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Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 28 дек 2014 17:08
Yo$hik писал(а):
* firstmap have bug shader_overflow, I apologize for this.


Try reducing the number of brushes/entities to fix this. It would be a bad idea to release a map as a final version without fixing the shader overflow.
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Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 28 дек 2014 18:17
Поиграл немного, столкнулся с множеством крашев в винду

Все двери в первой карте очень резкие

JPG сохранять ТОЛЬКО как базовый
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Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 28 дек 2014 19:48
Поиграл на стимовской сборке, идет нормально
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Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 29 дек 2014 00:20
Hello, Yo$hik. I have finished the first few levels, but I got stuck.
Below are my testing results for what I've played so far.

Errors to Correct

depot
shot0001: The clipping on the interior of this train needs to be adjusted. Some parts are not solid.
shot0002: The skin for the partisan's hands are missing.
shot0003: Why are there 2 rails here? Remove one of them.
shot0004: The roof of this train is not solid. Adjust the clipping.
shot0005: These rail buffers are not solid. Adjust the clipping.
shot0006, shot0007: These doors open too fast. Check all doors on the map.
shot0008: This lamp is not solid. Adjust the clipping.
shot0009: Why does this girl follow me? Her moving animation doesn't always work either. Solution: make her not move.
shot0010: This model is not solid. Adjust the clipping.
shot0011, shot0012: I can kill the guys in this bar by kicking, but nothing happens. Convert the AI into static models, or make the mission fail if the player kills anyone.
shot0013: Another door that opens too fast.
shot0014: The AI sitting in this bar can move away from their chairs. I would suggest changing the AI into static models.
shot0015: This lantern is not solid. Adjust the clipping.
shot0016: This case is not solid. Adjust the clipping.
shot0017: Another lamp is not solid. Adjust the clipping.

cathedral
shot0018: Parts of this statue are not solid. Adjust the clipping.
shot0019: The flames of these candles are floating. Lower them.
shot0020: This candle is missing a top.
shot0021, shot0022: More candle flames that need to be lowered.
shot0023: I can see a caulk texture from here. Remove the caulk.
shot0024: Another floating candle flame.

labrator
shot0025: This door can close on the player, and kill him. Correct this by adding the trigger_aidoor entity for the door.
shot0026: These containers are floating. Lower them.
shot0027: You need to place a light bulb model for all of these shades.
shot0028: This corpse is floating. Lower it.
shot0029: There is a texture overlapping on this door.

labrator2
shot0030: This corpse is not solid. Place some clipping on it.
shot0031: Some parts of this machine are not solid. Adjust the clipping.
shot0032: Why can't I open the door? I couldn't find a button anywhere, and it's locked. (This is where I am stuck.)

Script Corrections

depot
1. For the AI "off1", change the line below:
Код:
   trigger off1say2
     {
playsound MiscSmellHim
wait 1000
playsound MiscHesHere1
     }


to this:
Код:
trigger off1say2
     {
playsound MiscSmellHim
wait 4000
playsound MiscHesHere1
     }


This gives the AI time to say the dialogue.

Opinions on the story, gameplay, etc...
1. The story is nice so far. I will be waiting for the texts on the levelshots to be translated into English. I think that the Nazis are experimenting on alien creatures. Am I correct? :)
2. The gameplay is interesting, especially the first level where the player couldn't acquire any weapons, and he had to avoid the soldiers. :D

From what I've played so far, this looks interesting, Yo$hik. I hope you are able to correct most or all of the errors that I've found, so Dark Matters will be even better! By the way, I may use some of the models in my Horrors of Hell project, if you don't mind. :)


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Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 29 дек 2014 23:03
Ron Boy писал(а):
shot0031: Some parts of this machine are not solid. Adjust the clipping.
shot0032: Why can't I open the door? I couldn't find a button anywhere, and it's locked. (This is where I am stuck.)
The answer is closer than you think ;)

Ron Boy писал(а):
shot0019: The flames of these candles are floating. Lower them.
shot0021, shot0022: More candle flames that need to be lowered.
shot0024: Another floating candle flame.
Candles are default, from Escape1:
Вложение:
shot0000.jpg

Why? Because it's usual real life:
Вложение:
candle.jpg


Other will be fixed in the near future


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Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 30 дек 2014 03:50
Ah, I found the way to open the door now. Thanks, shurr. :2beer:
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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: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 30 дек 2014 12:18
Ron Boy
I will examine your suggestions, of course you can use any models what you need.
Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 30 дек 2014 21:42
Yo$hik писал(а):
Ron Boy
I will examine your suggestions, of course you can use any models what you need.


Thanks, Yo$hik. Below are my final results for the testing.

Errors to Correct Part 2

labrator2 (continued)
shot0001: When I press the button on this machine, I can hear bricks falling nearby. This happens every time the player opens the door. Remove the brick falling sound.
shot0002, shot0003, shot0004: I can climb these metal wires, and stand on top of the machinery. Fix this by placing a clip brush to prevent the player from climbing. Do this to all wiring in the room. Also, on shot0004, the wiring is sticking through the machinery. Fix this.
shot0006: There is smoke coming through the wall here. See shot000 for the culprit.
shot0007: This button is overlapping with the panel when the player presses it. Fix this.
shot0008: The textures on the door's sides are stretched. Fix this by retexturing the door's sides. Also, place a trigger_aidoor entity on the door, because it can close on the player and kill him.
shot0009: This is the culprit for the smoke that is going through the wall. Make the smoke's size smaller to fix this.
shot0010: The venom gun is sticking through the other items on the table. Fix this by moving the venom gun somewhere else, which will also help make the table less crowded.
shot0011: The 9mm ammo is overlapping with the other ammo. Move one of the 9mm ammo somewhere else to fix this.
shot0013: This protosoldier doesn't seem to pay attention to me many times. Also, he camps too much instead of charging the player. Fix his AI script.
shot0014: The flamethrower doesn't belong on the protosoldier. Replace it with the venom or panzerfaust.
shot0015, shot0016: The player can see the protosoldier spawning. Fix this by spawning him out of the player's sight.
shot0017: The clipping for the big tank is bad here. Remake the clipping.
Please replace the rock music that plays during the protosoldier fight with something else. I don't like it, and it ruins the atmosphere.
Also, to make the cutscene in this map better, remove the "level finished" music by adding this in the AI script:
Код:
trigger endmap
{
changelevel alienka silent nostats
}


Miscellaneous Corrections

cathedral
1. The player reloads his sten at the map's start. To prevent this and save ammo, add this in the player section of the AI script:
Код:
playerstart
         {
          setclip weapon_sten 32
          }
 

This will solve the problem.
2. Four error messages appear on this map, in the console, when the player dies or the map is quickloaded. See the screenshot in the attachment titled cathedral_bug. To fix the first two, move the ai_markers away from any brushwork. To fix the last two, check the entities inside the cathedral, where the soldiers throw grenades at the player. Apparently two of the entities are missing a target.

Questions/Compliments
1. What happened to the player at the end? Was he transformed into a super soldier? I don't know Russian, so I have no idea what was going on exactly.
2. Were the soldiers on the final cutscene attacked by aliens?
3. After you correct most or all of these errors, I think Dark Matters will be another great addon for Rtcw.

I'm now finished with the testing. Thanks for the addon, Yo$hik and shurr! :2beer:


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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: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 30 дек 2014 23:33
Игра не запускается.В чём может быть причина?


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Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 31 дек 2014 04:30
I apologize, but I've found some more errors.

labrator
shot0001, shot0002: I can climb on the top of this cremator, and the pipes aren't solid. The easiest solution is to place a clip brush that prevents the player from making it to the top of the cremator.
shot0003, shot0004: The top of this lamp is not solid. Make it solid with clipping.
shot0006: This lamp is sparking, but there is no bulb. Add a bulb.
shot0007, shot0008: There is a texture overlapping inside the window. It's near the bottom. This bug is happening with two of the doors with flames behind them.
shot0009: This ring is sticking through the other fingers. Move it to the finger closest to the thumb.
shot0010, shot0011: These doors are too wide. Make them thinner.
shot0012, shot0013: The door on this safe has bad clipping. Remake the clipping on the door, because part of it is currently not solid.
shot0014: I am standing on a clip brush here. Fix the clip brush so it only covers the model.
shot0015: Same as shot0010 and shot0011.

Remember to use the clip_weap brush instead of the clip brush for models, or at least models that are in an area with enemies. Your previous works had enemy bullets passing through models, which was annoying. <_<

Once again, these are simple mistakes that can be easily corrected. I know you and shurr can fix these. :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: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 31 дек 2014 11:12
Horst писал(а):
Игра не запускается.В чём может быть причина?

запускал через батник или вкладку Модс? Попробуй и то, и то. Удали в батнике строчки с echo и cd, отпиши потом помогло или нет.
Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 31 дек 2014 23:24
I may get an award for finding the most errors! :lol:
Below are some more errors I found.

depot
shot0001, shot0002: I can see a caulk brush through this gate. Remove the caulk.
shot0003: The lamps on the walls aren't solid. Make them solid, and remember to check all lamps to make sure that they're solid.
shot0004: This lamp is also not solid.
There is some text that is English, when you get the weapons inside the suitcase. But the briefings and dialogues are all Russian. I think that this mix in languages is making confusion. Solution: make a Russian version and an English version of Dark Matters.
Also, the areaportal texture used on all of the functional doors are blinking when the player passes through them. Solution: make all faces of the areaportal brush into the skip texture, and leave one face with the areaportal texture. Do this to all areaportals used in Dark Matters.

Hopefully that's all of the errors now.


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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: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 01 янв 2015 20:53
Отличные мапы! :+: Прошёл на одном дыхании.Саундтрек как всегда на уровне.Архитектура выше всяких похвал!Я так понимаю карты закончены и никто ничего менять не будет? Просто сходу увидел пару ошибок в текстурах.Из минусов местами вялый Ai (особенно на Depot).Немцы меня не видят и не слышат.Как исключение собор, юберзольдат с теслой и место в лаборатории с 4-мя веномами.Вот здесь пришлось повоевать. Модели очень понравились!И само собой напрашивается продолжение... :2beer:
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Как легко и приятно проходить через лес, распадаясь на пятна камуфляжа СС
Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 02 янв 2015 15:12
Yo$hik писал(а):
Horst писал(а):
Игра не запускается.В чём может быть причина?

запускал через батник или вкладку Модс? Попробуй и то, и то. Удали в батнике строчки с echo и cd, отпиши потом помогло или нет.

Разобрался.Не ишло на версии 1.0. Запустилось только на 1.32.С батника работает нормально.
_________________
Как легко и приятно проходить через лес, распадаясь на пятна камуфляжа СС
Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 03 янв 2015 00:26
Horst писал(а):
Я так понимаю карты закончены и никто ничего менять не будет? Просто сходу увидел пару ошибок в текстурах.
Если что есть по Кафедралу, отпишись. Освобожусь о текущих дел и сразу подредактирую
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