OK, new beta:
JB-Skaraphat-v2-beta4
Changelog:
- Fixed door actors (now there are 3 for each jail
).
- Finished mesh movers in jail.
- Added invisible movers at the jailscreens/ jaildoors (not possible to escape execution anymore).
- Reduced the ExecutionFallback to 5 seconds.
- The two Jailfloor movers are now triggered differently.
- StartExecution and EndExecution now use their own ScriptedTriggers to avoid possible problems.
- Added movabale BlockingVolumes underneath jailfloor to avoid falling through when killed (subclass).
- Fixed the spelling error on the raptor picture as much as I could, without the original file.
- Removed/cut some blocking volumes, I don't like running into invisible walls if the space is wide enough (I never got stuck at these points).
- Placed AssaultRifle/Ammo in the deadend. Can be replaced by something else (healthpack?) afaik.
- Moved the red/blue light mentioned by Tarquin to the new switch position.
- Re-positioned some badly aligned meshes.
- Added Hazel's shaders.
- Added the banner and line pattern to the Loading Screen.
- Added Jailcam overlays.
- Probably some other unimportant stuff.
Outstanding Points:
- Fencing: Should we bring back the fencing back in the middle (as requested by Tarquin)? I liked it too, but it mess up Lecter's wanted z-axis action.
- Dead-End: Keep the Assault Rifle or replace it with something else?
- Blocking volumes: OK like this?
- Redo the Screenshots because of the changed lighting (material sequence)
If, during rebuilding, you get message about "Map will fail in Networkplay", then ignore it. It's caused by making some lights and blocking volumes Non-Static, they will work in networkplay normally.