Steedium Mines b3


(Violator) #1

I’ve been putting some effort into a new version of the map, mainly with the aim of fixing the problems with the mining laser obj. Please post any known bugs, issues, constructive suggestions / comments here.

Changelog so far:

Removed gantry by popular demand as was making it too easy for GDF to defend.
Changed pit area so that its still requires accuracy to get to the laser but there are two clearly defined routes around it to the docs vault. If pit doesn’t work I’ll consign it to the failheap and go back to the pre-pit days.
Fixed pit of doom not dying issues & added obituaries
Fixed GDF initial spawn hut dissapearing at distance by adding minvis.
Added model for ice sheet surround.
Turned the room overlooking the crate vault into a lab.
‘You have transmitted the data’ for the crates to a more meaningful message.
Custom GUIs for the crate terminals.
Progress bars for the crate loading now works for all three crates.


(AnthonyDa) #2

[quote=Violator;215461]Custom GUIs for the crate terminals.
[/quote]
Ideas stealer !


(SebaSOFT) #3

Great Vio, can’t wait man


(light_sh4v0r) #4

Sounds good indeed.


(.Chris.) #5

We need a thread about custom gui if we plan to use them cause of conflicts and mod priorities. Will explain more tomorrow, bed time!


(Violator) #6

That would be a good move.The gui for the consoles has been on my to-do list for a while but finally got round to doing it last weekend. I made my own one using a mix of the GDF hack and one of the strogg panels (‘maps/viomine/oreconsole’) so it shouldn’t conflict with anything (it just uses vanilla assets) but would be good to have some confirmation of that. In the meantime some screenies.


(.Chris.) #7

Actually I dont think it is an issue with these .guis as they dont include ‘proper’ custom stuff like I tried with Radar HUD guis which wouldn’t work when used with any mod as the mod’s version of globals.gui would take priority over the map’s version and so on, would need testing though to make sure it’s working online though.


(Violator) #8

Thats cool - I was trying to change as little as possible from vanilla. Last thing I need to add to the map is bot support, I’ll have a chat to Donnovan about that one :). Also the more I think about the laser pit the more I want to get rid of it, so I’m going to get rid of it :).


(Scrupus) #9

+1 for pre-pit :wink:

Rest looks cool :slight_smile:

About conflicts, I’ll think it will work fine as long as you don’t override any of the existing files inside the vanilla (or mod/other maps) pak files. If it can be done only by adding new files, it should work without conflicts.


(Violator) #10

Pit has been removed now. The gui I’ve made sits in its own file + the pak doesn’t modify any vanilla files.

Changelog:
Pit replaced with rocks. Water lowers to bottom of this pit so added cushion so strogg don’t die if airbrake isn’t applied (as long as they hit the water ;)).
Added more visportals for optimisation esp. around the pit, mine shaft and access tunnel exits.
Fixed rock column with light as you go down from mineshaft from sticking out into the outside causing ambient-fighting.
Added small steps at hole made by laser at back of vault so that jump through hole is no longer fiddly and annoying.
Players can jump through lab window from both sides (once it is broken after laser has fired), this should open up a 3rd route to the docs for both teams.


(Donnovan) #11

You gave a real scary feel to the cave! Nice shot!


(Violator) #12

As no-one has posted any problems with this map I guess I will make this final.


(.Chris.) #13

Hard to comment on something not released.


(AnthonyDa) #14

I’m sure was beta tested a lot by the “construction site” mapper team.


(Donnovan) #15

But this do not substitute your test. Go now and test it, its a order!


(Violator) #16

I was hoping to call your bluff Tony and you’d post up all these 1000s of bugs you keep going on about but no such luck :wink:

EDIT: script entry point. fail… conflicting version. it works now yay.

Question is - bots or no bots for next release?


(SebaSOFT) #17

I would like to playtest it with bots, Vio, could you do that?

Judging for how the AI behaves (it’s not you fault Vio) I fear the lemming effect falling through the laser hole.


(Violator) #18

Yeah bots would be good and yes I did wonder about the lemming effect so I added a cushion brush at the bottom of the pit so they hopefully shouldn’t die. I had thoughts of adding a spiral slope around the edge of the hole as a slower safer route down but didn’t get in the way of any current cover spots / angles, at least to the upper ledge. Hail or fail?

I have a problem with the gui progress % not stepping in vanilla (it stays at 0%) but thats the only prob I’ve found so far.


(SebaSOFT) #19

What about a set of stalactites? so you can cover the Strogg falling through the hole?


(.Chris.) #20

If you need some human to walk around the map I’m available all this week, got week off but someone thought it be funny to give me illness! (looking at you jesus!)