Gertenheld_Forest. -RELEASED-

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: Gertenheld_Forest.

Thothie said:
Bleh - look at the sample map I sent you to figure how trigger_counter works - it's pretty damned simple. Ye just target the trigger counter with the monsters "trigger on spawn" event, and when it reaches the desired number of dead wolves, you have the counter trigger the next spawn, and so on, and so forth.

Ugh. What happens to the previous wave after the next one is triggered?
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: Gertenheld_Forest.

Look at the sample map. (killtarget on the trigger_counters)
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: Gertenheld_Forest.

Thothie said:
Look at the sample map.

Next time I get an example map from you, please don't put everything together. It makes it hard to see what you're doing. :|
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: Gertenheld_Forest.

:|

wolf_test.jpg

Generally when I put maps together, I try to put things together in the way they relate, ala. program-flow type structures. Not sure how to make that structure much clearer - although maybe the counters all look like one block when they aren't selected. :/
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: Gertenheld_Forest.

Thothie! Just need to let you know this. I've been rather busy and I am going to be too busy to fix that. You have some choices.

a) Release the map for the next patch and I'll try to change it when I have some free time.
b) Don't worry about the 'problem' and just release it for next patch.
c) You try fixing it if you feel like it.

Sorry but RL is eating up most of my free time and the little free time I get, I play NS. >.> (Usually not enough time to get through an NS round :oldangry: )

You have the map source in that .rar file I uploaded a little while ago. It's your call.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: Gertenheld_Forest.

Well, I do have a lot on my shoulders as it is, so it would be *nice* if you fixed your own map... More importantly, however, if yer planning to make more maps, I don't think we're going to fix the chaining monster spawns bug anytime soon, as none of us has a clue as to what causes it, so it is a process every MSC mapper needs to learn.
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: Gertenheld_Forest.

Okay. Option A then.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
Re: Gertenheld_Forest.

How about you fix it BEFORE release ... ?
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: Gertenheld_Forest.

The Man In Black said:
How about you fix it BEFORE release ... ?

I've been rather busy and I am going to be too busy to fix that.
Once I get free time I'll do it...
 

Blasto121

New Adventurer
MSC Developer
The Pirates of Dreadwind
Joined
May 24, 2006
Messages
1,967
Reaction score
0
Age
38
Location
Eugene, OR
Re: Gertenheld_Forest.

ah lack of free time welcome to my world :D
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
Re: Gertenheld_Forest.

I'd prefer no map, with the intent to fix later, than a broken and crappy map with the same intent. (Especially since 2 releases means quite a bit of other work... )
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: Gertenheld_Forest.

The Man In Black said:
I'd prefer no map, with the intent to fix later, than a broken and crappy map with the same intent. (Especially since 2 releases means quite a bit of other work... )

It's not broken...It works fine as is. It's just that the last wave of wolves may sometimes rarely not work. (Not my fault)
I'm also thinking that since I've just changing entities to fix it, that would only require a ripENT.
 

brian4

New Adventurer
The True Followers of the Lost
Joined
Jan 14, 2008
Messages
358
Reaction score
0
Re: Gertenheld_Forest.

Maps looks awesome and the concept is very original, as opposed to tiresome kill all the monsters, than kill the boss. I'm anxious to play the finished version.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: Gertenheld_Forest.

Dridje said:
It's not broken...It works fine as is. It's just that the last wave of wolves may sometimes rarely not work. (Not my fault)
I'm also thinking that since I've just changing entities to fix it, that would only require a ripENT.

Since you have the source, hlcsg -onlyents > ripent. (Although the fact that trigger_counter's are brush entities in the HL.fgd may cause that idear to dive out the window headlong.)

But before Steam stuck its wang up me bum again, I was thinkin' - do ye have a transition sitting around in Gertenheld_cape that's disabled and can be activated via ripent, or are you going to send me a new source for that too? ...or should I just add Gertenheld_Forest to the "not connected to the world" list?
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: Gertenheld_Forest.

That rar that I send you has the source for both Gertenheld_Cape and Gertenheld_Forest along with the compiled versions. The compiled version has a transition to G_Forest and G_Forest has a transition to G_Cape. If you haven't found that rar file, it should be somewhere in one of my folders.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: Gertenheld_Forest.

I dun see anything on the FTP I don't already have - no g.forest with goblin caves or whatnot. :/
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: Gertenheld_Forest.

Thothie said:
I dun see anything on the FTP I don't already have - no g.forest with goblin caves or whatnot. :/

I swear I uploaded it....Let me upload it then..
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: Gertenheld_Forest.

Okay it's uploaded in a folder called "Gertenheld Maps."
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: Gertenheld_Forest.

Couple issues with the forest map:

• Too many active monsters
- this will cause CPU on most servers, is eating edicts, and risks crashes.
- You need to separate your goblin spawns from the animal spawns, and spawn goblins on a room-by-room basis
• The entrances to the goblin caves need to be monster clipped
- Wolves get into the goblin caves, making it seem as though the wolf sequence has jammed. Takes a very long time for goblins to find and kill them, if that happens at all - plus they tend to take a lot of goblins with them. I suppose you could keep this as a feature, but I suspect it'll confuse players (your call).
• Need a wolfman trigger_once at goblin cave exit
- Make an aa brush and tie this to your existing trigger_once, or the adventurer wont be there when the players exit the goblin caves
• Goblins have too many lives
- Could we reduce this to maybe 10 lives a piece?
• Goblin hut has no clip
- Trick to making these is to have a non-solid model and a clipbrush cluster.
• No shadow wolf?
- Again, I think the players could handle a single shadow wolf, just not simultaneously present with the other wolves.
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: Gertenheld_Forest.

Thothie said:
Couple issues with the forest map:

• Too many active monsters
- this will cause CPU on most servers, is eating edicts, and risks crashes.
- You need to separate your goblin spawns from the animal spawns, and spawn goblins on a room-by-room basis
• The entrances to the goblin caves need to be monster clipped
- Wolves get into the goblin caves, making it seem as though the wolf sequence has jammed. Takes a very long time for goblins to find and kill them, if that happens at all - plus they tend to take a lot of goblins with them. I suppose you could keep this as a feature, but I suspect it'll confuse players (your call).
• Need a wolfman trigger_once at goblin cave exit
- Make an aa brush and tie this to your existing trigger_once, or the adventurer wont be there when the players exit the goblin caves
• Goblins have too many lives
- Could we reduce this to maybe 10 lives a piece?
• Goblin hut has no clip
- Trick to making these is to have a non-solid model and a clipbrush cluster.
• No shadow wolf?
- Again, I think the players could handle a single shadow wolf, just not simultaneously present with the other wolves.

Okay thanks for the status report. I'm sure I can easily fix the "Too many active monsters" problem. Same with clipping the cave entrances. For the wolfman, I think I made him spawn as soon as a player joins the map so I don't have to worry about them going into the cave and coming out the other end without him spawning. For the goblin lives, I didn't know how many you would allow so I just put the number at 25. I'll change the ones by the water in the cave to "5" lives since they are stronger and all the other goblins will have 10. Currently the boss only has 1 life and that's what I want. For the goblin hut I'm confused as hell on why it isn't solid. What do you mean by "clipbrush" cluster? Last but not least, the Shadow Wolf...I tried having 2 shadow wolves but he died very easily so I changed it to one but that still felt hard. As you can see I have two of those regular wolves but I changed their names and multiplied their damage and hp. With those two "Alpha" wolves, it seems like a fair fight. (Although it was usually only me testing by myself.) I would like to leave like boss wolves like that but if I must, I can change them again.

By the way, is there any day that I must have this finished by? If you can give me a specific date, I can hopefully make time for it so I can fix most of the problems. Thanks.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: Gertenheld_Forest.

For the wolfman, I think I made him spawn as soon as a player joins the map so I don't have to worry about them going into the cave and coming out the other end without him spawning.
Actually, he spawns with a trigger_once firing "wolfman". Maybe best to keep it as such, as complex NPC’s such as he sometimes have issues spawning with the map – but you’ll still need to add another brush to that trigger_once as described.

What do you mean by "clipbrush" cluster?
The model does not have proper collision boxes to match its shape (it may not be possible to do so) so you have to build yer own – I’ll just show ye a pic of what CSS did with his hut:
hut.jpg


Last but not least, the Shadow Wolf...I tried having 2 shadow wolves but he died very easily so I changed it to one but that still felt hard.
That’s fine. I may have been too generous with the treasure selection on wolf boy as a result, but prob not too badly. (Although his award list begs the question, “If you had arsenal like that laying about, why didn’t you give it to us earlier!?”) ;)

By the way, is there any day that I must have this finished by? If you can give me a specific date, I can hopefully make time for it so I can fix most of the problems. Thanks.
Well, if ye wanted it in the betapack, you’d have to be done within the next few hours. ;) But ye can release it anytime within the month, so no biggy.
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: Gertenheld_Forest.

Thothie, it has been re-uploaded. It is in GERTENHELD_FOREST.rar and I have fixed most of the problems. I believe it is worthy for a release. If there are some problems still, they should be minor and could be fixed at a later time. Please tell me when you get this file and tell me if there is anything holding back the release...
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Re: Gertenheld_Forest.

I gotta head out now, but I'll take a gander at it when I get back tonight.
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: Gertenheld_Forest.

Thothie said:
I gotta head out now, but I'll take a gander at it when I get back tonight.

Okay. :-/
 
Top