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Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 24 окт 2014 07:55
Eugeny писал(а):
косяк по текстуре нашел
Вложение:
грузовик-косяк.png

Это косяк модели, а не текстуры. Крыло сделано односторонним мешем. Лечится и без вмешательства в модель - шейдером, где для текстуры вписывается свойство cull disable, тогда текстура в игре будет отображаться с обеих сторон меша. Вечером напишу шейдер.
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 24 окт 2014 22:29
Уровни 7-10:
les
Косяк с бочками:
Вложение:
701.jpg


railhead
все ОК

dep_lab
Вроде лазарет, но ни одной аптечки:
Вложение:
901.jpg


Просто интересно, а что это на столе? плеер это подобрать может:
Вложение:
902.jpg


karyer
Rauchen verboten! :devil:
Вложение:
1001.jpg


У вас нет необходимых прав для просмотра вложений в этом сообщении.
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 25 окт 2014 10:49
Шейдер для Опеля:
models/mapobjects/Depro777_transport/blitz_body_w
{
cull disable
{
map models/mapobjects/Depro777_transport/blitz_body_w.tga
// rgbGen vertex
rgbGen lightingDiffuse
}
}

Вложение:
opel_blitz.zip

Выглядит так:
Вложение:
opel_blitz2.jpg

Поскольку зимний Опель используется в аддоне только как подстановка через model2 в скрипт-мувер (т.е. по сути модель относится к классу misc_gamemodel), ничего больше менять не нужно (в т. ч. карты перекомпилировать не нужно), достаточно вложить шейдер в пак, как и исправленную модель. Если бы модель зимнего Опеля использовалась еще и как misc_model, то тогда бы работы было значительно больше.
По уму, так нужно модель переделывать, но там столько тэгов, что это геморрой тот еще...
В любом случае, на усмотрение автора - стоит ли связываться с этими невидимыми снизу крыльями.


У вас нет необходимых прав для просмотра вложений в этом сообщении.
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 25 окт 2014 15:39
shurr писал(а):
Уровни 7-10:
les
Косяк с бочками:
Вложение:
701.jpg



Понятия не имею, как это лечить - они сделаны функцией группы.

shurr писал(а):
Вроде лазарет, но ни одной аптечки:
Вложение:
901.jpg


Зато шприц есть.

shurr писал(а):
Просто интересно, а что это на столе? плеер это подобрать может:
Вложение:
902.jpg


Если этого не подобрать, то дорога через дверь тебе закрыта. Это наподобие пропуска.

shurr писал(а):
karyer
Rauchen verboten! :devil:
Вложение:
1001.jpg


Я это специально сделал :D


shurr писал(а):
Шейдер для Опеля:
models/mapobjects/Depro777_transport/blitz_body_w
{
cull disable
{
map models/mapobjects/Depro777_transport/blitz_body_w.tga
// rgbGen vertex
rgbGen lightingDiffuse
}
}

Вложение:
opel_blitz.zip

Выглядит так:
Вложение:
opel_blitz2.jpg

Поскольку зимний Опель используется в аддоне только как подстановка через model2 в скрипт-мувер (т.е. по сути модель относится к классу misc_gamemodel), ничего больше менять не нужно (в т. ч. карты перекомпилировать не нужно), достаточно вложить шейдер в пак, как и исправленную модель. Если бы модель зимнего Опеля использовалась еще и как misc_model, то тогда бы работы было значительно больше.
По уму, так нужно модель переделывать, но там столько тэгов, что это геморрой тот еще...
В любом случае, на усмотрение автора - стоит ли связываться с этими невидимыми снизу крыльями.


Спасибо :2beer: . С опелем можно было не заморачиваться - я уже имею опыт делать двойную текстуру. Это можно видеть на примере велосипеда из гостиницы.
Вообще, я думаю, это должно грузить fps.

А компилировать эту карту ещё раз всё равно прийдётся. :+:
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 25 окт 2014 17:53
Depro777 писал(а):
shurr писал(а):
Уровни 7-10:
les
Косяк с бочками:
Вложение:
701.jpg

Понятия не имею, как это лечить - они сделаны функцией группы.
Что-то подобное у меня тоже было с бочками, пришлось заново переделать.

Depro777 писал(а):
Вообще, я думаю, это должно грузить fps.
Наверное, но если рассматривать только Опель, то там 1838 вертексов, по сути полтора немецких солдата
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 25 окт 2014 18:04
Hello, Depro777. I have finished the second testing of Flying Saucers.

Errors to Correct

fstmis
shot0000: Is this "don't shoot" icon intentional?
shot0001: This sniper hesitates to shoot me.
shot0002: The flame zombies are still getting stuck on the brushwork. I highly recommend you to fix this.
shot0003: All of the flames don't hurt me when I stand on them. Place a trigger_hurt on all flames in the map.

secmis
shot0004: This radio has no sound or debris when I destroy it. Give it sound and debris.

thirdmis
shot0005: The door above the trap at the map beginning does not work. I think it should work.
shot0006: This warrior zombie is still getting stuck on the wall.

fourmis
shot0007, shot0008, shot0009: The clip brush here blocks bullets. This should be fixed.
shot0010: On the long stairway where you encounter Olaric, the wall behind the player has a bad texture when looked at from a distance.
shot0011: The flames on these skulls are moving into the wall. Change the flame textures on these skulls.
shot0012, shot0013: These zombies are lying down while the top of their bodies are floating. This looks bad, and needs fixed.
shot0014: Why did this zombie come out of the wall, and there's no opening that it appeared from? Place a coffin or make a hole in the wall.
shot0015: This bevel's texture needs fixed.
shot0016: Another bevel's texture needs fixed.
shot0017: There's a strange texture above this door.
shot0018: These doors need to be made thinner, and also need the trigger_aidoor entity.
shot0019: This warrior zombie can get stuck on the player, and won't attack. Check his script.
shot0020: The bridge support here is not attached to the bridge itself.
shot0021: This flame is small, and doesn't hurt the player. I think it should be bigger and hurt the player too.
shot0022: This flame zombie is hesitating to go through the doorway. Check his script.

dep_castle
shot0023: This model/brushwork looks ugly. Fix it or remove it.
shot0024: The smoke is going through the chimney, but there is no opening for it to pass through.
shot0025: I can see the edge of the map here. Adding some terrain here would fix the problem.
shot0026: This mirror doesn't bust when I kick it, only when I shoot it. Make it destroyable by kicking.
shot0027: What is this texture doing here?
shot0028: This crate texture is heavily stretched. Adjust the crate's size to fix this.
shot0029: After activating the radio, the hand icon doesn't go away. This may confuse some players, so I think the icon should go away.
shot0030: This barrel is not touching the wall, which means it's defying gravity. Move it against the wall.
shot0031: Some of the smoke is coming through the wall. Make the smoke smaller or remove it.
shot0032: I can pick up one of the health packs without breaking the glass. Fix this.

That's all for now, but I'm not done posting the errors yet.


У вас нет необходимых прав для просмотра вложений в этом сообщении.
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 26 окт 2014 14:15
Hello, Depro777.

Trigger hurt can be activated as soon as the zombie leave the flame.
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 26 окт 2014 19:12
Errors to Correct (Continued)

darkles
shot0033: This gun is stuck inside the mountain. Move it away from the mountain.
shot0034: This heater needs a metal brush covering the wall where the heater's pipe goes through the wall.
shot0035: Another heater that needs a metal brush covering the heater's pipe going through the wall.
shot0036: The red light remains after the radio is destroyed. Remove the light when the radio is destroyed.

les
shot0037: It doesn't make sense how the player got through this door, since there is no button on either side of it. Add a panel with a non-functional button on both "darkles" and "les" for this door.
shot0038: These tree models are ugly. Use a better quality model.
shot0039: When I swim in the water, I can see the edge of the map from here. Move the clip brush so the player can't see the map's edge.
shot0040: This barbed wire is going through the tree. Move the tree or the wire.
shot0041: This civilian is playing the "frightened" animation, but she isn't facing the player. Fix her script.
shot0042: This radio has no sound or debris when I destroy it. Give it sound and debris.
shot0043, shot0044, shot0045, shot0046: These wine barrels have a texture problem. Use the model for the wine barrel instead of brushes, or fix the brushes.
shot0047: This bookshelf's opening sound plays for about 5 seconds after it stops moving. Use a different opening sound or make the shelf's opening speed match the sound.
shot0048: There is no opening for the chimney of this fireplace.
shot0049: After turning this music box on, the hand icon doesn't go away, and I can't turn it off either. Give it the ability to turn on and off, or remove the hand icon after the music box is turned on.
shot0050: In front of the player, there is a strange "sink hole". Check the terrain here.
shot0051: Another ugly model. Remove or replace it.
shot0052: Another strange "sink hole" in front of the player. Check the terrain here.
shot0053: There is no opening for the player to continue on to the next map. Place a vent duct at the ladder's bottom.

railhead
shot0054: Many hallways in this map have too many lights on the ceiling. Remove some of them.
shot0055: Remove the hand icon on this button, since the door opens without the player pressing the button.
shot0056: This light is too close to the rising ceiling. Move it away from the rising ceiling.
shot0057: This alarm is still sounding despite the alarm box being destroyed. Remove the alarm sound and flashing light when the player destroys the alarm box.
shot0058: Change the texture on the back of this sign to a different wood texture.
shot0059: The sign makes a wood sound when destroyed, despite being made mostly of metal. Change the sound to a metal sound.
shot0060: There is a texture bug here.
shot0061: This scientist is running against the wall, on top of the machinery. This is a bit funny, but you should still fix it.
shot0062, shot0063: These alarms are still sounding despite the alarm box being destroyed. Remove the alarm sound and flashing light when the player destroys the alarm box.
shot0064: The texture on the side of this machine needs to be changed to metal.
shot0066: The soldiers are running through the flames without being burned. Fix this.
shot0067: You need to move the props_flamethrower entity back into the pipe, because I can see the origin of the flames.
shot0068: Where did the grenade that started the flames come from?
shot0069, shot0070: You need a brush around the borders of the pipes going through the wall.
shot0071: These walls need to be touching each other.
shot0072: These walls need to be aligned with the floor.


У вас нет необходимых прав для просмотра вложений в этом сообщении.
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 27 окт 2014 16:40
#1

Ron Boy писал(а):
Hello, Depro777. I have finished the second testing of Flying Saucers.

Errors to Correct

fstmis
shot0000: Is this "don't shoot" icon intentional?


Yes, it is. I made this because many players trying to get there.

Ron Boy писал(а):
shot0001: This sniper hesitates to shoot me.


I don't know how to fix it

Ron Boy писал(а):
shot0002: The flame zombies are still getting stuck on the brushwork. I highly recommend you to fix this.


I tried to fix it - did not work

Ron Boy писал(а):
shot0003: All of the flames don't hurt me when I stand on them. Place a trigger_hurt on all flames in the map.


It is problematic to implement

Ron Boy писал(а):
secmis
shot0004: This radio has no sound or debris when I destroy it. Give it sound and debris.


I will try to fix it

Ron Boy писал(а):
thirdmis
shot0005: The door above the trap at the map beginning does not work. I think it should work.


It works!

Ron Boy писал(а):
shot0006: This warrior zombie is still getting stuck on the wall.


I dont stand around him clips

Ron Boy писал(а):
fourmis
shot0007, shot0008, shot0009: The clip brush here blocks bullets. This should be fixed.


I did it intends. Shots gun of the player moved Olaric.

Ron Boy писал(а):
shot0010: On the long stairway where you encounter Olaric, the wall behind the player has a bad texture when looked at from a distance.


Need check it.

Ron Boy писал(а):
shot0011: The flames on these skulls are moving into the wall. Change the flame textures on these skulls.


I'll see what I can do.

Ron Boy писал(а):
shot0012, shot0013: These zombies are lying down while the top of their bodies are floating. This looks bad, and needs fixed.


I can add push trigger only. But I am not sure, what it'll be good.

Ron Boy писал(а):
shot0014: Why did this zombie come out of the wall, and there's no opening that it appeared from? Place a coffin or make a hole in the wall.


I'll see what I can do.

Ron Boy писал(а):
shot0015: This bevel's texture needs fixed.
shot0016: Another bevel's texture needs fixed.
shot0017: There's a strange texture above this door.


Others testers found this problem too.

Ron Boy писал(а):
shot0018: These doors need to be made thinner, and also need the trigger_aidoor entity.


I did this door special because after driving the player forward it closes forever.

Ron Boy писал(а):
shot0019: This warrior zombie can get stuck on the player, and won't attack. Check his script.


Ok.

Ron Boy писал(а):
shot0020: The bridge support here is not attached to the bridge itself.


I cant fix it. The rope is bent on minimal settings, so if I will change something, then at maximum settings will be as crooked.

Ron Boy писал(а):
shot0021: This flame is small, and doesn't hurt the player. I think it should be bigger and hurt the player too.


I dont want make hurt flame. A lot then will need entitles.

Ron Boy писал(а):
shot0022: This flame zombie is hesitating to go through the doorway. Check his script.


I dont know, how fix it. This is all due to zones of orientation bots.

Ron Boy писал(а):
dep_castle
shot0023: This model/brushwork looks ugly. Fix it or remove it.


Hmm.

Ron Boy писал(а):
shot0024: The smoke is going through the chimney, but there is no opening for it to pass through.


I have no idea how to fix it without messing around in the dll code.

Ron Boy писал(а):
shot0025: I can see the edge of the map here. Adding some terrain here would fix the problem.


Map is so big, I dont know how change sky dimensions with out problems.

Ron Boy писал(а):
shot0026: This mirror doesn't bust when I kick it, only when I shoot it. Make it destroyable by kicking.


Mirror impossible breaking, because func_invisible_user dont get to kick the
func_explosive.

Ron Boy писал(а):
shot0027: What is this texture doing here?


Its rails for ladder.

Ron Boy писал(а):
shot0028: This crate texture is heavily stretched. Adjust the crate's size to fix this.


I put this texture for a variety of box - won't change.

Ron Boy писал(а):
shot0029: After activating the radio, the hand icon doesn't go away. This may confuse some players, so I think the icon should go away.


I can try to fix.

Ron Boy писал(а):
shot0030: This barrel is not touching the wall, which means it's defying gravity. Move it against the wall.


It's difficult for the same reason as the rope in fourmis.

Ron Boy писал(а):
shot0031: Some of the smoke is coming through the wall. Make the smoke smaller or remove it.


I am write about it upper. I have no idea how to fix it without messing around in the dll code.

Ron Boy писал(а):
shot0032: I can pick up one of the health packs without breaking the glass. Fix this.


I can try to fix.

Ron Boy писал(а):
That's all for now, but I'm not done posting the errors yet.


#2
Ron Boy писал(а):
Errors to Correct (Continued)

darkles
shot0033: This gun is stuck inside the mountain. Move it away from the mountain.


I'll see whether it can move.

Ron Boy писал(а):
shot0034: This heater needs a metal brush covering the wall where the heater's pipe goes through the wall.

shot0035: Another heater that needs a metal brush covering the heater's pipe going through the wall.


I dont know, but in my radiant all is normal:
Изображение

Ron Boy писал(а):
shot0036: The red light remains after the radio is destroyed. Remove the light when the radio is destroyed.


I cant remove red light. This light of radio's texture.

Ron Boy писал(а):
les
shot0037: It doesn't make sense how the player got through this door, since there is no button on either side of it. Add a panel with a non-functional button on both "darkles" and "les" for this door.


I dont see in original game panel or something.

Ron Boy писал(а):
shot0038: These tree models are ugly. Use a better quality model.


This tree model looks bad because your's setting is low.

Ron Boy писал(а):
shot0039: When I swim in the water, I can see the edge of the map from here. Move the clip brush so the player can't see the map's edge.


I dont know where I cant make a clip wall so that the player didn't see it.

Ron Boy писал(а):
shot0040: This barbed wire is going through the tree. Move the tree or the wire.


Ok.

Ron Boy писал(а):
shot0041: This civilian is playing the "frightened" animation, but she isn't facing the player. Fix her script.


I'll check it.

Ron Boy писал(а):
shot0042: This radio has no sound or debris when I destroy it. Give it sound and debris.


I dont know, why all radios haven't sound damage (in properties all is good).

Ron Boy писал(а):
shot0043, shot0044, shot0045, shot0046: These wine barrels have a texture problem. Use the model for the wine barrel instead of brushes, or fix the brushes.


It's all problem because setting is low - cylinders is not touched flap.

Ron Boy писал(а):
shot0047: This bookshelf's opening sound plays for about 5 seconds after it stops moving. Use a different opening sound or make the shelf's opening speed match the sound.


I don't think it's fundamentally.

Ron Boy писал(а):
shot0048: There is no opening for the chimney of this fireplace.


I am not able to add to this map objects - it is overloaded. Map compiling times from the sixth.

Ron Boy писал(а):
shot0049: After turning this music box on, the hand icon doesn't go away, and I can't turn it off either. Give it the ability to turn on and off, or remove the hand icon after the music box is turned on.


Player can only turn on this music box. After playing music you can turn it on again. To make a box with shutting off and it switches on at any time extremely difficult.

Ron Boy писал(а):
shot0050: In front of the player, there is a strange "sink hole". Check the terrain here.

shot0052: Another strange "sink hole" in front of the player. Check the terrain here.


I am not found problem place.

Ron Boy писал(а):
shot0053: There is no opening for the player to continue on to the next map. Place a vent duct at the ladder's bottom.


What? I cant make long duct.

Ron Boy писал(а):
railhead
shot0054: Many hallways in this map have too many lights on the ceiling. Remove some of them.


I don't think it's fundamentally.

Ron Boy писал(а):
shot0055: Remove the hand icon on this button, since the door opens without the player pressing the button.


Why? The player can press this button when the Elevator is located at the bottom or at the top. I can't make a variable to hand icon it appeared then disappeared.

Ron Boy писал(а):
shot0056: This light is too close to the rising ceiling. Move it away from the rising ceiling.


No.

Ron Boy писал(а):
shot0057: This alarm is still sounding despite the alarm box being destroyed. Remove the alarm sound and flashing light when the player destroys the alarm box.

shot0062, shot0063: These alarms are still sounding despite the alarm box being destroyed. Remove the alarm sound and flashing light when the player destroys the alarm box.


Too long to add the target to kill all sources of sound and light, many problems will emerge.


Ron Boy писал(а):
shot0058: Change the texture on the back of this sign to a different wood texture.


I tried to match the texture on the front.

Ron Boy писал(а):
shot0059: The sign makes a wood sound when destroyed, despite being made mostly of metal. Change the sound to a metal sound.


The sign is wood.

Ron Boy писал(а):
shot0060: There is a texture bug here.


It's not bug! This is dirt removed from the panel.

Ron Boy писал(а):
shot0061: This scientist is running against the wall, on top of the machinery. This is a bit funny, but you should still fix it.


I think its funny, I dont want remove it :D


Ron Boy писал(а):
shot0064: The texture on the side of this machine needs to be changed to metal.


Its metal texture for panel, I make this texture because it have arrow.

Ron Boy писал(а):
shot0066: The soldiers are running through the flames without being burned. Fix this.


I have no idea, how it can be released.

Ron Boy писал(а):
shot0067: You need to move the props_flamethrower entity back into the pipe, because I can see the origin of the flames.


I dont see a problem. Gas does not immediately ignite.

Ron Boy писал(а):
shot0068: Where did the grenade that started the flames come from?


Under the pipes there is a place for man.

Ron Boy писал(а):
shot0069, shot0070: You need a brush around the borders of the pipes going through the wall.


Good idea.

Ron Boy писал(а):
shot0071: These walls need to be touching each other.
shot0072: These walls need to be aligned with the floor.


It all toched texture. Because of the relief texture creates the impression.
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 27 окт 2014 20:13
Hello, Depro777. I suggest you ask some advanced mappers for help with some of the problems that you don't know how to fix.
Flying Saucers is good, but there are too many errors at the moment that makes the project overall seem like a beta version, or an unfinished project.
If you have any questions, I will gladly help you if possible. :)

I know it will be a few days, but I will have the last part of my testing posted here sometime next weekend. :)
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 28 окт 2014 22:52
shot0001: This sniper hesitates to shoot me.
I don't know how to fix it.

Maybe adding more alertness, fov and hearing_scale on sniper's attributes, solve this problem.

shot0002: The flame zombies are still getting stuck on the brushwork. I highly recommend you to fix this.
I tried to fix it - did not work.

Maybe adding more alertness, fov and hearing_scale attributes solve this problem.

shot0003: All of the flames don't hurt me when I stand on them. Place a trigger_hurt on all flames in the map.
It is problematic to implement.

I already give a idea on this topic.

shot0020: The bridge support here is not attached to the bridge itself.
I cant fix it. The rope is bent on minimal settings, so if I will change something, then at maximum settings will be as crooked.

Make equal other side

shot0022: This flame zombie is hesitating to go through the doorway. Check his script.
I dont know, how fix it. This is all due to zones of orientation bots.

Maybe adding more alertness, fov and hearing_scale attributes solve this problem.

shot0026: This mirror doesn't bust when I kick it, only when I shoot it. Make it destroyable by kicking.
Mirror impossible breaking, because func_invisible_user dont get to kick the
func_explosive.

Remove func_invisible_user.

shot0028: This crate texture is heavily stretched. Adjust the crate's size to fix this.
I put this texture for a variety of box - won't change.

You can make two boxes and the texture will be better.

shot0030: This barrel is not touching the wall, which means it's defying gravity. Move it against the wall.
It's difficult for the same reason as the rope in fourmis.

Try to approximate the barrel or remove it, strange it suspended.

shot0031: Some of the smoke is coming through the wall. Make the smoke smaller or remove it.
I am write about it upper. I have no idea how to fix it without messing around in the dll code.

Maybe smoke smaller. solve it.

shot0036: The red light remains after the radio is destroyed. Remove the light when the radio is destroyed.
I cant remove red light. This light of radio's texture.

Maybe reediting its shader or changing for texture, solve this problem.

shot0043, shot0044, shot0045, shot0046: These wine barrels have a texture problem. Use the model for the wine barrel instead of brushes, or fix the brushes.
It's all problem because setting is low - cylinders is not touched flap.

The texture needs to work fine on all video options.

Minimal options:
Вложение:
shot0000.jpg

Optimal options:
Вложение:
shot0001.jpg


Maybe you need to change these brushes by wine_barrel model.
Вложение:
image1.JPG


shot0049: After turning this music box on, the hand icon doesn't go away, and I can't turn it off either. Give it the ability to turn on and off, or remove the hand icon after the music box is turned on.
Player can only turn on this music box. After playing music you can turn it on again. To make a box with shutting off and it switches on at any time extremely difficult.

I have this model breakable and touchable on sp_beach map.

shot0053: There is no opening for the player to continue on to the next map. Place a vent duct at the ladder's bottom.
What? I cant make long duct.

Make on bottom the small ambient from next level, only for player see.

shot0059: The sign makes a wood sound when destroyed, despite being made mostly of metal. Change the sound to a metal sound.
The sign is wood.

Then make only sign wood like func_explosive.

shot0066: The soldiers are running through the flames without being burned. Fix this.
I have no idea, how it can be released.

Maybe decreasing their health on Ai_scripting, it works.

shot0064: The texture on the side of this machine needs to be changed to metal.
Its metal texture for panel, I make this texture because it have arrow

The texture with arrow needs to adjust.


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Последний раз редактировалось vicpas 03 ноя 2014 16:08, всего редактировалось 1 раз.
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 01 ноя 2014 18:53
Errors to Correct (Final Part)

dep_lab
shot0073: Where did the player find this door? At the end of the last map, the player was riding the train through a tunnel. Maybe extend the cutscene to show the player finding this door.
shot0074: There is a clip brush that blocks bullets above the metal chest. Adjust the clip brush.
shot0075: This machinery needs wall attachments where it touches the wall.
shot0076: This pipe needs attachments for the ceiling and floor.
shot0077: This doctor plays a frightened animation that loops forever, causing him to stand up, and crouch down every few seconds. Use a different frightened animation. Also, since he has a "don't shoot" icon on him, make the mission fail if the player kills him.
shot0078, shot0079: This coat's hanger is not touching the hook. Lower the coat.
shot0080, shot0081: Exchange these Russian grenades for German grenades. It doesn't make sense to have Russian ammo in a German facility.
shot0083: These pipes need attachments for the top and bottom.
shot0084: This mechanic runs around cowering, and sometimes follows me, despite having no weapon. Check his script.
shot0085: Is this intentional?
shot0086: This scientist is not playing a frightened animation upon seeing the player. Add the animation, and make the mission fail if the player kills him, since he has the "don't shoot" icon.
shot0087: This flamethrower soldier is getting stuck on the table. Change his weapon, or move the table.
shot0089, shot0090: This pipe needs an attachment where it goes into the wall.
shot0091: Both the loper and the scientist aren't reacting to each other. Make the loper attack the scientist.
shot0092: The loper doesn't attack the player.

karyer
shot0093: This proto soldier cannot be hurt until he destroys the bridge. Correct this, because many players will waste their ammo trying to kill him.
shot0094: Another ugly model.
shot0095: This pipe needs attachments on the floor and ceiling.
shot0096: These pipes need attachments on the floor.
shot0097: The edges of this oil slick are not slippery. Make the slick texture match the oil slick's shape.
shot0098: More ugly tree models. By the way, I had the graphics setting on "normal", not "low".

Dialogue Correction
On the opening cutscene of "fourmis", change the dialogue to this, so it makes more sense:
nazi1: It's like a slaughterhouse in here.
nazi2: I know. These things are everywhere.
*Flame zombie appears*

Questions and Compliments
shot0088: What is the name of this model in the Flying Saucers archive? I would like to use it.
1. The atmosphere of the maps are good.
2. I liked the custom weapons (mosin and tt33).
3. Some areas reminded me of the original maps.
4. I like the idea of using the "space" theme, with the usage of the Flying Saucers. Another project that tried using this theme was "Operation Redmoon" by PolygonValley.

I am now finished testing Flying Saucers. Good work, my friend. I hope you are able to correct at least half of the errors that I found. :)


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My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 28 дек 2014 17:11
Приветствую. Более месяца прошло. Так как я был занят, то все рекомендации выполнить не смог. Поэтому не вижу смысла более затягивать проект.

Вот ссылка на новую версию.
https://yadi.sk/d/-mbDXn0ddfnfn

Если нет глобальных недочётов, то можно, я думаю, выпускать проект.
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 29 дек 2014 04:36
Hello, Depro777. I have tested about half of Flying Saucers. Below are the results.

Errors to Correct

fstmis
shot0001: This soldier will not attack the player. Try changing his weapon or moving him somewhere else.
shot0002: This soldier rarely attacks the player. Try giving him this:
Код:
attributes
         {
          camper 1.0
          aggression 0.0
          }

shot0003: I can destroy this poster by just touching it. Fix this.
shot0004: The trigger_hurt on these flames doesn't activate until all of the zombies are dead. Fix this.

secmis
shot0005: Place this in the mechanic's AI script:
Код:
attacksound
         {
          deny
          }

This will allow the mechanic's dialogue to play fully. ("I will not divulge any information to you.")
shot0006: This soldier with the mauser will not attack the player, despite being in range. Try moving him somewhere else, changing his weapon, or make him charge the player.
shot0007: This texture is ugly, because of the black spots. Use something different.

thirdmis
shot0008: This door will not open. I can't seem to find a button anywhere to open it either.
shot0009: This trap is strange. After waiting a while after the first bricks fall, the floor doesn't collapse unless the player destroys it himself. Jumping into the hole still triggers the trap. <_<
shot0011, shot0012: The dlight appears and disappears here. Fix this, if possible.
shot0013: I think an attachment should be added where the cages touch the ceiling. If you add it, remember to add it to all cages in the room.

fourmis
shot0014: This flame zombie acts strange. Also, he won't come out of the room to attack the player...
shot0015: I think you should keep the invisible wall, but change it to a clip brush instead of the clipweap brush.
shot0016: Why does the monster die here? I don't think this is ever explained in later maps. Maybe you should add an explanation to this in the briefing for the next map after fourmis. This event may confuse players instead of making them curious.
shot0017: The ceiling brush (to the left of the crosshair) is having a HOM (Hall of Mirrors) effect. It happens on the stairwell where the beast monster dies. I know that you can fix this.
shot0018, shot0019: The flame zombie doesn't attack the player with flames until he touches the player. Fix this by removing the gotocast player command in his AI script.
shot0020: The hole where the flame zombie came from is too small. Make it bigger.
shot0021: Please place the trigger_aidoor entity on these doors. It's easy.
shot0022: This warrior zombie can get stuck on the player after the wall busts open. Fix this by removing the command to go to the ai_marker. He should be fine after you do that.
shot0023: Please place a trigger_hurt on this flame.
shot0024: This flame zombie hesitates when the player is on this side of the doorway. I know the AI can be difficult, but try to fix this.
In the opening cutscene of fourmis, change the dialogue of "nem2" from this:
Код:
trigger talk1
   {
      wait 5000
      playsound crypt1_talk2
   }

to this:
Код:
trigger talk1
   {
      wait 5000
      playsound crypt1_cnazi2_1
   }

Since I know the English language very well, the conversation in this cutscene will make sense after you make this correction.

That's all for now. I will test the other half soon, and post the results here. Nice work on correcting the many errors that were found on the first few testings. :D


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_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: Тестирование \ Testing
СообщениеДобавлено: 30 дек 2014 02:33
I have more corrections for you to make! I have found a lot, so I will post part 2 now and part 3 in a separate post.

Errors to Correct Part 2

dep_castle
shot0000: The alarm sounds, but the guards aren't on alert. Place statetype alert in their AI scripts.
shot0001: This barrel is shining. Try remaking it or moving it somewhere else.
shot0002: These crate textures are stretched. Make the crates thinner.
shot0003: The design of this castle top seems strange. Are castle tops made like this in reality?
shot0004: Why is smoke here but no flame?
shot0006: I can pick up the health pack on the left without breaking the glass. Move it to the right to fix this.
shot0007: The flames on these lamps are too tall. Lower them or place a burn stain on the ceiling.
shot0008: The player can kick the radios to activate them. Fix this by checking the checkbox for the func_invisible_user entity that says not_kickable.
shot0009: You should have the sound of the truck door opening/closing after the player gets into the truck, before the truck starts moving. Currently, it has no sound for the driver entering the truck.

darkles
shot0010: This truck's headlight is floating. Lower it.
shot0011: Some of these trees don't seem to block bullets properly. Check all trees that are in the accessible areas of the map.
shot0012: This is where the player and 2 Russian soldiers came from during the opening cutscene. How did they arrive here? If it's by parachute, you should place 3 parachutes near here. If not, then explain how they arrived there in the notebook.
shot0013: Make the truck crash more realistic by adding the sound of the collision with the rock. Any explosion sound should work for this.
shot0014: While attacking the MG42 gunner, I was suddenly given an MP40 while hiding behind this tree. Check this area to make sure nothing is wrong.
shot0015: This gun is still stuck inside the hill. Move the gun away from the hill, it's easy.
shot0016: This door is going through the stairs when it opens. Fix this by making the door static (it always stays open).
shot0017, shot0018: Place an attachment where the heater's pipe touches the wall. Look at the original map escape1 for an example of this.
shot0019, shot0020: You can remove the red light after the radio is destroyed by using the target_kill entity.
shot0021: Place a button on a panel near this door. There's no way that anyone can open such a big door by hand...
One question for this map: did you remove the enemies in the truck near the end of the map? They didn't spawn when I played this updated version of Flying Saucers.

les
shot0022: Same as shot0021.
shot0023: I can still swim out this far, and see the map's edge. Place a clip brush near the wooden dock (see shot0024).
shot0025: This barbed wire is still going through the tree. Move it away from the tree.
shot0026: The wheels on this cart are not solid. Place clipping on both of them.
shot0027: Since you don't want to change the opening sound of this door, change the speed of the door opening to match the sound.
shot0028, shot0029: Where can the smoke escape? Add a chimney hole above the flames.
shot0030: This gramophone can't be turned off after being turned on. At least remove the func_invisible_user with a target_kill entity.
shot0031: This barrier is stuck inside the building. Move it away from the building.
shot0032: Is this intentional?
shot0033: There is something invisible here as well as a small sinkhole in the ground. Check this area for any stray clip brushes as well as the terrain's quality.
shot0034, shot0035: After destroying the gate with dynamite, the guards in the facility still march around like nothing happened. Remove their marching scripts, and place statetype alert in all of their AI scripts.
shot0036: This scientist had a strange animation because he had an MP40. Give him a luger instead. Remember that all mechanics and scientists are intended to have lugers instead of other weapons.
shot0037: Same as shot0033.
shot0038: Place an opening at the bottom of the ladder for a vent. You don't have to design a vent system, just a vent opening will be fine. Currently, the ladder ends in nothingness.

Note: I can't seem to upload the screenshots here, because the file size is too big (5.06 MB with the limit being 5 MB...). I will email you screenshots for part 2. :)
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
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