Coming soon: JB-Aswan-v2

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G.Lecter

Registered Tester
Dec 31, 2004
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It's OK. :)
- I sometimes miss a couple of healths in the outdoor area, said this for another beta I think. Not sure if they're really necessary, though, we'd have to test online for that. I'm looking forward to the next betatesting night... :D
- Some crates in the outdoors would help to make the sightlines a bit shorter, though I have no idea of how an egyptian crate would look like... :p
- Try placing some FearSpots in the dangerous areas in the Arena, the bots still act too fool there...
 

The_Head

JB Mapper
Jul 3, 2004
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G.Lecter said:
Some crates in the outdoors would help to make the sightlines a bit shorter, though I have no idea of how an egyptian crate would look like... :p
You and your crates....
It just doesnt fit in with an Egyptian theme, hence Why you will find none in Egypt ;)
 

G.Lecter

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Dec 31, 2004
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The_Head said:
You and your crates....
Crates 4tw, they rock! \o/

Coffin things aren't high enough to block weapon fire, unless you scale them up... :p (The sightline blocking is an excuse tbh, I love crates because you can jump on them... :D)
 

INIQUITOUS

Purple Monkey DishWasher
Mar 26, 2005
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G.Lecter said:
Crates 4tw, they rock! \o/

Coffin things aren't high enough to block weapon fire, unless you scale them up... :p (The sightline blocking is an excuse tbh, I love crates because you can jump on them... :D)
His secret is out!! everyone remove all crate like objects at once from all maps! :D
 

TG|DeadHead

New Member
Mar 29, 2006
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I played the new version 2 times with bots and the original version a lot online. This is what bugged me:

- The lack of health. Maybe you can add a 25 HP pack in the little corridors (where the flak and rox are). Or some vials up top?
- The lack of sound. Defending might be a bit easier if i got something to listen for. If the slopes in the back of the base made noise if someone walked on them its easier to combo people.

In the new version:
- I dont know if this was here before but I care very little for the AS rifle when you get released from jail. Maybe change this to a Bio Rifle? Since the Bio Rifle is hardly seeing any play time with its current pickup location.
- When I saw bots fighting in the arena (i was never picked) I noticed spiders in there. Is this supossed to be?

But apart from these comments, great map. I love the new spider execution and what I love even more is this predictionkill possibility:

You spot him.
aswan12iz.jpg


You wait, and you shoot.
aswan25ae.jpg


<3 it :)

GL with the map.
 

INIQUITOUS

Purple Monkey DishWasher
Mar 26, 2005
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hi, me and hazel tested it online and found some bugs you may or may not know about..

whilst playing we somehow broke the escape route and the bars stayed open all the time, then after a few mins we somehow broke the escape door at the end, so you could just run straight through all the time. :S When you are executed and the giant spider appears, if you're on the red team it is red, shouldnt it be blue? The giant spider spawned once but was invisible :S (that happened in the blue jail). All of the fluid surfaces slightly go through the walls. i think the bot pathing needs a good look at, they get stuck every where. The light boxes are over the top i think, theres too many of them and the light is coming in at atleast 6 or more different angles on the map, thats not possible :D , they cut through walls and meshes and if you look through them all in one line the screen just goes so bright it hurts, especially if you zoom with the lightning gun! I think you should remove them completely or make them less bright and shorter (more faded). Also, on one round i was out running around (i was the last player and had just escaped through the escape route) when it said "your team has been executed" :( but i was half way across the map! And when it's finished put the .u in mylevel.

everything else is spot on, i love the new team coloured statues, much better!

here are some screenies to show you some things that i talked about and there is some error logs i got on my server at the bottom.



You can hide up here still, just put a blocking volume across the top or a limitation volume.



an example of the light boxes going through walls etc..



another example.



this is really bright!



look i can swim! :D the water volume is too high, it even turns your screen blue in 1st person, only happens in this tunnel i think.



the bots always get stuck here on both sides.

server log: these are all the messages from Aswan, they might help, you never know.

ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
Warning: JBGameRulesProtection JB-Aswan-v2-beta4.JBGameRulesProtection (Function JBAddonProtection.JBGameRulesProtection.IsProtected:000D) Accessed None 'thisPawn'
Warning: JBBotSquad JB-Aswan-v2-beta4.JBBotSquad (Function Jailbreak.JBBotSquad.SetEnemy:006A) Accessed None 'PawnEnemy'
ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
Warning: xBot JB-Aswan-v2-beta4.xBot (Function Engine.AIController.MoverFinished:0012) Accessed None 'myMarker'
ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
Warning: xBot JB-Aswan-v2-beta4.xBot (Function Engine.AIController.MoverFinished:0012) Accessed None 'myMarker'
Warning: xBot JB-Aswan-v2-beta4.xBot (Function Engine.AIController.MoverFinished:0012) Accessed None 'myMarker'
Warning: xBot JB-Aswan-v2-beta4.xBot (Function Engine.AIController.MoverFinished:0012) Accessed None 'myMarker'
ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
 

Wormbo

Administrator
Staff member
Jun 4, 2001
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TG|DeadHead said:
I played the new version 2 times with bots and the original version a lot online. This is what bugged me:

- The lack of health. Maybe you can add a 25 HP pack in the little corridors (where the flak and rox are). Or some vials up top?
Ok, I'll see what I can do about the health.
TG|DeadHead said:
- The lack of sound. Defending might be a bit easier if i got something to listen for. If the slopes in the back of the base made noise if someone walked on them its easier to combo people.
It's hard to add audio cues like e.g. on Rankin to an egypt-style map, but maybe I can find a way to give your ears something to do. ;)
TG|DeadHead said:
In the new version:
- I dont know if this was here before but I care very little for the AS rifle when you get released from jail. Maybe change this to a Bio Rifle? Since the Bio Rifle is hardly seeing any play time with its current pickup location.
Worth a try, I guess.
TG|DeadHead said:
- When I saw bots fighting in the arena (i was never picked) I noticed spiders in there. Is this supossed to be?
Yes, I like a somewhat hazardous arena. Since neither pools of dangerous liquids nor electrical or mechanical traps fit Aswan's spirit and since the spiders are part of the map's theme, I decided to make the arena more interesting by placing them there.
 

Wormbo

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Ok, I also fixed the lightboxes, the watervolume (for some reason there was a cylindric water volume there :con: ) and the bts getting stuck near the healths. I've also modified the trigger systems for the escape doors and escape teleporter doors so they hopefully always close when the last player dies or leaves the triggering area.
 

G.Lecter

Registered Tester
Dec 31, 2004
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Just some near-to-finishing nitpicking things: :)
- There isn't any AssaultPath actor in the map atm, so the bots are very unlikely to take other path than the shortest one (lift). I can plan a Bot-AssaultPathing network if you want, and post pics with the AP placement then.
- There are 3 JBcameras for the blue base. Red base has only 2. ;)
- LinkGun should have 2-3 AmmoPickups beside it IMO (to promote team linkage :D)
- LinkGun platforms in the Arena look black here.
- You can add BlockingVolumes in the escape hallway the same way they are in the Flak/Rocket hallways (if they don't block Spiders), just to make walldodging easier.
- Some of the vials in ramps are a bit misaligned.


- The selected antiportals in the screen bellow could be removed I think. They are not wide enough to hide anything important unless you are very near them (which makes me wonder if you can add CullDistances to Antiportals lol). The map freezed sometimes in my comp for half a second. So many antiportals might be a reason... :rolleyes:
aswan29lj.jpg


- Three more irrelevant suggestions. :D
aswan33qq.jpg


:tup:
 
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Wormbo

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G.Lecter said:
Just some near-to-finishing nitpicking things: :)
- There isn't any AssaultPath actor in the map atm, so the bots are very unlikely to take other path than the shortest one (lift). I can plan a Bot-AssaultPathing network if you want, and post pics with the AP placement then.
Please do, I have no idea how to use AssaultPaths.

The AntiPortals in the jails considerably increase the framerate for me. The jail isn't that large, so there's a good chance you really are close enough. Similar things go for the antiportals in the pillars when you are on the upper level. Without the antiportals there, the enemy base and both jail areas would have to be considered for rendering all the time.

[edit]
corrected Health Vial positioning
added BlockingVolumes in escape tunnels
fixed the 3rd red base cam's Tag (accidentially assigned the value to Event instead)
added some diffuse lighting to the Linkgun pickup platforms in the arena
 
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INIQUITOUS

Purple Monkey DishWasher
Mar 26, 2005
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the changse to the light boxes make the map 100% better!! it looks really nice now :) Only a few things i found/still noticed.

The fluid surfaces stick out a tiny bit through the walls (the corners of the fluid surfaces).

The giant spider is red stil in the red jail (shouldnt it be blue? does it matter lol)

the bot pathing stil needs work, they stil get stuck where the bio rifle is and try to trans.

and the camera tex is yellow and not team colours...don't know if you intended that one..

and heres a screeny of a hiding place you stil havn't fixed, i noticed you fixed the top one but theres also this one, (just slap a blocking volume across the top so you cant trans onto the pillar edges)



good job, looks much better :)
 

Wormbo

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INIQUITOUS said:
The fluid surfaces stick out a tiny bit through the walls (the corners of the fluid surfaces).
What do you mean?

[edit]
added BlockingVolumes to your hiding places on the pillars
imported the JBSpiderMine-v2 package into myLevel and fixed the blue giant spider appearing red on clients

I can't see, why bots would still attempt to translocate near the Bio Rifle, though. (You mean the pickups below the switch, right?)
 
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G.Lecter

Registered Tester
Dec 31, 2004
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Done, I think didn't miss anything. Been spectating and playing a few rounds with the new AssaultPaths and they seem to work OK. The bots get distracted too much in the middle though (if they see someone to fight against they stop following any path web and jump all around like crazy :eek:). But anyway they use all the paths. :)
I attached a file with all them configured, instead of a bunch of screens. Just select all, copy, and paste in your map. You can use the four statues to match the actors with the map in the right place. Use the locks from the file or change the Tag of yours. ;)

For the trans bugs you can type 'reviewjumpspots' in the console and a bot with a trans appears trying to do every jump. Take note of those where the bot fails, go then to the JumpSpots in the Ed, and write a higher value in TranslocZOffset. ;)
 

Attachments

  • AswanV2AssaultPaths.zip
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INIQUITOUS

Purple Monkey DishWasher
Mar 26, 2005
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Wormbo said:
What do you mean?

I can't see, why bots would still attempt to translocate near the Bio Rifle, though. (You mean the pickups below the switch, right?)

yeah i mean at the pickups below the switch. they always get stuck there.

look at the fluid surfaces and look at the ramps that go down into the tunnels, the fluid surface sticks through a bit, on all the ramps.
 

Wormbo

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Ah that, that's by design. I raised the surface a bit (compared to DOM-Aswan) because it would often go below the floor under heavy fire.


G.Lecter: Thanks for the assault paths and the jumpspot tip. :)

[edit]
Yup, really useful. However, Aswan's arena spiders should be removed prior to reviewing jumpspots. ;)
 
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