foibos • PM |
Aug 23, 2010 1:11 PM
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Foibos
![]() Posts: 551 |
I've set up the "simple" link setup as the default one for online gameplay, it works quite well.
Edit: Please, don't add those tutorial floating node names (are we so ***** that we need them?). Also the new health bars (current Rail) are weird.
Last edited by: foibos Aug 24, 2010 10:17 AM
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vk__ • PM |
Aug 23, 2010 2:29 PM
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VK!*
![]() Posts: 460 |
Oke, try every link setup, let me know what works best. I'm almost done with the new version.
Grtz VK ![]() |
crusha_k_rool • PM |
Aug 24, 2010 12:45 PM
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[GSPB]Crusha
![]() Posts: 926 |
Are you intentionally assigning AmbientSounds to vehicles and pickups and other stuff? STOP DOING THAT SHIT IF YOU WANT ANYONE TO PLAY OR EVEN EDIT YOUR MAP!!! What's the purpose of having a hundred sirens all over the map with a female voice that says "Goliath" every two seconds?! It just drives everybody insane! Jeez, did you actually ever enabled Realtime Preview in the editor?
Oh and you don't need a ZoneTrigger at all (since you don't want to trigger zones...) but a combination of a normal Trigger and a ScriptedTrigger. And nothing else than an AmbientSound actor should have an AmbientSound set, or that sound will loop all the time from that actor. ![]() |
vk__ • PM |
Aug 24, 2010 12:58 PM
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VK!*
![]() Posts: 460 |
First of all i did nothing what u say?? No goliaths nor manta, or other ch!t has ambient sounds here...
Edit: I never expierienced that goliath anouncer, so i take a look and yes they are set on, my fault i copied it from tech map. Edit2: u can yell at me to on pm. Sorry for that stupid unknowing ambient sound. It's not finished like i told u
Last edited by: vk__ Aug 24, 2010 1:06 PM
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crusha_k_rool • PM |
Aug 24, 2010 1:02 PM
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[GSPB]Crusha
![]() Posts: 926 |
Well, it already had that in your first version as well. Now it magically appears again in the new version you sent me. Do you copy-paste vehicles from a strange map or what could be the reason?
I did nothing with it. It's only the Goliaths in the base, the generator StaticMeshes above the bridge entries and the ZoneTriggers above the blood. Coincidence? I guess not. Oh, and for the problems with the ZonePortals: I would take a look first if a large wall is using an AntiPortal (as it's supposed to be) before pulling some new tunnels straight into it. ![]() And could you be more precise on the affected Portals? I only found one set (small tunnels above the height of the center bridge). EDIT: Found it. Well, you must be kidding with these paths. Not in terms of gameplay, but I have to remove some AntiPortals, so the map will definitely have a worse performance in this next version. ![]()
Last edited by: crusha_k_rool Aug 24, 2010 1:13 PM
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vk__ • PM |
Aug 24, 2010 1:11 PM
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VK!*
![]() Posts: 460 |
Found it! Learned again.
edit: 2 meters under Center bridge and 4 meters above Center Base Node -> Follow tunnels Other portals are working, thanks Edit2, Do you have a solution? |
crusha_k_rool • PM |
Aug 24, 2010 1:41 PM
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[GSPB]Crusha
![]() Posts: 926 |
Almost done, just that there is now a problem with the Portals at the side ways because you digged a deeper tunnel down there that isn't covered by the Portals yet. But for some reason the editor doesn't want to update these Portals when I rebuild the geometry.
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vk__ • PM |
Aug 24, 2010 2:11 PM
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VK!*
![]() Posts: 460 |
I like to digg tunnels, i don't know what tunnel ur talking about (maybe the pipeline)
I discovered bugs in the editor like the Surface Properties, many times i have to restart because i can't read the leet text =)
Last edited by: vk__ Aug 24, 2010 2:18 PM
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vk__ • PM |
Aug 24, 2010 2:11 PM
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VK!*
![]() Posts: 460 |
vk__ wrote: Edit: woops my fault
Last edited by: vk__ Aug 24, 2010 2:18 PM
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crusha_k_rool • PM |
Aug 24, 2010 3:53 PM
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[GSPB]Crusha
![]() Posts: 926 |
Here you go, I also fixed the bot paths (mostly, but especially made the lift functional).
http://www.mediafire.com/?epbfxip77xwhd8l ![]() |