_Head
18th Mar 2006, 12:34 PM
It crashes for me even when applying textures....