Breakout 2 - [- RELEASE -]


(TomTom7777) #21

Ryan:
The flying tank end game animation? wow you really had to time that one :stroggbanana:
"What about spawning axis players in the train just as he comes in and they ride pass the tank "

Technically there are a couple of ways to spawn on or above a moving entity, but while machine gunning the moving spawners might be fun it would still be spawnkilling.

“I have missing textures with breakout_370??”
Ditto :frowning:


(Ryan) #22

Well, the moving spawners, I tought might spawn INSIDE the train coupé, being able to shoot through the window a bit. (I guess it very unlikely any of axis or allies will hit anything due to the speed, but it might be fun watching each other while rushing by, just second before you can leave the train and begin the assault :)) Offcourse this would need a full carriage from trooptrain cause I think the train now isnt modeled inside :wink:

(A vision of Pirates of the Caribbean pops up while the BlackPearl and that other ship are next to each other while the men on deck grawl to each other :P)

PS:
about the animation part, yea I was playing the map for a few times seeing what happends with different scenarions, having my finger on the ref maptime button :cool:


(Avoc) #23

Oh wow Ryan =D

While I belive that what you point out are indeed flaws in what we (2bit and me) see as the most detailed map we have worked on, and as such should be fixed. However, they are such small errors that I do not know if it would be worth a re-compile =D

By the way, a new version of breakout 2 has been made, just waiting for the right time to show it.

Spawning inside a moving entity would be troublesome - while it is possible, the amount of scripting it would take is simply not worth it, and the players that spawn inside might get crushed. I agree that its fun to jump onto the train and rush into the battle =)

As for the thin wheels, the map currently uses ALOT of tris - its simply not worth it to make them thicker, or to make the trains more detailed as they are simply props. Some people have even complained about fps drops around the middle of the map.

I am glad you like the map, and hope that the players on your server enjoy it too =)


(-SSF-Sage) #24

Shouldn’t be a big problem. Attachtotag line should do it. If not it only needs the followspline commands that are triggered from the trains followspline commands triggers. Not a big deal. Shouldn’t take more than couple lines if you get away with attachtotag.

It wouldn’t even need a recompile if the spawn points has scriptname and targetnames. (That’s why I added them on Heat and Quotidian ^^…)


(-SSF-Sage) #25

Kinda true, but only couple spawnpoints would be enough, since the train is moving and ppl wouldn’t get stucked on each other. You probably need a tag for each spawnpoint that you want to attachtotag to the train.


(Ryan) #26

ok, never mind about it,

But did you take a look at the tank when it goes off the road into the tunnel?
It dives forward getting players curshed who sit on the back.
And the tunnel entrance (I am talking about the railway tunnel) has some wrong brushes with the ceiling of the entrance.

Thats it :slight_smile:

(“Kinda true, but only couple spawnpoints would be enough, since the train is moving and ppl wouldn’t get stucked on each other. You probably need a tag for each spawnpoint that you want to attachtotag to the train.”) :stroggbanana:

Good work on it!
I told you about my rotation and its quit funny to see the train back from trooptrain map when you drive trough. I like it ^^

PS:
Any word from 2bit about the missing textures in breakout_371?

PPS:
I still need to test 1 animation tough.
To see what happends if the tank is past the ramp, both trains are in station and if then the walkway over the tracks can be blown…?
If so, if train 2 also departs from station before the pile of rubble is destroyed with a second dynamite?

Will get back to you on that, since I am at university atm :wink:


(Avoc) #27

-[QUOTE=Ryan;182861]ok, never mind about it,

But did you take a look at the tank when it goes off the road into the tunnel?
It dives forward getting players curshed who sit on the back.
And the tunnel entrance (I am talking about the railway tunnel) has some wrong brushes with the ceiling of the entrance.

Thats it :slight_smile:

(“Kinda true, but only couple spawnpoints would be enough, since the train is moving and ppl wouldn’t get stucked on each other. You probably need a tag for each spawnpoint that you want to attachtotag to the train.”) :stroggbanana:

Good work on it!
I told you about my rotation and its quit funny to see the train back from trooptrain map when you drive trough. I like it ^^

PS:
Any word from 2bit about the missing textures in breakout_371?

PPS:
I still need to test 1 animation tough.
To see what happends if the tank is past the ramp, both trains are in station and if then the walkway over the tracks can be blown…?
If so, if train 2 also departs from station before the pile of rubble is destroyed with a second dynamite?

Will get back to you on that, since I am at university atm ;)[/QUOTE]

Hmm, I am not quite sure about the “dive” - mostly because I have never seen it happen on my server, and I haven’t heard complaints about it before.
The only thing I know, is that there is a “kill brush” placed at the ceiling near the end of the map where the tank breaks through the barricade and wins the map for allies. This is so that if there is an allies or axis player mounted on the tank while it gets through the final spline, it would kill that player.
Are you thinking about this?

Perhaps you could provide a picture?

As for the missing textures in breakout_371 - I asked 2bit if he knew anything about it, and he told me that there are no missing textures when he plays the map on his server, and that he has not heard about it before now. Could you also take a screenshot of those missing textures?


(Avoc) #28

Breakout 2 - Version 1.3.0 RELEASED

Changes:

  1. Lowered the overall amount of portals - this should hopefully prevent any major FPS drops some players were complaining about.
  2. Made the allied CP house solid - the windows are not breakable anymore, and they are not transparent. This way the CP and the objects inside the house will not be drawed when standing from the other side of the map.
  3. Lowered the axis respawn
  4. Moved the axis bunker spawn to a more central location - they now spawn in between the two corridors.
  5. Dynamic lightning was removed - it made weird dark shadows appear all over the map, and I didn’t have the patience anymore to try and fix it.
  6. A “Bunker door” has now been placed. This door will automatically close when the tank reaches the entrance of the bunker, preventing the allies from simply jumping in from their trainstation spawn and into bunker where they can destroy the bunker debris within moments. The door automatically opens when the tank passes the bunker debris.


The doors slide up as soon as the tank is infront of the bunker.


The axis bunker spawn exits have been spread out a bit more.

DOWNLOAD
You can download the map from here:
http://www.eft-clan.com/~avoc/breakout2_130.pk3

Hope you enjoy, and hope to get as much feedback as before =)


(shagileo) #29

By the looks of those edits, it can’t be bad.
Will try out asap


(Ryan) #30

Ok, here is a picture of breakout missing textures…
(don’t get scared)


And here is the part where I get crushed…

Sitting on back of the tank driving on the road…

Then suddenly…
(lol helmet) :stroggbanana:


(Avoc) #31

For the breakout thing, I got no idea what could be the reason for that… on the tibetclan servers (2bits clan) that does not happen :open_mouth:

@ Tank: Ohh… I see. Hmm… I don’t know what the reason would be for that, but I will look into that!


(Ryan) #32

@ Tank: I believe it has to do with the sudden drop the tank makes…

@ Textures: I also have this with a map called 1944_omaha_b3.
It is looking for a shader texture or something in a folder that isnt there. I believe it has to do with blending or something, but when I run the map in a clean install on my own pc, I have no problem with it. So I guess it is a problem with a combination of certain maps?


(Wezelkrozum) #33

@ textures
Probably you have downloaded a pack with the same texturename in it as the sky and the terrain. Often it’s a small ruined map :slight_smile:
My brother has it too, in almost every map. He downloaded every possible map pack there is :eek:. There is always a fase what doesn’t show the correct texture. It’s taking a texture from a failed or rubbled mappack.

Good luck with deleting the right pack :wink:


(TomTom7777) #34

Good guess. Yes it is the shader conflict between breakout_371.pk3 and the 2 versions of breakout_et (breakout_et_b1_1007.pk3 and breakout_et_b2.pk3). They all contain the file scripts\breakout.shader and the RTCW converts will dominate since _et comes after _371. Alas those other 2 are old favs of mine and I am loathe to cast them aside.:frowning: But a workaround worked fine. :slight_smile: Now where to document this conflict so others will know hmmm…


Here is the workaround. I merged the conflicting shaders and it tested good in the major mods.

More info in the readme inside. Download and Place the file in /etmain (if you want to be able to run both maps of this conflicted shader), then rename the file extension to .pk3.


(Berzerkr) #35

If in a new version of Breakout 2 the shaderfile is renamed to breakout_2.shader the problem should be solved.
Meanwhile the fix is the cure if both maps are running on a server. :slight_smile:


(Ryan) #36

thanks man :D,
Will use this fix!

If in a new version of Breakout 2 the shaderfile is renamed to breakout_2.shader the problem should be solved.

Breakout2 runs fine, just breakout_371 has this :slight_smile:


(Berzerkr) #37

My bad. :stroggtapir:


(Ryan) #38

u don’t also have a fix for 1944_omaha by +KOMMANDO+ and bloody_omaha by TNR360 perhaps right? :slight_smile:
(Maybe 2bit could just release a breakout_372.pk3, by simple renaming the shaders?)


(TomTom7777) #39

[QUOTE=Ryan;183185]u don’t also have a fix for 1944_omaha by +KOMMANDO+ and bloody_omaha by TNR360 perhaps right? :slight_smile:
(Maybe 2bit could just release a breakout_372.pk3, by simple renaming the shaders?)[/QUOTE]

:infiltrator: We’re going way way off topic now. But I’m having a go at merging the shaders (it looks fine so far) and have posted the results (tested in the major mods) to;
My FritzBot ET thread on bloody Omaha and;
To my FileFront file page.

And then Avoc can take back control of this topic on his (and 2bits) great breakout map.


BTW 1944_omaha may interfere with other map shaders, I mean really! Forest.shader? And there is a conflict between omaha.pk3 and 1944_omaha_b3.pk3 which can’t be simply merged because they use the same names inside. The best I can do is change omaha’s shaders to be like those in 1944_omaha_b3


(Pande) #40

[QUOTE=wezelkrozum;183127]@ textures
Probably you have downloaded a pack with the same texturename in it as the sky and the terrain. Often it’s a small ruined map :slight_smile:
My brother has it too, in almost every map. He downloaded every possible map pack there is :eek:. There is always a fase what doesn’t show the correct texture. It’s taking a texture from a failed or rubbled mappack.

Good luck with deleting the right pack :wink:[/QUOTE]

Good rule to remember… always tag your textures and shaders… for example p_rooftiles.jpeg or AJ_Alphagrates.shader…

with your initials, name (see this a lot on Paz’s shaders… Paz_metal, for example), or something you recognize (phrase acronym?)