Praetoria Tease


(Diego) #41

Bah. Still have some bugs in the gun controls. They are still getting confused about when all the conditions are met to allow u to fire the gun. Gonna have to go through my script line by line to find out why it’s still buggy.

If I can’t figure it out, I’ll post some of it for help. But it’s quite a complicated thing to look at if you’re not familiar with what it is supposed to do.


(Diego) #42

Third time is the charm?

Just played Praetoria 2 with my third attempt at the gun controls scripting. This time we didn’t see any bugs with them getting confused about the firing conditions. Game was intense and really came down to allies winning it only in the last minute. Hopefully I just have a little bit of polishing to do before I release it. But we will test it more this week to make sure.

Praetoria 1 has been isolated as a separate map. I’ve updated it with the gamestate improvements that I used in Mission 2 as well as fixed a few bugs. But I think I’m going to make a few small changes to the last bit of gameplay. If that goes well, I’ll also go ahead and make the nighttime conversion. So hopefully, in the next couple of weeks you will see 2 or 3 maps released. I don’t usually have time to work on them during the week.

Praetoria 3 has been isolated and I’ve merged some of the major structural changes from Mission Two into it. But this one still has a long way to go.


(stebbi67) #43

Really looking forward to it :slight_smile:


(Avoc) #44

If you ever need someone to stresstest the map with 32 players, be sure to tell me and I’ll arrange it =)


(Diego) #45

I might take you up on that. But to be honest. I don’t think there is an ounce of gamestate improvements left for me to squeeze out of it without totally compromising the gameplay. We had between 12-14 players yesterday and the fighting is intense.


(Avoc) #46

Well, I had always planned to have an clan event as soon as you released all three maps. It tends to be great fun and our TS is always active. I’m sure you could get great feedback. Just give me a shout when you’re interested.


(Diego) #47

I think if I keep testing these things I’m never going to release them because I always find some new little thing to tweak.

We’ve been testing Mission Two for 6 months now and the gameplay is about as good as it is gonna get. It has a little bit of a learning curve to it. But once the teams have the strategy down, it is a hot potato of a fight. So I guess there won’t be a Beta release for this map. I really can’t improve on it. Hopefully, it will run on larger servers, but if it doesn’t, it doesn’t. I’ve really crammed a lot of complex scripting and entities into this one and I’ve already cut out virutually everything that is non-essential to keep the gamestate errors at bay. However, if you guys do manage to come up with a nasty bug that I haven’t found. I’ll certainly try to fix it.

For my Mission One redux, I am mostly just re-balancing the spawntimes after I made changes to the ally’s final spawn point. I’m also test compiling the night time version with the denser fog that has an improved frame rate for slower systems. For that one, it looks like I’m just going to go with the sky from Radar or a variation of it. But most of the changes for this map are bug fixes, and gamestate improvements. I’ve reduced the usage by about 8 percent with some scripting and entity improvements.

So, I’m just going make a final round of tests and pack these up and release them later this week.

But I’m sorry, you don’t get fries with that tank upgrade after all. :wink:

…But you will get 35 mb of download time.


(Pegazus) #48

35mb is not a big file to see one of my favorite maps. (praetoria mission one) Hopefully this one will be as good as the earlier one, or even better. Waiting for the release.


(Diego) #49

Well crap. Played Mission Two today and the Tank got stuck after it was upgraded. One of those glitches where it was damaged, but wasn’t registering as a damaged tank. That bug is very rare, but when it happens, the game is trashed. I need to try to find a way around that before I can release this map.


(Avoc) #50

As far as I know, every map with a damageable tank can have this glitch appear.


(shagileo) #51

Yea, happens frequently on goldrush (f.e.) at second tank barrier. You just have to wait some minutes and then it will show as damaged.


(Berzerkr) #52

Never had this bug at Goldrush, but a few times on Fueldump, Caen and MLB Temple.


(zbzero) #53

I saw that on goldrush many times!!!
Diego why not release this map or not put it in a public server for everyone can see and test it and report bugs??


(Diego) #54

Yeah, we waited a while and nothing happend. I’m going to test a script change today.

In the map, the upgrade process acts like a tank barrier preventing the tank from moving until the upgrade is complete. The tank can be damaged and repaired while it is sitting in the bay. I wasn’t there when it was damaged, but the tank was registering as alive, but totally damaged, after it had been upgraded and released from the tank bay.

I’m not sure if the tank was damaged before, or during the unlocking process. So, as a quick attempt at a fix, If the tank is damaged, I’m forcing the allies to repair it before they can unlock it and move the tank out.

Tonight I’m going to try to build a “hard reset” into the tank script. If it works, it will basically be like those cheat rooms in the MLB maps. It would require both an axis and allied player to work, but the idea is that they could activiate a trigger together that would force a call on the “death” aspect of the tank script. I don’t know if that will work or not. But it would be nice to give the players a chance to fix the tank and not skip the map.


(Pegazus) #55

[quote=Diego;194900]
Tonight I’m going to try to build a “hard reset” into the tank script. If it works, it will basically be like those cheat rooms in the MLB maps. It would require both an axis and allied player to work, but the idea is that they could activiate a trigger together that would force a call on the “death” aspect of the tank script. I don’t know if that will work or not. But it would be nice to give the players a chance to fix the tank and not skip the map.[/quote]

That is a good idea, but not all players are cooperative. Some are just being mean and so that there team could win they wont do a damn thing about it.


(Diego) #56

Yeah. But if they just want to sit around for 15 minutes and do nothing, they can. I would be more concerned about players trying to abuse it and kill the tank when it doesn’t need it. That’s why it has to be something that both teams work together to do.

I’ll set it up in a test map first. If it works, I’ll build it off the the allies spawn. Pretty hard to get abused if all the other allies kill any axis player entering the spawn.


(Diego) #57

Well, the test failed. Can’t figure out a way to force the tank to be damaged. Tried triggering the death routine and the check death routine as well as just alerting the tank killer like the script normally does, but nothing happens.

So I hope the script adjustment that I made to the tank upgrade bay is good enough.