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Topic: Zielgle Map Comments |
rEdrUmMDK |
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Preferred PLUS Member Since: May 29, 2002 Posts: 6787 Last: Feb 12, 2009 [view latest posts] |
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Shotgun |
General Member Since: Feb 4, 2004 Posts: 50 Last: Oct 4, 2004 [view latest posts] |
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Engineer |
General Member Since: Feb 6, 2004 Posts: 78 Last: Oct 7, 2004 [view latest posts] |
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Category: CoD+UO Map + Mod Releases Posted: Monday, Jun. 21, 2004 10:41 pm |
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Quote:
| I know exactly what you mean, not sure how I could stop that fading buildings, thats one of the comments I was hoping to read one day, hint hint.
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I just tried your map, but I'm getting script compile errors.
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******* script runtime error *******
undefined is not an entity: (file 'maps\mp\the_bombs.gsc', line 53)
toporg = targ getorigin();
*
called from:
(file 'maps\mp\the_bombs.gsc', line 18)
spot thread bomb_think();
*
called from:
(file 'maps\mp\zielgle.gsc', line 11)
maps\mp\the_bombs::main();
*
called from:
(file 'maps\mp\zielgle.gsc', line 1)
main()
*
************************************
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I'll troubleshoot the problem later...
Anyways, I think I know what your problem. I had it with my castle map with variable fog.
If the fog gets too bad (I.E. the maximum viewable distance in the setcullfog procedural call is too close) then buildings will disappear. The graphics engine won't draw them. To get them drawable, you have to "lighten" the fog a little bit. Increase the maximum viewable distance so that it covers the buildings and models.
I noticed in your script file that you've got...
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setCullFog (0, 1800, .30, .36, .40, 0 );
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That maximum viewable distance of 1800 is awfully small. I was having my castle towers disappers at anything below 3000. Try increasing the distance. |
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Shotgun |
General Member Since: Feb 4, 2004 Posts: 50 Last: Oct 4, 2004 [view latest posts] |
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StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Shotgun |
General Member Since: Feb 4, 2004 Posts: 50 Last: Oct 4, 2004 [view latest posts] |
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dBKapsel |
General Member Since: Apr 12, 2004 Posts: 158 Last: Feb 24, 2005 [view latest posts] |
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Category: CoD+UO Map + Mod Releases Posted: Monday, Jun. 28, 2004 10:54 pm |
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Really nice tutorial!!
tips, you wanted
-make (some) windows big enough to jump in and out.
-make your plane faster
-and (I'm not for sure) if you insert this:
setExpFog(0.00025, .32, .36, .40, 0);
in your gsc behind the other fog script, the models and stuff will not disappear in a short time, but nicely disappear.
-I've got also a rain pipe in my level but I never thought about making a ladder of it, Nice idea!
-and elevators are :pimp:
Thanks man!
one question:
-I've got a few tutorial levels downloaded (at least .map and .gsc involved.) ubootbunker, a level of THE video tutorial master and this level, dos anyone know other maps to download? |
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dBKapsel |
General Member Since: Apr 12, 2004 Posts: 158 Last: Feb 24, 2005 [view latest posts] |
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Category: CoD+UO Map + Mod Releases Posted: Tuesday, Jun. 29, 2004 11:41 am |
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Still wondering what is inside lol
BUT, I discovered two bugs:
-If you stand in the opening of a sliding door and it closed, you get locked and the door dos not close completely, than you open it again and the door goes further open and never close completely again
-The boat, first two times, works great but after that it doesn’t follow his path and after 4 times the boat and I were stuck in the river
--You could solve these problems by making the door and boat hurt you when blocking.
-another tip: your water is not to the bottom, if you make it to the bottom you will see the under water effect, now you do not see this.
And the rotating (by the damaged engine) works better than that one of Wyatt Earp (or has he made a new one?)
Hmm a lot of things I said about your level, BUT don't think I want to say it's bad! I really like this tutorial!!!!
Thanx dude! |
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Shotgun |
General Member Since: Feb 4, 2004 Posts: 50 Last: Oct 4, 2004 [view latest posts] |
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Category: CoD+UO Map + Mod Releases Posted: Tuesday, Jun. 29, 2004 08:58 pm |
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thanks for the comments dBKapsel, i found the boat problem and more, once you respawned it didn't work at all, if it had been taken to the other side, fixed that to :)
I have been thinking of the doors hurting you, but haven't had good luck, yet..., i gotta figure the origin of the player and compare it to the origin of the door and figure if its close enough to hurt, or stop the door and return it to where it was, I can do that, but if the player takes one step, seems to through it all off ... but i'm still figureing, I'm just a noobie here also, couple months of spare time (and there aint alot of that),
thanks for the tips and comments
Shotgun |
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