Construction Community Map Dev Thread


(SebaSOFT) #301

Thanks Don, you are an awesome teammate, and has always believed in me and the project. You have made this project, your own.

I’m not sure about the territories brushes and I didn’t see them in long time. I’v placed the Capturable Territory as the 4th territory, pushing the other ones to the 5th, 6th and 7th place.

Don, do you have the deploy spot blended in the megatexture? I really think the deploy "hints"to be shown in the command map and not in the megatexture.


(Donnovan) #302

Seba, The territory work fits greatly the deploy areas.

About the old territory logic (Beta 1, picture 1):

  • T01: Strogg Hub, Base. Always with strogg.
  • T02: Red house / Hotel / Tunnel. Always with strogg.
  • T03: Construction site. With GDF, until strogg destroy the barricade.
  • T04: The city. With GDF, until the strogg first touch the data brain.
  • T05: The University. Always with GDF.
  • T06: GDF Base on Fort. Always with GDF.

See that the two strogg forward spawn does not mess with territoryes.

Now we have 7 territoryes (a new territory was added between territoryes 3 and 4). Logic can’t be totally extruded. We can have (picture 2):

  • T01 (no change): Strogg Hub, Base. Always with strogg.
  • T02 (no change): Red house / Hotel / Tunnel. Always with strogg.
  • T03 and T04: Construction site (03) and Slum Block (04). With GDF, until strogg destroy the barricade.
  • T05: The city. With GDF, until the strogg first touch the data brain.
  • T06 (no change): The University. Always with GDF.
  • T07 (no change): GDF Base on Fort. Always with GDF.

Edit: Ok, i will bake the deploy areas on the command map. I will deactivate the deploy layer on the megatexture, but if you think in something, tell me. You liked the “area-ed” deploy spots, Seba?


(SebaSOFT) #303

I’m trying to figure out what’s gained with the city forward spawn now, is only like 100 meters away… perhaps a couple of Icarus or a hog. Even if the slum block spawn is achieved, I think Zone4 only should be available to the Strogg when the spawn point is captured , so they gain deplooy spots in the city.

You know what I mean?


(Donnovan) #304

Seba, i already did the brush work. Now i’m changing the script as the sugestion on the post above.

Any change, make me know.

Edit: Ops! We posted at the same time. I will read your post now.


(Donnovan) #305

Yes, i understand. This was my preocupation also.

Better to strogg own territory 4 and 5 just when the second strogg forward spawn is captured. Right?

Actually, to the second strogg forward spawn be avaliabe for capture, the strogg need, firstly, to touch the data brain. I believe this increase the valor of this forward spawn, giving hin more purpose.


(SebaSOFT) #306

Excelente! You got the point! I will leave it to your hands!


(Donnovan) #307

Update your files!!!

Seba, also, Desecrator and GDF Helicopter must be avaliable from the begining of the map?

What we have now:

On Retail ETQW: They will not show up, since the command to show up then do not work in retail.

On ETQWPro: They will show up after the strogg first touch the Data Brain.


(Donnovan) #308

You guys remember the consite performance topic?

Performance is a lot better now (the increase was increased). Some of it was archieved with very simple changes. Other needed a lot of work optimizing textures, LOD groups and references (and triangle count, with detail groups etc).

Shadows are a separated chapter, since i did, by hand, the external shadows of the City, University and big_lod.world on the Site.

Also, last update textured the University, and i believe you guys will like it a lot. Its possible to use the shadow texture with patchs, and this was a BIG help to make simple and quality external shadows on the rounded parts of the University.

ALSO! MAP CAN BE, NOW, COMPILED WITH OPTIMIZED SHADOWS 2!!! Uhul!!!


(SebaSOFT) #309

Don About Vehicles, remember my changelog:

What is that about the command onDeploy not working in base ETQW?


(Donnovan) #310

I made a dedicated server and played on it to test. Vehicle deploys worked fine, forgive about this :rolleyes: please. But the eletricity on the barricade does not go away when the generator is hacked.

Thanks for the help Seba. But you say “(after the Generator is blown)”.

:slight_smile:

Edit: I see Seba, all of then actived on “StartBarricadeObjective()”:

  // Activate Heavies/Flyers on the base (SebaSOFT)
  veh_anansi.vOnDeploy();
  veh_titan.vOnDeploy();
  veh_hornet.vOnDeploy();
  veh_desi.vOnDeploy();


(Donnovan) #311

Seba, i updated the script with the territory changes.

Can we leave the new tunnel for a next version? Or can you do it and let me tweak batches, textures?

I believe we can test it now. Don’t?

Would be great to have it released for sunday Nirvana, you believe its possible?


(SebaSOFT) #312

Go ahead with the final tweak, we will see the new tunnel later, as it is just for aesthetics…

Make sure the Goliath (Walker) is in the Strogg hub and it’s deploying at the start of the map.


(Donnovan) #313

Seba,

I updated the readme.txt file with the Beta 2 changes, can you take a look?


(SebaSOFT) #314

The readme is excelent.

One question were you able to remove the deploy old marks? I you can’t Let’s try to cover them with some photoshop magic, I can help you with that if you want.


(Donnovan) #315

You mean the deploy marks on the command map (on the megatexture is already removed)?

I will regenerate the command map. I forgot to remove the old marks on last command map update :rolleyes:.


(SebaSOFT) #316

Don, the beta2 is really strong! grat balance on the bots (the only detail was the Strogg bots not changing to Agressor after Generator Hack). We have a FINAL VERSION candidate here.


(Donnovan) #317

Final Version?

What will i do on my next vacations?


(SebaSOFT) #318

Don What I mean is actually good news. I mean that this version is already FINAL… We just have to put the FINAL RELEASE word on it.


(Ashog) #319

Nah, still needs some improvement, not much though. It has been tested only for an hour or so, not enough to check for gameplay issues.


(Donnovan) #320

Seba,

I fixed the problems you pointed on the release topic:

  • You can get inside the ramp in the generator digg using a teleport grenade. Done!
  • The square plug of the barricade can be tresspased and it’s a hidding possition. Done!

Also, my todo:

  • Fix the University texture positions. Done!
  • Fix some visible caulk textures (thanks scrupus for pointing the Uni caulk). Done!
  • Fix University missing lights.
  • Fix Site Central Building missing lights.
  • Add the Fake Closed Tunnel.
  • Fix unsolid second floor building on the city.
  • Remove mergecm 1 from lots of models that are rarelly touched, and add the model in the PK4 file.
  • Add the outdoor restaurant on the side exit of the fort (to reforce its a tourism place).
  • Fix some too much agressive LOD vanish.
  • Create some simplier structures inside LODs that cover terrain holes, to avoid visible hole.
  • Update the map image on loading screen (now, its from an old version).
  • Add shadows to the slum block buildings.
  • Work on the florest tunnel exit, it seens a bit unreal right now. Too squary and too far away from the vertical terrain mesh.