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evilsquirrel

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there shouldn't be a *pure* archer wave....all of the waves should have some sort of melee backup..
 

Thothie

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Meh, not in this BSP they don't. Also there's nothing after the archer wave.
 

evilsquirrel

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it should have 5 waves of monsters outside followed by a cave opening up, then you can go inside there and fight the warboss >_>

ehhhh....i dont know anymore...i'm gonna have to change those orcs, then do a few tests till it works >.<

but i'm focusing on bloodrose at the moment, since it will link ms_snow to the world - and get it off that map vote thingeh

SPEAKING OF THE MAP VOTE THOTHIE!!!!

tis broken on your server. we were trying to go to keledrosruins and the vote thing would only let us vote to helena...so we spent the half-hour it took to get everyone to leave to transition, then got in and killed him in about 3 mintues, and he dropped nothing T_T
 

Thothie

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You can't vote for Keledrosruins, as you have to do something in Keledrosprelude2 to actually reach Keledrosruins.

This is also true of any hidden map (such as Challs) or gauntlet map (such as ww1->ww2b).
 

evilsquirrel

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well then...there should be a plugin that does something like....

player sez: vote transition

server asks: Would you like to transition? 1=yes 2=no

if ( All/most votes yes )
Server asks: Which player should transition? 1/2/3/4/5/etc with playernames

then whoever gets the most votes...DOESNT GET KICKED >: D

that way you dont have to beg people to leave...just to have someone else who doesn't know you're transitioning come in and hold things up...
 

The Man In Black

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That would be easiest as an amx plugin, or something script side that worked with amx (for the amx_leave) command
 

Thothie

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I, actually have no idea what he's talking about... ;)

If it's another player coming in and skewing the votes, probably can't do much about that.

But the vote system boots ALL the players in anycase.

What I hope to begin testing on my server, sometime soon, is an AMX plugin that starts a vote for the related map whenever there are enough players at a transition to activate it. (and does the usual kick-reconnect thing to them all to avoid crash)

...and what I hope to *eventually* have, is a setup so it'll start a vote if ANY of the players touch a transition (and eliminate adjacent map votes completely).
 

The Man In Black

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I don't like the idea of the last one for many reasons:

1. I touch transitions sometimes just to see the "Would you like to travel to.." thing so I know where it goes.
2. In a LOT of levels, right when you spawn, you touch the transition, thus problems.
3. On maps like mine and Squirrel's where there are realistic transitions, there would be a lot of votes that people don't necessarily want.

Just my thoughts =\
 

evilsquirrel

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speakin of them realistic transitions, i'm going to have to add that...

so...i guess it'll be a bit longer before this map gets a full release...

due to two (minor) problems

+lack of realistic transition areas
+Possbly having to redo most of the map due to huge epoly counts (this might be for the better, quality wise, since my mapping skill has improved and the fastest part for me is the world...entities are the slow part :\)
 

Thothie

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The Man In Black said:
I don't like the idea of the last one for many reasons:

1. I touch transitions sometimes just to see the "Would you like to travel to.." thing so I know where it goes.
2. In a LOT of levels, right when you spawn, you touch the transition, thus problems.
3. On maps like mine and Squirrel's where there are realistic transitions, there would be a lot of votes that people don't necessarily want.

Just my thoughts =\

Well, I've started using this beta-vote system today... Seems to be working. It won't activate a vote unless all players are at a transition though, sadly.

1. I'd love to resolve by saying "do you want to start a vote" - but the AMX vote system is kinda screwy code-wise, paticularly when you toss in the MSC issues. It could be done, but take time.

2. I resolved by setting it up so that players don't touch-activate transition votes for the first 10 seconds after map start. (may need more leeway, but easily done)

3. I'm not sure what ya mean... But the yes/no vote ratio thing works. Plus there's the exit option.

Best benefit of this system is that you can transistion from WW2->WW3, or what not, if you can get everyone to the transition, in theory. (So far I've really only thoroughly tested it single player.)

If I could get the AMX votekick system working (since the in-game kick vote don't work) - we may not really need the one-player activated transitions. Tis a major issue - it's too hard to get everyone to a transition, particularly when there are AFK's... (Although, even if there aren't - people used to spend FOREVER in Edana before the map vote was implemented).

speakin of them realistic transitions, i'm going to have to add that...
Go easy on that, good way to double your wpoly real fast.
 

The Man In Black

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What I meant by 3. was that since they look like paths of their own, people would be walking into the player clip like a glass door (Heheheh). Maybe you could have a "Do you want to start a vote for ___" when the player touches it..
 

evilsquirrel

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no, i'm doing major fixes on the geometry to reduce the epolys (they were around 10000 at all times)
 

evilsquirrel

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map fixes still left to do:

redone frontal battlefield
redone caves with vertex manipulation
put some wad files back in to kill those purple/black textures >_>

bother thothie about new AI refusing to target lures if they can see/hear/smell/think that maybe theres a person near

as of now the map compiles, and should be working completely, because of the new changes to orc AI that stop thier brains from dying, i will be adding buffers to the trigger_counter's and disabling the things what kill the dead bodies to see if it lags to hell, or if its bearable (might have them on some waves and not on others, will leave them in for servers to ripent enable if they deem it necessary)

if you guys REAAALLY want a version of foutpost with a square cave with no transition to the next map in the series in it (as it is right now) i can compile it and distribute it, as the only real problems with the map right now are lag-related and the square-nes of the caves (and missing textures, but thats an easy fix)
 

Thothie

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bother thothie about new AI refusing to target lures if they can see/hear/smell/think that maybe theres a person near
No can do boss. :/

They'll favor a player over a lure, if the player is closer, but that's it. They'll also only go after lures in their field of vision. You can use ms_npcscript's to move them to a specific locale, but it has the same limitation that it doesn't work once they go into combat mode (ie. spot or hear an enemy).
 

evilsquirrel

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Thothie said:
bother thothie about new AI refusing to target lures if they can see/hear/smell/think that maybe theres a person near
No can do boss. :/

They'll favor a player over a lure, if the player is closer, but that's it. They'll also only go after lures in their field of vision. You can use ms_npcscript's to move them to a specific locale, but it has the same limitation that it doesn't work once they go into combat mode (ie. spot or hear an enemy).

already discussed the lures elsewhere, but the ms_npcscript is another matter...it *does* effect them while in combat...it causes them to twitch and stop attacking for a split second, interrupting thier attack...

technically...i guess you *could* make a map where all the monsters get spammed by twitches like that and it'd be a nifty cheatmap (unless that were fixed) ;)
 

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already discussed the lures elsewhere, but the ms_npcscript is another matter...it *does* effect them while in combat...it causes them to twitch and stop attacking for a split second, interrupting thier attack...
Might be the move/action animations you chose in the ms_npcscript. If you clear the action anim it may stop the twitch.
 

evilsquirrel

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notes: people 'asked' me to keep working on this...and release it sometime soon, i've pretty much reduced it to a single path, which should kill any lag issues other than the monsters themselves, currently adding the caves and 'real transitions' possible release today, but no promises.
 

evilsquirrel

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you can all thank the nice people at valve for there not being a release of this map today...i can't get on any games because i "dont own them", thus, i cant test my map...all thats left is the caves, which i have yet to decide how to do...

(vertex VS ledges)
 

Thothie

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E-mail your left over sources to me if you give up fixing Steam. :D
 

evilsquirrel

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i've just got the final room (or two) to finish up in the caves, the path there is done...but with the way i've done it...theres no way you guys will see warboss VS supervisor ;)

i'll finish that up after i make a survey for english class...
 

evilsquirrel

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so.......leak pointfiles are supposed to help...but this line does not go into or even TOUCH my map at ANY point, nor does it start or end at an entity which is outside my map...

and the last one went straight through a wall...starting to think these pointfiles are more trouble than they're worth.....


anyways, i cant find the leak ...seems like it doesn't exist and hammer is just like "lol, check this out im makin dis guy look for a leak that doesn't exist LOL!"


i'll keep lookin for awhile...but i dont have any clue where it is...
 
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