Hydro Dam v2 ET - Final


(Shaderman) #1

–> This post was edited for the final release of Hydro Dam v2<–

This is a conversion of the popular map originally done by Teal’c for RTCW which is still running 24/7 on several servers.

Teal’c gave me everything needed to convert this map to ET (thank you ;)). My goal was to keep the look & feel without “lending” anything from RTCW. There are no ET features built in (ie command post) to hopefully keep the original gameplay. This conversion is 100% done with ET textures and models. I would be very happy to get any kind of feedback to shaderman at gmx.net.

The most important changes from Beta 1 are:

  • Endgame bug fixed
  • It’s possible to set a time limit with a server side cvar. Now it’s easier to run the map either in stopwatch mode or in a campaign. See the readme for more information.
  • New command map
  • The truck is moving when Axis win
  • lots more…

The map can be downloaded here.

Description:

Dual objective - almost symmetrical - no timelimit.

Axis objectives:

[ol][li]Blow up the Allied door
[/li][li]Get the gold
[/li][li]Bring the gold to the truck[/ol]
[/li]Allied objectives:

[ol][li]Blow up the Axis door
[/li][li]Get the secret war documents
[/li][li]Bring the secret war documents to the transmitter[/ol]
[/li]

Specials:

  • Location names are supported with ETPro >= 3.1.8 (thanks to the ETPro team!)

Some screenhots (click for a 1024x768 resolution):

Shaderman


(fidel castro) #2

nice one.

i’ll test it tomorrow. keep on working :slight_smile:

greez
fidel


shaderman knows the fact, but think the rest of the users not:

there is a second hydro dam map upcoming for ET.
“Add” had contact with teal’c too and was working long time before
on handmade rework of the map without source.
later with the agree of teal’c.
atm im helping him to finsih this second hydro version.
it will be another style of hydro.
more et features and not 1:1 from rtcw.

we (add & me) were in contact with shaderman, so we have planned…
lets say: 2 versions, each with its own character.


(Fusen) #3

looks nice


(Xam) #4

Looks good!

Mirror: Hydro Dam V2 (beta 1) @ ETGamers.com


(M8DAirsteel) #5

Hey@all
First of all nice work with that map!
But there is a bug allies can not win that map only axis,then allies transfer the oby nothing happends thats all!? :beer:


(Shaderman) #6

Thanks for your replies, I hope you enjoy the map so far.

@M8DAirsteel
I’ve played the map a lot in many tests before and after the release now and never had a problem with finishing it (you’re the first one reporting this). Even if it sounds stupid, are you sure the objective went to the right point :eek: ? It’s sometimes hard to see which direction one has to go but i’ll catch up Iffy’s proposition and add some red and blue signs.


(M8DAirsteel) #7

Of course both doors was blown the allieds transmit the oby and nothing happends! i was not alone it was on a big server from M8D very strange that i must say,maybe there is bug then both doors are blown! did you test that?


(Shaderman) #8

I think I’ve tested every combination now but can’t repruduce it. Could you send me a demo please so I can see what happened?


(M8DAirsteel) #9

Very strange i try to make a demo and do exactly same as on the M8D server and now it works!? i blow one door get the oby it works,and i blow both doors and it works :banghead: lets see maybe some other people have see that… sorry then


(Shaderman) #10

No problem M8DAirsteel :wink: I need more feedback. No bugs? Everything is “perfect” with this map? No ideas? No hard words? Anyone?


(Tealc) #11

It’s a little unfortunate that 2 versions are being made but it is kind of my own fault. After five months of giving it to Add I heard nothing, no reponses from emails, nothing. So when Shaderman and I were chatting about mapping I mentioned Hydro and the dissapearance of Add and he said it would be interesting to make the map for ET so I gave him the source too.

We will have to wait and see how they fare together, although I suspect the balance and simplicity of the original will be a key factor, at least for me if I play ET again.

If only ET didn’t crash my computer all the time then I could take a good long look at it.

Bugs:-

Damage to player after dropping from forward spawn positions. (gravity different in ET?, if so then raise the boxes a few units)

Player can no longer jump some walls that were possible in Original (this is quite important I think as it damages the flow across the bridge) - Specifically the bridge’s low walls on the tower side(image …dam2_s.jpg - right side) . (again it could be justified to lower the walls to compensate)

Don’t know if it’s just me but the water seems that little too bright and looks a little strange on the tower side with the swell of the water shader (grey areas apparent).

Truck needs to be working, (probably already on the to do list)

Didn’t get the ‘special’ rooms to work, it maybe have been because I couldn’t find the switch though.

Otherwise a very good conversion, it feels just like home to me.

Teal’c


(Shaderman) #12

@M8DAirsteel: You’re absolutely right, I’ve seen this bug tonight and will try to reproduce it. There are two other really strange things with resetting the status of some objectives and a remapped shader after the map starts again. Must be something with the script :frowning:

@Tealc: Thanks for your reply!

Bugs:-

Damage to player after dropping from forward spawn positions. (gravity different in ET?, if so then raise the boxes a few units)

The gravity value in the worldspawn is still the same and afaik there is no difference between RTCW and ET. After playing the map on several servers now (thanks to the guys giving Hydro Dam a try), I recogniced this on one server. I think the gravity must have been forced by the admin in this case.

Player can no longer jump some walls that were possible in Original (this is quite important I think as it damages the flow across the bridge) - Specifically the bridge’s low walls on the tower side(image …dam2_s.jpg - right side) . (again it could be justified to lower the walls to compensate)

Same thing imo.

Don’t know if it’s just me but the water seems that little too bright and looks a little strange on the tower side with the swell of the water shader (grey areas apparent).

The water isn’t perfect yet and is still on my to do list:)

Truck needs to be working, (probably already on the to do list)

After a little break I’m working again on the map now and this was the first thing i’ve deleted from the to do list :smiley:

Didn’t get the ‘special’ rooms to work, it maybe have been because I couldn’t find the switch though.

Everything is still in place - try it again :wink:

Otherwise a very good conversion, it feels just like home to me.

Thanks for this compliment :banana:


(Oxygen - o2) #13

nice, i never liked this map too much in RTCW

whats different?


(Shaderman) #14

whats different?

It’s up to you to find it out :stuck_out_tongue: Ok ok I’ll quote myself :smiley:

My goal is to keep the look & feel without “lending” anything from RTCW. There are no ET features built in (ie command post) to hopefully keep the original gameplay. This conversion is 100% done with ET textures and models.

I think the only really new thing is that you can use mines on very little places and the new weapons in ET (mortar, rifle and mobile mg) make it really interesting.


(Juno_Who) #15

Hey Shaderman,

We are currently running Hydro Dam on our 64 ETPub server and have encountered the bug that was mentioned but are unable to replicate it. Allied blew the door got the docs and transmitted them but didn’t win, Axis on the other hand didn’t blow their door yet. I was sent the script fix (I haven’t checked the file yet but will after posting this).

We love the map and am going to leave it in til we figure out how to fix the bug. Oh…the map went on for almost 2 hours before Axis finally won :slight_smile:

With your permission we will look at the script too to see if anything shows up. There are several mappers that are members of our forums. Thanks for the port of a classic map.

Mark (Juno_Who… Owner Whosgaming.com)


(Chruker) #16

I played the map on Juno’s server last night, however he must be talking about a different encounter with the bug, cause this time it was that axis that couldn’t win. This is what happended as far as I remember.

BTW, have you thought of just setting the timelimit to 1 or perhaps to 999. That would avoid the usual is this dual objective confusion.

  • The map ran for 34 minutes without any doors being blown.
  • At 1:30 the axis planted dynamite and the door was blown.
  • Of cause I can’t remember if allies had blown the axis door before, axis stole the gold.
  • Anyway the axis steals the gold, but drops it 3 times on the way to the truck.
  • Gold carrier and 3 others runs to the truck, but nothing happens.
  • Of cause now there is no gold. And its not because the model i missing or anything like that. I checked as axis.
  • Anyway the allies does their thing and wins after 2 hours and 15 minutes.

BTW, while writing the list something occured to me. The wait 3000 statements are to blame. The script execution blocks for 3 seconds. However if either flags are captured or the other door blown, the script execution moves from waiting the 3000 msecs, to handle the flag capturing. However it will never returns, and thus not ending the map.


(NazzcaPro) #17

My Axis team, I included - managed to reproduce it a couple or so hours ago and recorded a demo which I forwarded to Shaderman. This was specifically the Axis bug, when they brought the objective to the truck - the announcer said it was secure and it disappeared. Another clanmember of mine on my team noticed it said to “take your knife out before you step onto the truck to finish the round.” He did that and it successfully finished the round (as Axis).


(Shaderman) #18

Thanks for your responses guys!

Nice to see that there’s still someone interested in this map. I’ve stopped working on it some weeks after the release of the beta because I was… hmmm… frustrated. I’ve got only a vew responses till this day and not many people were willing to help finding this bug. Anyhow I made some changes in the script which I’ve sent to some admins but unfortunately I never got feedback then :frowning: I saw no reason to go on with this projekt with this lack of interest.

@Juno_Who

have encountered the bug that was mentioned but are unable to replicate it.

This is exactly my problem - I wasn’t able to replicate it and I can’t say how often it appears. From the responses I’ve got so far I can only say that Allies and Axis were affected.

We love the map and am going to leave it in til we figure out how to fix the bug.

I’m grateful for your support! Maybe you try the script you’ve got now and see if everything is fine. I’ve changed some things regarding the endgame sequence and think the problem should be solved. If not, I’m of course willing to put some time into this project again if I get the support I need :slight_smile:

With your permission we will look at the script too to see if anything shows up. There are several mappers that are members of our forums.

It’s absolutely ok if you want to help! Noone needs “permission” if he tries to help improving this map (I think I can speak for Teal’c at this point too - he’s the one who did the original RTCW script and should agree).

@Chruker

BTW, have you thought of just setting the timelimit to 1 or perhaps to 999. That would avoid the usual is this dual objective confusion.

You’re right. I already had the same idea and raised the time liimit from 35 to 666 minutes in this modified script.

The wait 3000 statements are to blame. The script execution blocks for 3 seconds. However if either flags are captured or the other door blown, the script execution moves from waiting the 3000 msecs, to handle the flag capturing. However it will never returns, and thus not ending the map.

I agree. This objective part of the RTCW script wasn’t modified by me, so the wait 3000 are leftovers which I already removed in the modified script. But thanks for pointing this out anyway!

@NazzcaPro

My Axis team, I included - managed to reproduce it a couple or so hours ago and recorded a demo which I forwarded to Shaderman.

See my mail please - it was the wrong demo :stuck_out_tongue:

Another clanmember of mine on my team noticed it said to “take your knife out before you step onto the truck to finish the round.” He did that and it successfully finished the round (as Axis).

:eek: Must have this demo… :moo:

Btw, I’ve put the modified script on my webspace. You can get it here

Thanks for your help guys!

Shaderman


(Chruker) #19

Quote:
The wait 3000 statements are to blame. The script execution blocks for 3 seconds. However if either flags are captured or the other door blown, the script execution moves from waiting the 3000 msecs, to handle the flag capturing. However it will never returns, and thus not ending the map.

I agree. This objective part of the RTCW script wasn’t modified by me, so the wait 3000 are leftovers which I already removed in the modified script. But thanks for pointing this out anyway!

In that case any servers running with the scriptfix, will not have the problem where a team can’t end the game.

Finally consider changing the filename of the scriptfix pk3 to something like: am_hydro_dam_b1_scriptfix1.pk3

so that it doesn’t overwrite the actual map.


(NazzcaPro) #20

According to Juno and a few others on the Whosgaming server - the script fix fixed it. We’ll let you know if the problem happens again.