Streets of Italy - FP1


(89blitz) #21

Amazing Detail! :smiley:


(EgaL) #22

Great Map :slight_smile: realy nice Gameplay


(Igloo) #23

Yeah, the TJs are nice here :smiley:


(Sunny) #24

Hello,
map looks great, really beautufull like in italy :slight_smile:
I noticed same things mentioned here. Maybe i have a fix for one thing with the engine of the willys starting every time again. It is not only when you use a mod, i testetd it in plain etmain…
I changed in the italyfp1.script this here:

trigger move
{
accum 1 abort_if_equal 1
trigger self m77
trigger self m76
trigger self m75
trigger self m74
...

to this

trigger move
{
setstate jeep_speakerstartup invisible
accum 1 abort_if_equal 1
trigger self m77
trigger self m76
trigger self m75
trigger self m74
...

and now it only starts when the jeep first starts or after repairing it. Maybe some people can proof this by testing.

And only one little thing, when the jeep arrives at the gold creates ā€œFireing for effectā€ is said…it sounds a bit stupid on this place, so i would suggest to remove this :rolleyes:
I added the changed script file as zip for the people who don’t want to change the script by yourself…
Greets
Sunny


(IndyJones) #25

thanks, i’ll give it a try soon. i’ve noticed a bug on etpub server - jeep icon is not visible on command map, but only on compass. damn, i hate that scripting… :wink:

there is a ā€˜fire for effect’ voice, because jeep once is escorted near tower, there is a plane that drops bomb at the tower door:

there is one more bug with that tower - allies can plant dynamite there, but fournatetly it doesn’t blow up the door. thank god… how could i miss that?

see you soon on server! thanks for hosting :slight_smile:


(Sunny) #26

Ok, but i didn’t hear the plain, so i couldn’t know where the firing for effect belongs to… but i would disable it, it doesnt’t sound good on this place (i mean the firing for effect…)


(isbowhten) #27

the jeep startup sound was no bug, it is just scripted this way.
lol sunny. you read my un-ordered script xD well this is not the way you should prevent the sound, you would ahve to delete lots of stuff that are handling that the sound only occurres if you start the jeep again.
lets only change it in an acceleration sound and add another startup sound after it got repaired.
planting on door-sound already fixed for next version fp2


(IndyJones) #28

another bug - some target_speakers are repeating themselves in certain areas. i will have to add key nopvs to them. there are also few light leaks, but that’s not a big deal :wink:

does anyone have idea for another tower exit path? i have one on my mind, but i’d like to hear something from the players :slight_smile:


(Sunny) #29

I am not good in scripting and you are right, it was not easy to understand that script (or maybe try to understand it…) …
But it worked for me and produced no error, so…
But you are right, i had the same idea with an acceleration sound or something like that. That would be a good idea i think.

I am not sure if it would be possible, but maybe a buildable ladder or a cord on the outside of the tower would be another way, maybe through the window…


(Sunny) #30

I played map 4 times and only on the last time i noticed the plane. The 3 times before i didn’t hear and see anything from the plane… is it possible, that on some places no sound from the plane is heard? I am not sure…

And an idea for another way, maybe you can make some buildable ladder or cord from here


and make this roof usable to get there

then you can get there this way and by the build ladder from the first picture

and here a buildable cord to get through the window would be an idea

And with the sound of the willy’s, the idle sound is always, even if the jeep hasn’t startet at the beginning of the map…
And maybe you can change one thing at the two ramps…would it be possible to allow the jeep passing the first ramp when the second one is not build?


(Igloo) #31

And maybe the ā€œfalling bombā€ should fall faster than now? It would be more realistic :slight_smile:

// p.s. Indy, ta struga światła z jednego okna jest denerwująca jak wcześniej wspomniałem :stuck_out_tongue:


(isbowhten) #32

hm… why isnt the jeep allowed to have idle soudn at mapstart ^^
ok that is no problem if it should not be there.
ofc bombs can fall faster. how fast would you suggest? i dont have any idea of how high plane should fly in real world, i think mcuh higher => much faster bombs … however you shall be still able to SEE the bomb… this is why we use a bomb-model ^^
i dunno if the plane sound sometimes cant be heard… i also recognized it… the speaker has much enough volume and range for 2 maps xD but sometimes isnt heard…

i think the two ramps are fine now… some kind of something new but it is up to indy.


(pazur) #33

Sunny, what graphics card do you have? I see the line in the sky on your screen-shot. What settings are you using (Low/High etc)?

I don’t see the lines on my PC gfx-card ATI X850 nor my Notebook gfx-card Intel 915GM.


(aaa3) #34

lol i see on some pics… why ppl testing maps with downtuned graphics quality -.-
and… i think bomb speed is good… and… maybe plane passing-by sound should be louder and start sooner and end later this may add to the noticeability… fireing for effects idea is good and shouldnt be removed; but maybe changed to ā€œbombs awayā€™ā€ from wolf? its a really nice voice


(Igloo) #35

It’s illegal to upload any stuff from wolf :stuck_out_tongue: Imo it’s pointless to play with the plane & bombs. There should be another closer entry to the city than one gate… the more players it’s getting more and more rushy I believe so, why not? :wink:

Greetings,
Igloo


(Sunny) #36

I think the plane is very nice idea, but i think only a view people will notice it…Bomb should fall much faster and as mentioned plane sound a bit louder and longer.
I have an gfx-card Intel 915GM in my Notebook pazur…Some settings are changed because the card is little bit to weak for good playing et…if it is important for you i can look up what’s changed.


(isbowhten) #37

you can walk around map… so need for another entrance to city (really those 5 houses you have to walk around… another entrance does not make much difference of ā€œwalking effortā€).

has anyone an idea how many radiant grids are 1 meter? ^^ then i also could look up anywhere how high a plane should fly and work out the real bomb drop’s speed.


(aaa3) #38

i decided 40 for my own use; if the player is 180cm high. but others say
http://games.chruker.dk/enemy_territory/measurements.php
and

//Map Editor scale: 1 map unit = 1 inch ; 12 (8?!) map units = 1 foot ; 36 map units = approx 1 meter
// 304,8 mm (914,4 mm, 1 yard)
// 39,37 unit = 1 meter. door 96 56 4 (ca. 2,4 m). player box 72 36 36 (182,88 cm)
(he is with 183 cm… isnt it too tall? ^^)

u could decide for 175 or 170 maybe; as you like; then again different results u get for metre.

btw if u like 40 u can use the 3-axis 1-10-100m bars wih tnfold division i included in the 003 pack its in the quick-n-dirty-letters-etc map with texture; i made the venator class stardestroyer with the help of it


(isbowhten) #39

thanks :post too short:


(IndyJones) #40

ok, question to the public.

wich floor should have satchelable wall (from inside only - just like on venice) - first (red) or second (green)?
i played 16vs16 and it was way too hard for allies… :smiley: should we enable command post spawn for allies?