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Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 24 янв 2015 15:58
Hello, Yo&hik.

These windows is very small, non-standard.(Verify all with the same texture.)
Вложение:
shot0000.jpg

Вложение:
shot0001.jpg

Вложение:
shot0002.jpg


Suggestion:

I think, when the player walk in front of the soldiers must have one object or barrier between them, to difficult soldier's view.
The movement of the player must be always crouched and when he stands up the soldiers see him and they sound the alarm.

Note:

Waiting Yo&hik corrections to post this released.


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Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 24 янв 2015 19:22
vicpas писал(а):
Hello, Yo&hik.
These windows is very small, non-standard.(Verify all with the same texture.)

Non-standart? :D For example, "take a trip" in Carcasson (France). Сompletely different windows with different sizes.
Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 24 янв 2015 19:24
shurr писал(а):
Corrected map Cathedral


Hello, shurr. I found only one error on the map now.


Cathedral
shot0005: This soldier is getting stuck on the door.

Note: This can be fixed without recompiling the map. I realize that you struggle with AI scripting, so maybe Yo$hik or Vicpas can correct this.

I noticed that you replaced most of the clipping on the models with the clip_weap texture. And I also noticed that the AI were camping a lot less than usual compared to Yo$hik's other works. The warnings in the console are also gone now. Whatever you did to enhance the AI, good work. :+:


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

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Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 24 янв 2015 19:45
Shurr wrote:

Цитата:
Non-standart? For example, "take a trip" in Carcasson (France). Сompletely different windows with different sizes.


I write:

Цитата:
I didn't know, in Brazil i never saw windows with this size.
Thanks Shurr for the info.

Yo&hik, forget about windows's size.
Последний раз редактировалось vicpas 24 янв 2015 20:51, всего редактировалось 3 раз(а).
Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 24 янв 2015 20:04
Ron Boy писал(а):
shot0005: This soldier is getting stuck on the door.
Hm, then I tested this didn't happen.

Ron Boy писал(а):
And I also noticed that the AI were camping a lot less than usual compared to Yo$hik's other works. Whatever you did to enhance the AI, good work.
Didn't understood what you mean: "AI were camping a lot less"
Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 24 янв 2015 22:05
Ron Boy wrote:
shot0005: This soldier is getting stuck on the door.

I write:

This problem did not occur to me.
Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 24 янв 2015 22:09
vicpas писал(а):
Hello, Yo&hik.


Suggestion:

I think, when the player walk in front of the soldiers must have one object or barrier between them, to difficult soldier's view.
The movement of the player must be always crouched and when he stands up the soldiers see him and they sound the alarm.

Note:



I agree. Otherwise Ai inert.
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Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 25 янв 2015 00:57
shurr писал(а):
Didn't understood what you mean: "AI were camping a lot less"


In Yo$hik's other works, including the other levels of Dark Matters, many of the AI (but not all) would not move from their spawn points to take cover or charge the player.
About the soldier in the cathedral map, I can confirm that he gets stuck on the door. He did move after a while, but I suggest for this to be fixed.
_________________
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: 25 янв 2015 03:14
Hello, Ronboy.

Do you know to identify on ai_scripting which soldier is getting stuck in door?
Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 25 янв 2015 05:50
vicpas писал(а):
Hello, Ronboy.

Do you know to identify on ai_scripting which soldier is getting stuck in door?


Hello, Vicpas. No, I can't seem to find him. Maybe you can find him in the .map file for cathedral. It's the soldier that spawns in an area that the player has already passed.
_________________
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 янв 2015 19:11
Hello, Yo&hik.
I still expecting your corrections to post this work on RTCW/Gamebanana site.
Here goes the English briefings to English version.

Note: These briefings was translated by Dave and it was the grammar corrections made by Ronboy.


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Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 31 янв 2015 23:55
thanx vicpas.

minor update. add to pack replacing the original files.
download
Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 01 фев 2015 01:02
Yo$hik писал(а):
thanx vicpas.

minor update. add to pack replacing the original files.
download


Thanks for the patch, Yo$hik. The errors that I posted on the last pages of this topic need to be addressed, though.
I will be waiting for an updated (not minor) version to be uploaded.
_________________
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
Последний раз редактировалось Ron Boy 01 фев 2015 05:46, всего редактировалось 1 раз.
Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 01 фев 2015 03:47
Hello, Yo&hik.
The Shader Overflow bug continues on level depot.
If you compile it with q3map.exe, this problem will disappear.

Note: This bug is for amateur, not for a great mapper like you.
Заголовок сообщения: Re: Yo$hik&Shurr: Dark Matter's [Sp maps]
СообщениеДобавлено: 02 фев 2015 03:01
Hello, Yo$hik. I've tested the latest version of Dark Matters (Vicpas sent me it through email). Below are the errors. Many of these errors have already been mentioned here, but I will mention them again for emphasis.

Errors to Correct - Dark Matters Part 1

depot
shot0001, shot0002: Parts of this train are still not solid. Make them solid with the clip_weap texture.
shot0003: I can kick the prisoners, and they become alert. Fix this by giving them low health like 10 or 5. Do this to all civilians and prisoners in the map.
shot0004: The rails on these tracks need adjusted. Move them so the rail on the bottom texture is hidden.
shot0005: Are the Nazis blind? The lighting should be bright enough for them to notice me. Make them shoot at the player, but lower their accuracy some.
shot0006: These doors are opening too fast. Remake the doors.
shot0007, shot0008: The back area of the statue has bad clipping. Adjust the clipping.
shot0009: The shader overflow bug continues. Take the advice of Vicpas, and compile the map with Q3map.
shot0010: When I alert the Nazis, a bunch of other Nazis spawn out of nowhere. Make this more believable by removing some of the soldiers. There are way too many here.
shot0011: This door has no sound. Remake the door.
shot0012-shot0016: All of these civilians are moving away from their chairs. Check their AI scripts in order to stop them from moving.
shot0017, shot0018: After the civilians move away from their chairs, the chairs are not solid. You really must fix this.
shot0019: The bar tender guy follows me if I press "F" when I'm near him. This is a feature of Rtcw with friendly AI, but in this case, it must be turned off with this:
Код:
spawn
{
noavoid
}

activate player
{
denyactivate
}

Place this line in the bar tender's script as well as the two inge's AI script. They should not follow the player after this.
shot0020: This door opens too fast. Remake the door.
shot0021: There is a strange texture behind this model. Is this a bug with the model's texture?
shot0022: This door opens too fast. Remake the door.
shot0023: This clock is not solid. Make it solid with the clip_weap texture.
Notes
1. The areaportal textures in the map are buggy with Q3map2. To make things easier, just switch to using Q3map.
2. You are clipping models with the clip texture, instead of clip_weap. Please address this issue.
3. The AI off1 is still having his dialogue cut off by another. Fix it by making this simple change:
Код:
off1
{
  trigger off1say2
     {
playsound MiscSmellHim
wait 5000
playsound MiscHesHere1
     }

     }


cathedral
shot0024, shot0025: This light is not solid. Make it solid with the clip_weap texture.
shot0026-shot0028: These chandeliers are not solid. Make them solid with the clip_weap texture.

I still have to post the results for the maps laborator and laborator2, so I'm not finished yet!


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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
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