1944 Nordwind 2


(Mateos) #1

Hello,

As KeMoN suggested me, and since I have more and more questions/issues, I will make a whole thread for everything…

I’m reworking the +KOMMANDO+ map 1944 Nordwind, to fix some bugs, balance the gameplay, and add some features, like make it more realistic (A tiny Warehouse, tiny barn with just one bail…), adding 64 slots servers support (22 spawn points maximum on original)…

So far few shots from editor, with correspondent changelog:

  • The First Axis Spawn: Axis can now spawn up the metallic barrier, protected from SK that way. There will be a non-breakable window so they will be able to see what’s happening out without shoot from et get shot into. I will add a door on the right, hidden by trees, with a patch mesh to join the main road. The metallic door will open on Axis Win case, let the Truck get through, then close. That’s all I want to do, I hope I reach that objectives…

  • The First Allied Spawn: Bigger, has 32 instead of 16 spawn points, will have some beds, tables, chairs, has unbreakable windows, more doors to exit it easily.

  • The Barn: bigger, will be an Allied Spawn, while Truck has passed the First Truck Barrier, to help them stop it. It was tiny, now it looks more like a barn, you can compare it with original one if you want. The house just near is now accessible, with breakable windows to have a quick access to the road, but they could also shoot from spawn… A quick grenade from engineer for kill spawn campers, or too much time to reach Truck and stop it at time, what choice… The Barn has a second level with an opening, where the bails are put in it. The interior looks like a real WWII barn, suggestions are welcome, I like details! A the lowest stage, the heavy weapons are on a table.

  • The Warehouse Spawn: Will be enabled by Axis-only CP while its door will be destroyed. Increased a lot the size of the spawn area, will add some stuff to make it looks more like a warehouse, with a little work table on a corner: the only light source at the bottom, with a nice _lightscale… It has now 32 spawn points, Axis aren’t out with spawn protection now.

  • The Tank Depot: As it’s Axis stealing an Allied Tank, I’ve replace the Jagdpanther by a Churchill. I hesitated to put it inside, so the top entry of Tank would match the first stage, realistically, but Axis will never get in alive. Spawn commanded by Allied-Only CP. 32 spawn points instead of 19. Windows will have unbreakable windows, or I let a opened breach in Barn, with just clipped Fuel Dumps barriers, to allowed Covert-op to snipe these windows in case of spawn campers?

  • The Allied Spawn Tunnel: Will have a MG at the top, hidden by trees… Accessible through Allied-only door, disguised Axis Covert-Ops can take it.

  • Mountain Tunnel: A tunnel in a valley, why? Will add a part of terrain of the tunnel, inside new lighting with the one you can see in Warehouse and Radar last Axis Spawn.

  • Fuel Dumps: Just increased door on the right, maybe with a window or two…

  • Cabinets and unused house near Warehouse: Maybe I will open the house, with windows, to help Allies defend, maybe a constructible ladder for Axis, they will not be able to look at Allied Spawn, too much trees. Moved the little walls around the cabinets house.

  • Truckyard: Allied Door will be Disguised Covert-Op protected, I made its skin. In front, the door will be dynamitable, to allowed Allied forces to reach the Axis CP without have to run through their spawn, and stop them from running to the balcony. The opened door of this room and the walls are TJ protected, with some CLIP brushs. Even if an Allied guy accidently let an Axis player get in, the Truck will not move through the undestroyed Truckyard Gate (I guess it’s scripting issue).

  • General:

  • The back wall of the First Allied Spawn… Maybe a back-way to the Truckyard?
  • All the buildings will have electric cords from the generators (Near the Allied CP), which will make noise (Also have to learn this).
  • Same for fuel dumps, with some furnaces.
  • The road will be made with patch mesh (Have to learn them); In original, the road texture was directly put on the terrain.
  • First spawns of both teams will be hidden with trees to avoid SK, also unbreakable windows to avoid shoot from/into them.
  • Tank will stop often while destroyed, instead of running 6 meters before stop…
  • Will correct vehicles noise, even if destroyed or not running they keep the running noise.
  • Weather changing: the biggest thing I want to implement. Five minutes after Tank repairing, start of little thunder noises. While it will pasts the Tank Barrier (Same location as first Truck one), fog would appear, with rain and more thunder (Tell me if it’s possible). I would also like to have a changing skybox, but I guess ET can’t. And while Truck stolen, even more fog, rain and thunder. Apocalypse if for Truck has past the second barrier. The metallic barrier would be closed with an electric cut. This if for events, I plan if all of this is possible to do same with conditionals, if Axis never repair tank it will be fog and rain with little thunder.

That’s all for map changelog and description. Now my question :stuck_out_tongue:

It seems that the ET EasyGen Templates does not support textures scaling. With Standard and Q3Map2, I have “tcmod scale 0.468 0.468” but not with ET templates. And EG does not save the changes when I hit +/- and save… Any idea? Ingame while compiled it looks to much texture-repeated…

Thanks for reading and for all your help, suggestion are welcome!

Mateos.


(KeMoN) #2

Nice changelog Mateos. I like the things you’ve planned for the map.
Still I have two questions about your plans
> Do you keep the textures +KOMMANDO+ used when he created the map or will you use others?
>Do you keep the name 1944 Nordwind 2 ? What do you think about simply Operation Nordwind?

I don’t know why your EasyGen does’t scale the textures…mine did. Maybe you’ve forgotten a step? You might want to have a look at that. I suppose you know all this, but maybe you recognize your fault during reading it again?

You said you aren’t familiar with patches yet… Maybe that prefab helps you out? (original page)


(Mateos) #3

Thanks :slight_smile:

> Yes, I just removed one wood texture which were used one time by a core one, and the rests of 1944 Huertgen packed with this map but unused.

> Well, +KOMMANDO+ has named it 1944 Nordwind, I’m just remaking it, so I name it 1944 Nordwind 2, as some map series (Adlernest, Supply, …).

For for the links, I will learn them :slight_smile:

In preview it seems the WolfET template has missing texture scale args, and I’m sure I’ve the lastest templates (From EG website)… Maybe not :confused: It misses the tcMod scale it’s sure, but adding it manually without any knownledge does not work…

Edit: The templates I use are from December 2003, maybe there’s more recent ones? In a past test map I’ve the tcMod scale args… What the…


(Mateos) #4

Hi there,

I’m looking for a clear and complete tutorial about spawns… I tried to see how it was made in Radar, Oasis and FuelDump, but it seems they’re all done by differents ways… Sometimes there’s a targetname, sometimes not, I can’t sort out the difference between a spawn available OnMapLoad and an other activated later: in map source, FuelDump second Allied spawn it enabled OnMapLoad, I guess it is hidden in the script, or am I wrong? >.>

So far I’ve finished the First Axis Bunker, the Barn, the Mountain Tunnel, and I’m now on the Warehouse.

Edit:
SD Wiki one seems nice, it applies fine on Oasis and Radar, but is contradictory with FD…

Edit 2:
Unbond spawn points from team_WOLF_objective by removing their target/targetname/scriptname (It’s the default spawn), added a info_limbo_camera, his target value is the same as the targetname of team_WOLF_objective


(Kic) #5

Mateos why you dont use tutorial maps by EB ?


(Mateos) #6

Sorry, but who’s EB?


(Kic) #7

Here is that Eb tutorial map pack - tutorials in map and bsp file, include readme and ingame help http://www.sendspace.com/file/2iz1zj , sorry missing some maps like 1st_room_lights_door and 1st_room


(Mateos) #8

Thanks, the Spawn Exchange will help me avoid the crash I have while testing :), and the other stuff will help me finish quickly the remaining stuff… Has he a website?

Edit:
No more crash. But I spawn on the bad spawn, and in game manager spawn part I have set the correct description in the yellow entitie, same in script, with 0 for Axis… It has wait 1000 just before, maybe it’s too much?


(Kic) #9

Here is splashdamage page about this EB learning maps http://www.splashdamage.com/forums/showthread.php?t=10599&highlight=learning+tutorial+.maps%2F.pk3's


(Mateos) #10

Hi there,

The stuff advance slowly, but it gets better and better…

I have a weird issue I woudl like to correct: I’ve made some breakable windows, all the same (Copied/Pasted). All the faces are NoDraw, just one with the Window texture. I can run through certain windows without destroying them, and some others need to be destroyed to run through o.o I can’t see what’s wrong…


(mortis) #11

[QUOTE=Mateos;278705]Thanks, the Spawn Exchange will help me avoid the crash I have while testing :), and the other stuff will help me finish quickly the remaining stuff… Has he a website?

Edit:
No more crash. But I spawn on the bad spawn, and in game manager spawn part I have set the correct description in the yellow entitie, same in script, with 0 for Axis… It has wait 1000 just before, maybe it’s too much?[/QUOTE]

Autospawns must be set in the first three server frames (150ms), or else you may get wacky spawn behavior…1000ms is far too long a wait.


(Mateos) #12

It has 150, I took exemple on other scripts :slight_smile:


(Mateos) #13

Hi there,

I’ve finnaly merged the terrain with the buildings, still few issues but seems well.

I would like to resize manually the terrain textures through the shader, as EasyGen fails (tcMod scale does not work, it is also wrote in the txt of EG) So I tried several commands, like q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) or q3map_tcMod scale 0.946 0.946 (0.946 based on the EG tcMod scale value), no one work.

Also, I don’t clearly understand the all syntax of the shaders, I can see why it is wrote like this, but not enough to edit it correctly… So if somebody with some patience have time to explain me how I can do this resize?

Thanks in advance,

Mateos.


(Mateos) #14

Thanks for help, q3map_tcMod scale works, it just needed to be up 1 to work…

Now I’ve made some more stuff, as adding forgotten entities, as the infonull tank_sound (That way I fixed Tank sound/anim, which was continuing even if the Tank were destroyed), scripted the cams, the spawns… I have one thing left to get a working map. The Kommando way work in 1944 Nordwind but no longer in my version, and I don’t know why… So before rewriting it later I would like to have a temporary fix for test purposes.

The issue is the Truckyard Gate. Before it was a Mover, I’ve switch it to a func_explosive like in Goldrush. It’s scriptname is truckwall, and here is the related script part:

truckwall
{
	spawn
	{
		wait 150
		setstate truckwall_blast invisible
		setstate truckwall default	
	}
	
	trigger death
	{
		wait 200
		alertentity truckwall_blast
		setstate truckwall invisible	
	}
}

When the Tank reach the last spline, there’s:

trigger truckwall death

I switched to func_explosive because it wasn’t working as mover. The Gate does not disappear, and there’s no explosion. If I set it a health value other than 0, I can shoot it and make it explode.

Later I will make the Tank turret anim and shoot, based on what i see on Goldrush, but for now I would just like to have this Gate dispearing in an explosion while the Tank reach the last spline.

Any idea what could be wrong? If much details are needed, just ask :slight_smile:

Thanks in advance!


(ailmanki) #15

With the details given, I can say that all you do is set the truckwall to invisible. I have no idea what truckwall_blast is though. I guess before that thing did ‘explode’.

If your func_explosive is the ‘truckwall’ entity you need to alert it - to blow it up. So instead of ‘setstate truckwall invisible’ - ‘alertentity truckwall’

I seem to be unable to load chruker’s page, so dunno about the spawnflags if they have any relation…


(Mateos) #16

Thanks, yesterday I took a look into Goldrush, in my script the alertentity was the target_effect (truckwall_blast), and the func_explosive was set invisible.

When the Tank reaches last spline, there’s:

trigger truckwall death

Just after, I’ve set a wm_announce, but it isn’t displayed ingame. I verified that the script spline was the same as the ingame one, and in both it’s 37… Note it works in original map, but I changes the wall from mover to func_explosive.

And modified as you said we have:

truckwall
{
	spawn
	{
		wait 150
		setstate truckwall_blast invisible
		setstate truckwall default	
	}
	
	trigger death
	{
		wait 200
		alertentity truckwall
		setstate truckwall_blast invisible	
	}
}

But no explosion. The wall, with health 0, can now be destroyed by bullets…

I will try to reach the website you said through Internet Archive, thanks :slight_smile:


(Mateos) #17

I’ve added some wm_announce on the last splines. The Tank seems to reach the 37 and 38, but not the 39, the last spline. I’ve also noticed a decay between the Tank and the clipweaponmetal brushes, I can run through the back of the Tank and can’t touch the front, in radiant there’s no decay… So maybe it does not work because the Tank does not reach the last spline…


(shagileo) #18

That last spline is needed to make the tank stop/halt at its final destination (that’s the easiest way to explain)

If the actual last spline would be used, the tank would make a very odd movement and disappear somewhere random in the map
At least that was my experience years ago when I actually used the last spline.
The tank would make a stop, blow up some gates and then suddenly it disappeared in some random place.

It’s just one of those things you have to accept without thinking all too much about it :smiley:


(Mateos) #19

I’m wondering why in Nordwind it works and not in mine o.o

Well, I’ll set the blowing stuff the the before-last spline… I’l lsee if it works that’s way, thanks!


(Mateos) #20

It worked! The Truckyard Gate is not destroyed when Tank reaches this spline.

The Axis weren’t able to repair the Truck, fixed. Now, they can’t escort it…