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Forum Home > Maps & mods > ONS-Coldsteel
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kentaroPM
#1
ONS-Coldsteel
Jun 06, 2010 1:37 PM
Kentaro Member - Joined: Mar 21, 2010
Posts: 205
Hi all!
I have edited ONS-Coldsteel for our server.:P

Version: KEdit1

Description: Farmland and windmills spread out in a snow covered mountain plateau.

Known bugs: The bots don't take the IronClaw (there's a problem with the PathNodes)

Screenshots:





The map features some new vehicules:

The IronClaw:


The spider:


Link setups:

The default link setup -> poor gameplay.


Custom link setup made with Ryokurey's help, better for online play, i think.

Added in the Edit1 from the original:
-Added all the vehicules (cicada, badger, hellhounds, biotank, ironclaw, tarantula, EONS scorpion, spider)
-added jumppads near the core
-new link setup
-changed the music theme

Download: http://rapidshare.com/files/395999229/ONS-Coldsteel-KEdit1.zip.html
(maybe some files are missing, wonder me for them).

PS: I have the agreement of his author, but just for TechCom -> no release on other websites, otherwise ->

Enjoy!

Kentaro

EDIT: Changed the package, and the screenshots' links.

Edit by admin: Changed the picture links to be displayed properly.
Last edited by: foibos Jun 06, 2010 4:22 PM
crusha_k_roolPM
#2
Jun 06, 2010 2:02 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Downloading, but you used the wrong link for the screenshots.

If you click on the link again, then you need to use the "direct link" there. Something that ends on .jpg and not .jpg/

Since I already have the Iron Claw I can't tell you if files are missing.
Last edited by: crusha_k_rool Jun 06, 2010 2:02 PM
crusha_k_roolPM
#3
Jun 06, 2010 2:10 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
You don't need to include EpicParticles, since it's already a retail package. See http://wiki.beyondunreal.com/UE2:Texture_Package_Reference_%28UT2004%29.

Also, you included XGame_RC.u, but that is also not necessary.
Besides that it has a different size than the one I have here, so maybe your file is corrupt and can break the online compatibility of the other players if they download and replace it.

Packagenames with "X" are usually retail packages, as they indicate the former cooperation between Epic (that's why EpicParticles is obviously retail too) and Digital Extremes.
Last edited by: crusha_k_rool Jun 06, 2010 2:11 PM
foibosPM
#4
Jun 06, 2010 5:14 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
At least these files are requied except the Omni vehicles.

http://files.ww.com/files/68347.html
kentaroPM
#5
Jun 06, 2010 5:30 PM
Kentaro Member - Joined: Mar 21, 2010
Posts: 205
Foib', can you give the log of the first try online please?
I think there's a lot of work to do here

In resume, what need to be change in this map?
crusha_k_roolPM
#6
Jun 06, 2010 5:46 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Here just some things that I didn't mention online in that way:

-Add location names, it's something I don't want to miss in an ONS map. (ok, I said that already).

-The water surface at the core sucks. Because you can't see players or projectiles below it. The author forgot to set the diffuse texture also in the opacity channel of the shader. The thing is myLeveled, so you can do that quickly.

-SurfaceTypes… do not want to say this ever again. *cry*
At least does this map offer the opportunity to set the SurfaceType also in the TerrainInfo to EST_Snow. Will give you some fine effects.

-The wind wheels are Movers, but they don't have any collision. That's pretty bad because Movers are replicated to the client because every client should have the same informations about their position because it is expected that the Mover collides with all clients (and that in the same way).
But here you have 10 Movers that actually are not required to be replicated, means a lot of bandwidth that is lost for nothing.

The solution is simple: if a Mover doesn't have any collision, then it doesn't need to be replicated to all clients and therefore can be a ClientMover.
Now would it be pretty hard to delete every Mover manually and to place a new one and configure it properly with the settings of the old Mover, so there's a trick how you can do that in under a minute:

Open an empty TXT-file in Windows. Now select all Movers in the map (by using the context menu, you know that already). With all Movers selected, press CTRL + C to copy them. Now paste them into the TXT-file in Windows with CTRL + V.
You should get something that looks like

Begin Map
Begin Actor Class=Mover Name=Mover0
BasePos=(X=3076.000000,Y=-18852.000000,Z=186.240234)
SavedPos=(X=-12345.000000,Y=-12345.000000,Z=-12345.000000)
BaseRot=(Roll=16384)
.
.
.

so you should have 10 entries like this.
See how it says "Class=Mover"? All you need to do is to replace Class=Mover with Class=ClientMover (and optionally Name=MoverN with Name = ClientMoverN) and that for all the entries there.
Then highlight the whole text and copy it with CTRL + C.

Now delete all the Movers in the editor (they are still selected, so press Del) and press CTRL + V then. Now all are replaced with ClientMovers.
foibosPM
#7
Jun 07, 2010 3:06 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
kentaroPM
#8
Jun 09, 2010 5:29 AM
Kentaro Member - Joined: Mar 21, 2010
Posts: 205
I'll do all of this, thanks Crusha and Foibos for the advices.
However, what should i do with the vehicules?
kentaroPM
#9
Jun 11, 2010 11:56 AM
Kentaro Member - Joined: Mar 21, 2010
Posts: 205
crusha_k_rool wrote:


-Add location names, it's something I don't want to miss in an ONS map. (ok, I said that already).

I don't know how do this ^^'


crusha_k_rool wrote:

-The water surface at the core sucks. Because you can't see players or projectiles below it. The author forgot to set the diffuse texture also in the opacity channel of the shader. The thing is myLeveled, so you can do that quickly.


Hmmm...i don't find the channel of the shader....


crusha_k_rool wrote:

-SurfaceTypes… do not want to say this ever again. *cry*

At least does this map offer the opportunity to set the SurfaceType also in the TerrainInfo to EST_Snow. Will give you some fine effects.


I don't understand, sorry (and didn't find the TerrainInfo)


crusha_k_rool wrote:

-The wind wheels are Movers, but they don't have any collision. That's pretty bad because Movers are replicated to the client because every client should have the same informations about their position because it is expected that the Mover collides with all clients (and that in the same way).

But here you have 10 Movers that actually are not required to be replicated, means a lot of bandwidth that is lost for nothing.



The solution is simple: if a Mover doesn't have any collision, then it doesn't need to be replicated to all clients and therefore can be a ClientMover.

Now would it be pretty hard to delete every Mover manually and to place a new one and configure it properly with the settings of the old Mover, so there's a trick how you can do that in under a minute:



Open an empty TXT-file in Windows. Now select all Movers in the map (by using the context menu, you know that already). With all Movers selected, press CTRL + C to copy them. Now paste them into the TXT-file in Windows with CTRL + V.

You should get something that looks like



Begin Map

Begin Actor Class=Mover Name=Mover0

BasePos=(X=3076.000000,Y=-18852.000000,Z=186.240234)

SavedPos=(X=-12345.000000,Y=-12345.000000,Z=-12345.000000)

BaseRot=(Roll=16384)

.

.

.



so you should have 10 entries like this.

See how it says "Class=Mover"? All you need to do is to replace Class=Mover with Class=ClientMover (and optionally Name=MoverN with Name = ClientMoverN) and that for all the entries there.

Then highlight the whole text and copy it with CTRL + C.



Now delete all the Movers in the editor (they are still selected, so press Del) and press CTRL + V then. Now all are replaced with ClientMovers.


I have done all of this, but there isn't still any collision with the actors...
crusha_k_roolPM
#10
Jun 11, 2010 3:12 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
*sigh* Ok, then I'll do my best in explaining it.

Location Names:
Every PowerCore and PowerNode has a variable called 'BaseRadius', which is usually set to 2000. That means that there is already a cylindric area around the Node with a radius of 2000. Someone inside that radius will get the location name "Near Neutral PowerNode 3" in his team messages if he uses them.
Now we want to increase that effect. Therefore we place a simple Volume (no PhysicsVolume, just a Volume) that covers the area in which we want to use this effect, so basically it should enclose the Node.
Now we give the Volume a 'Tag' and set this Tag also as 'AreaVolumeTag' of the PowerNode/PowerCore we want to be associated with that Volume. A Volume then simply acts as enlarger collision radius of an actor and will delegate Toucn and Untouch events to the actor.
Now you can set a LocationName in the Volume, if you want (it will only be used if that Node is not active in the current linksetup because otherwise the message that I described above is used).
But even more important is the Priority of the Volume, which is a number. If two Volumes overlap, then the Volume with the higher priority will be used for naming the location.



Shader:
See this picture.


As you can see, the Shader has an Opacity channel in which I put the same texture. Although you might want to use a greyish texture to get the same result at every place of the texture. Here is a masked texture used and that's why it works, but you can't really use that at your water texture.

To enter the texture in the Shader, just select it in the Texture Browser and click on the Use-button next to the "Opacity"-entry in the preferences of the texture that you see in the picture.
In that picture you just see the "Material"-channel because I selected the FinalBlend there and that one only accepts one Material, which is the Shader here.



SurfaceTypes:
Well, Epic didn't implement a search functionality in the editor just for fun. Click this button and type 'TerrainInfo', then it will list you the Actor. Doubleclick on the entry to jump to it in the Viewport.

In the TerrainInfo's 'Collision' property group, you set SurfaceType to EST_Snow. Fine.



ClientMover: The purpose of that change is not that it collides with something, the purpose is that it doesn't use bandwidth to get replicated to the clients because it doesn't collide. Why should each client have exactly the same information about the current state of the Mover if the Mover is only something optical. He doesn't need to know about how it's current state on the server is because none of his projectiles has the chance to get blocked by the real server's information.
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