YCP Maps

All about Maps, Mods & Creating them
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deeahchur
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Re: YCP Maps

Post by deeahchur »

I realized that I missed my last planned release date, but it's actually for the best. The next build is available:

http://www.fileplanet.com/225028/220000 ... arch-2012)
Last edited by deeahchur on Fri Apr 27, 2012 1:09 pm, edited 5 times in total.
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Re: YCP Maps

Post by deeahchur »

(GREETINGS)

YCP_HQ_Alpha update available! ^^^ See above post. ^^^

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Re: YCP Maps

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I'll see if I can get something going tomorrow for you, in the way of a server. Burned out tonight from all the User Error stuff.
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Re: YCP Maps

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TronFAQ wrote:I'll see if I can get something going tomorrow for you, in the way of a server. Burned out tonight from all the User Error stuff.
It's cool. I appreciate the assistance.
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Re: YCP Maps

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D, sorry I didn't get around to setting up a server yet. I'll do it for sure next weekend, or I could even set one up earlier an evening during the week.
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Re: YCP Maps

Post by deeahchur »

It's cool. No worries. I ended up being rather busy in any case.

When I did attempt to play any map, however, I received the error that I was not running the same maps on the server. I know I downloaded the full map pack from the wiki, so I'm not sure what's not working right.
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Re: YCP Maps

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deeahchur wrote:When I did attempt to play any map, however, I received the error that I was not running the same maps on the server. I know I downloaded the full map pack from the wiki, so I'm not sure what's not working right.
I've heard this before from a couple of people. I'm not sure what's causing it, but have a theory. Would you mind helping to diagnose the cause of the problem?


If you could do these things to start with, it would be a big help:
  • From the Start menu on Win 7, type "regedit" without quotes in the search box and hit Enter. Click on regedit.exe to run the program.
  • Click the arrows beside HKEY_LOCAL_MACHINE > SOFTWARE > Wow6432Node (if using Win 7 64-bit) > Monolith Productions > Tron 2.0 > 1.0.
  • Take a screenshot of all the registry entries in the "1.0" key, and post it here or send it to me. Be sure to black out the CDKey entry though, so no one can steal your multiplayer CD-Key.
  • Also post or send your launchcmds.txt file inside the Tron 2.0 folder.
Obtaining these might help me to figure out what the problem is.
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Re: YCP Maps

Post by deeahchur »

Tg\

E-mail sent.

Tg\

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Re: YCP Maps

Post by TronFAQ »

I played the latest version of your map on my own for a little bit, and here's what feedback I can offer:

  • You said something to me earlier about a section of the map not rotating as it should. It looks like you created some new custom texture effects, but you didn't include those in the download.
  • The openings to the powerups are a bit too tight. It's difficult to get through without getting stuck quite often.
  • Teleport sound effects are at the origin point rather than the destination, so they get cut off. (We discussed this before, and I guess you haven't got around to working on this.)
  • In order to get on to a teleport pad, you always have to jump. Rather than just walk on it. You should put invisible sloped brushes in front of the teleports.
  • There's no obvious indicator, that I could see, to tell the player which of the two side-by-side telporters on each floor is up and which one is down.
  • Some of the triggers for the teleporters don't seem to have unlimited use, and stop working. Don't know if it's intentional or not.
  • There's a Cluster powerup inside a cube, which I can still grab without hitting the cube first. Not sure if this is intentional or not, but I'm guessing no.
  • On the second floor there's a large texture from the I/O Node on a control panel. Depending on what angle you look at it, it clips into the glass behind it.
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Re: YCP Maps

Post by deeahchur »

TronFAQ wrote:I played the latest version of your map on my own for a little bit, and here's what feedback I can offer:
Thanks! I appreciate your assistance and taking the time to explore the map.
TronFAQ wrote:You said something to me earlier about a section of the map not rotating as it should. It looks like you created some new custom texture effects, but you didn't include those in the download.
Tg\ This should not be texture-related, as the same texture is in use on the datablocks. This should be a rotating worldobject issue; however, if it is linked to my original rotating data wedges, which I just copied and pasted into the map, then I do see that there could be a related issue there. That can be remedied by rebuilding the data wedges but keeping the rotating worldobjects. !YES! Corrected!
TronFAQ wrote:The openings to the powerups are a bit too tight. It's difficult to get through without getting stuck quite often.
Tg\ Yes. I mentioned this issue as an existing bug. Can you elaborate on what you mean and a possible solution. I find that I encounter the same hesitation when trying to enter a space where a derezzed datablock existed, as well. Thus, I believe it has something to do with the properties of the hidden geometry. !YES! Corrected!
TronFAQ wrote:Teleport sound effects are at the origin point rather than the destination, so they get cut off. (We discussed this before, and I guess you haven't got around to working on this.)
Correct. !YES! Corrected!
TronFAQ wrote:In order to get on to a teleport pad, you always have to jump. Rather than just walk on it. You should put invisible sloped brushes in front of the teleports.
Tg\ Yes, I noticed this as well. I will correct this by creating a visible ramp for the entry area. !YES! Corrected!
TronFAQ wrote:There's no obvious indicator, that I could see, to tell the player which of the two side-by-side telporters on each floor is up and which one is down.
T-O I'm actually aware of this. I have a solution but have yet been lazy. I will be changing the extra up/down arrows that are visible inside the teleporter. The model I used was intended to eventually (for SP) be able to provide an option of up OR down as triggered. For now, the quick and short is that from the Y orientation, the outside teleporters upload, and the inside download (receive). I have the mind to also place a texture or geometry pointing to the teleporters and to what level. !YES! Corrected!
TronFAQ wrote:Some of the triggers for the teleporters don't seem to have unlimited use, and stop working. Don't know if it's intentional or not.
Tg\ Strange. Thanks for discovering this bug. Any suggestions? !YES! Corrected!
TronFAQ wrote:There's a Cluster powerup inside a cube, which I can still grab without hitting the cube first. Not sure if this is intentional or not, but I'm guessing no.
This I am aware of. I have no problem with it being reached without first derezzing the enveloping datablock, but I can fix that by placing a larger datablock. Implemented a 128 cube. Determined that exact placement is tricky and will implement an even larger datablock. !YES! Corrected! Implemented a 192 cube.
TronFAQ wrote:On the second floor there's a large texture from the I/O Node on a control panel. Depending on what angle you look at it, it clips into the glass behind it.
Tg\ Correction: Third floor in data processing. Yes. This was stated in the known bugs. I'm not sure why this is happening. My one suggestion is when I convert the texture to B/W and setting the alpha mask the issue will be resolved. A possibility that I can think of is that it is related to the direction of light cast through the windows and that the geometry is too close together. !YES! Corrected! Now converted to B/W texture!


Beyond that, what are your impressions of the level?

Edits as of 27 April 2012
Last edited by deeahchur on Fri Apr 27, 2012 2:11 pm, edited 2 times in total.
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Re: YCP Maps

Post by TronFAQ »

deeahchur wrote:I mentioned this issue as an existing bug.
Didn't see your ninja edit of an earlier post. T-D
This should be a rotating worldobject issue; however, if it is linked to my original rotating data wedges
Okay, I thought that maybe you'd created the illusion of rotation on something by using a texture effect. Since no custom texture effects were included with the download, some of them won't display properly. I speculated that might be the cause. But if you used an actual WorldModel, then I dunno.

EDIT: I noticed you included the map source. So I took a look at it. Any trouble you're having with the RotatingWorldModel is because you didn't specify a RotationPoint. You have to place a Point object for it to rotate around.
I find that I encounter the same hesitation when trying to enter a space where a derezzed datablock existed, as well. Thus, I believe it has something to do with the properties of the hidden geometry.
I remember now. You didn't have those panels over the openings before. They're new. Before, there was no trouble getting through those openings. So, yes, the addition of these is what's causing the problem.

A possible way to solve it, is to change the BoxPhysics setting from True to False on all of the panels.
I will be changing the extra up/down arrows that are visible inside the teleporter. The model I used was intended to eventually (for SP) be able to provide an option of up OR down as triggered. For now, the quick and short is that from the Y orientation, the outside teleporters upload, and the inside download (receive). I have the mind to also place a texture or geometry pointing to the teleporters and to what level.
I noticed up and down arrows on the teleporters, but the problem right now is that they have both up and down on them. Heh. So, yeah, I look forward to seeing indicators which will make things clear.
Thanks for discovering this bug. Any suggestions?
It's possible you didn't set NumberOfActivations to 0 for some of the Triggers.

EDIT: I see what the problem is now. You're using PlayerTriggers. Don't use those. Just use regular Trigger objects.
I'm not sure why this is happening. My one suggestion is when I convert the texture to B/W and setting the alpha mask the issue will be resolved. A possibility that I can think of is that it is related to the direction of light cast through the windows and that the geometry is too close together.
I'm guessing here. But maybe you added more than one brush in that area to the same WorldModel? You might try splitting that brush out from the others, giving it its own WorldModel.

EDIT: Yup, you bound multiple brushes to one WorldModel. Move the troublesome brush to its own new WorldModel, which might help.
Beyond that, what are your impressions of the level?
As I've said before, I like the B&W aesthetic. It's definitely unique. The map looks very good so far.
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Re: YCP Maps

Post by deeahchur »

I'll play around with these this week and see what I can work out. Then I will send you the new map.

For starters:

The doors were previously non-solid but were present. They are already set BoxPhysics to False. As mentioned, the datablocks that derez and the central windows all encounter the same 4 seconds of resistance when trying to push through.


What I have already changed:
  • Set the RotatingWorldModels. I hope they are set correctly, though.
  • Set the Data Processor screen under its own Additive worldobject.
  • Set larger derezzable datablock to encompass the Cluster powerup.
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Re: YCP Maps

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TronFAQ wrote:The openings to the powerups are a bit too tight. It's difficult to get through without getting stuck quite often.
So I took another look at this. I know what the problem is now. Since you adapted a prefab that was used for the rings, it doesn't work quite right for the purpose you have in mind here.

The disc rings in Disc Arena are designed to become invisible first, but still stay solid for a couple of seconds. So the player doesn't immediately fall when a ring disappears under his feet.

This is what's happening with your panels in the openings and the data blocks. They turn invisible, but stay solid at first. So even though you can't see them any more, you still can't pass. You need to modify your new prefabs. Instead of a "visible 0" command followed by a "solid 0" command a couple of seconds later in the CommandObject, you need it to be a single "hidden 1" command right away.
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Re: YCP Maps

Post by deeahchur »

I think I have the solid property resolved. We'll see how well it works now. On to the next buggie bit.
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Re: YCP Maps

Post by deeahchur »

Here's the latest map, 20120421.

http://www.fileplanet.com/225114/220000 ... pril-2012)

The following is the list of further modifications.

* Teleporters leading to other levels have up/down arrows and nbr for level destination respectively; though still using PlayerTrigger object (I know, you said not to use it) and should have infinite uses.
* Interior windows derez properly!
* Quarters doors derez properly!
* Derezzable datablocks derez properly, and each have different re-rez times based on size!
* Processor screens (now multiple) each display properly, not dimming when approached!
* LC circuit screens for recreational purposes, and added color!
* Bonus Alpha for YCP_Containment map!
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