ns2_yakushima

[AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
edited September 2013 in Mapping
Hi everyone!

You might know me already from the servers, but today i decided to join you in the forum as well. And in my first post i take the opportunity to present you a map i was working on the last four months.



<u><!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->Story:<!--colorc--></span><!--/colorc--></u>
The japanese branch of the TSA on Earth, formerly known as Uchū kaiheitai (宇宙海兵隊), decided to test the behavior of the Kharaa on a remote island named Yakushima (屋久島). Foolish - as humans are - they believed a few skulks wouldn't set Earth in danger in the unexpected case of an escape. But mother nature always finds a way. And under the cloud of night, the skulks turned against each other and the strongest of them feasted on his swarm brothers untill only a few were left.

In an - even for the Kharaa - unseen act of frenzy, all but one skulk were attacking restlessly every surveillance camera and any personal around the Alien Lair, a natural cave inside the impenetrable rocks of the island's heart. The scientists decided to give the aliens a three days break from the experiments to allow them to calm down. And why not, Kharaa are known for their strong opposition to captivity. Only the veterans in the military personal insisted in a purification of the cave. But they were overruled by the commander of the base, a man who had never seen combat against the Kharaa in space. His fascination over the alien race and his lack of knowledge of alien tactics would cause a lot of blood shed.

The alpha skulk, driven by a hypermutation command in his DNA caused by the mix of captivity and stress hormones from the experiments, was forced to search a dark place in the deepest cave and he finally lay down. His instinct to run even miles through open fire in order to protect the swarm vanished and a new whish was formed in his cerebral cortex.
protect the swarm - he chuckels and closes his eyes *darkness* *need of rest* *a warm light, pulsating force, the power of the nutricious skulks he ate* be the swarm, be the swarm! BE THE SWARM

He can't move, is he too weak after a three days rest? His legs are not reacting, his eyes are not opening. But he sees everything. Everything! He can see the skulk on the ceiling in the next room and the one lurking in the lava tunnel over his head? But there is more, he sees infestation! And eggs, dozens of eggs in the cave! Eggs mean more skulks, more power, more safety for the swarm! A few lost skulks are back in the swarm! The swarm will prevail! *his tentacles wave in delight and skulks are jumping around him* He knows it now. He is the new swarm on the blue rock. He must expand and find a way to the other rocks in the wide empty coldness of the black void. But there is something in his way. Out of a sudden, the whole swarm stopped, only to rush against walls of steel and translucent crystals with enemies behind them. Teeth and claws broke, but the swarm didn't stop. Eventually there was a way out and the swarm felt mighty and unstoppable. And the new hive sent a message to its brothers:

"GLANCE THE INTRUDERS"


Meanwhile in the command center of the base: The Veterans of the 5th Timber Wolf Squad are trying to get the remaining soldiers back in order. Only a few survived the first onslaught. But look at them! The reactor malfunctioned and the reinforced fire doors won't close. That was of little concern, the few hastely constructed barricades around the base would do the trick to hold those monsters back until the first infantry portal will start working and the troops will start to retake ground.

The new commander, Takahashi, was smiling as a recruit told him he saw his predecessor stumbling in front of a skulk before the automated door of the Laboratorium closed behind him. The strange thing is, the recruit sweared he saw a gunshot wound in the commanders leg. Takahashi replied: "You see many things in the heat of battle my son. But there is no way the commander was shot. We are standing united against the alien threat. And now go on and build me that Obs over there!" "Yes, Sir!" 'Good man that boy', thought Takahashi and reloaded his TSA Standard Pistol. He will do whatever it takes to extinguish those creatures that killed his old squad at Veil - especially now on Earth.

"Alright boys, let's kill the alien scum once and for all!"
A loud cheer went up and Takahashi knew he wouldn't hear that again for a few hours or maybe even days...




<u><!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->Layout<!--colorc--></span><!--/colorc--></u>

-I designed the map with 6 Techpoints and 10 RTs. But i think the number of RTs will go down to 8 or even 6 after playtests.

-The Marines start in a bright upper area of the map and on their way to the Alien Start they will descant into darker areas.

-The big rooms are connected with wide corridors for the onos and from place to place with smaller paths or vents.

-The map has some rare areas where JPs are safe from the onos range or aliens can regenerate. Sneak PGs are also welcome
on those locations.

-The MS is connected to the map with long corridors and the AS with curves and tunnels. This should add to both sides at the beginning.
But everything is subject to change and if sth isn't working out, i will change it. So as always, constructive criticism is welcome.

Enough written so far, here is the layout/minimap:

<img src="http://i.imgur.com/eDNQW.jpg" border="0" class="linked-image" />

<img src="http://i.imgur.com/2F2QQ.jpg" border="0" class="linked-image" />
«13

Comments

  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    edited June 2012
    <u><!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->Progress<!--colorc--></span><!--/colorc--></u>

    -I finished all rooms and connections. It is playable but not tested yet.

    -I reworked the complete occlusion geometry and simplyfied it and other geometry.
    That and the addition of LoS blocking stuff doubled the overall fps! The map is now
    way better to play. But i will still keep on tweaking that.

    -All locations and powerpoints have been added.

    -Added a small hover tank to the airlock entrance.

    -I added stone formations to Excavation and more lights but reduced the overall light intensity in this room. Now it looks better, more threatening.
    The Old Passage entrance to Excavation got reworked with stairs and a small room -> Onos can reach it again (used to have ladders there) and you can't directly shoot the hive position.

    -Added a small shrine to Excavation in order to "please" the kami.

    -I can use fmod now, but the sound files don't play in ns2...i would rly love to add more custom stuff to the map.
    Maybe i should try myself on custom textures first.

    -The straight corridor between Reacor Room and Pump Station is history. Added corners, a room and a bridge to it.

    -I redesigned another corridor as well, added a curved catwalk around some rocks and stalags.

    -Added 4 new short connections to the map for more options.

    -Added a staircase to the Hangar/Lab corridor.

    -Added unit signs to three places.

    -The outdoor view near MS got an arriving squad placed on the pads.

    -Reduced lights and shadows for more performance, but it didn't change anything. Maybe my rigg'ng ain't fast enough. That or the map just doesn't want to be played smoothly
    all the time. Well, i reached my wits end in matters of performance tweaking. The occlusion geometry is simple and flawless, and the fps around 40-50 in most rooms. If I join the game
    it feels alright, but if i start the game and join, after a while it freezes every 2-10m for 1-10secs -> unplayable and VERY frustrating.



    <u><!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->What needs to be done:<!--colorc--></span><!--/colorc--></u>

    - I have to redesign some stuff to add a bit more of japanese flair to the map. Right now i use place holders and wrote a few signs with faces. Lucky for me, i met someone who might be able to help me out a bit ;)

    - finetuning of the commander view. I can still build on top of some doors. I can fix that with the pathing include setting, but then the navigation mesh gets cut. Adding no build zones over
    the doors doesnt look good/ isn't handy. I will try to place some props over the door so there is no space to build -> experimenting.

    -as performance gets better, i will release a first version for playtesting.

    -I noticed that the location status ingame is not fitting to the actual locations. The location entities are not touching each other, but maybe making them smaller will do the trick.
    Update: Waiting a bit after a game got started seems to fix that....yey! ?_?

    -I am satisfied with all rooms. Now I just need custom stuff implemented, but that could actually wait. I should send the map to a few choosen one and see if they got similar problems with
    map.



    I will keep this post up to date.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    Here 2 pictures of the Alien Start and its closest entrance:

    <img src="http://i.imgur.com/xSx1o.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/3xYhL.jpg" border="0" class="linked-image" />
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    And the left exit of the Marine Start. the surrounding walls still need some more details.

    <img src="http://i.imgur.com/XQ6yo.jpg" border="0" class="linked-image" />
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    The Hangar

    <img src="http://i.imgur.com/AeCl5.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/y8nRx.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/yjYQ1.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/JxzOA.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/Lm2gX.jpg" border="0" class="linked-image" />



    And the simple Ready Room

    <img src="http://i.imgur.com/UNJSe.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/iHPvm.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/3PXnD.jpg" border="0" class="linked-image" />
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Just checked out your screenshots, and wanted to give you a few tips, so your map will play great.
    As you probably know, NS2 is a melee vs ranged game. That means that you HAVE to take lines of sight into account. Think skulk vs rifle.
    Try to avoid very long lines of sight, as that will give marines an obvious advantage.
    That will probably mean that you will have to fill in props/geometry and make your rooms smaller, so aliens can close the distance to marines.
    Avoid straight long corridors as much as possible. Make more use of corners (L shaped turns) and curved corridors.
    Judging from the screenshots, this stuff seems to be your maps weakest side.
    Keep cranking, good to see more maps in the works.
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    You have a mech on your map, :D
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Hey Sentinel!

    Great start, but like swalk says you have to break up some line of sight issues in the layout. Also I wouldn't go too much further on detailing before testing that the layout doesn't have any major issues. You should get a playtest going and let me know when. I'd love to play it!
  • Mr MoeMr Moe Join Date: 2009-12-17 Member: 69696Members
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    Hi Kabelen, would be nice to have you in a playtest!

    Thanks for the feedback swalk/Kabelen! Yes, the map is a bit too open. It would favor JPs/Lerks over Onos in the upper half of the map. That is a problem i am aware off.
    Beside a small test map and some work in the old Half-Life editor, this is my first real map in ns2. I started in the upper half with less experience as i had making the lower half. And i guess the open space is 1 result of that. If i would make a 2nd map, i wouldn't start the same way as before. Also the rooms were planned closer to each other and with more curved corridors. But after taking the times it takes to walk from room to room, i decided to stretch the map out. In order to maintain a good distance, i had to make some ways straight. I tried to compensate this with doors and cover/alternate routs and a sneaky skulk shouldn't have problems to attack rines or outflank sentry turrets as long as they didn't get JPs. And i hope they can be countered by lerks. But without testing, i can't really tell.

    I also made the map in a time were the JP was as fast as a brick in hipernation and you couldn't run away from an onos or fly so high that it couldn't reach you. So the rooms had to be bigger and some corridors should offer an escape place. But what if the HA finds its way into the game? Then all corridors/big rooms will be a slaughter house for the aliens. And out of a sudden aliens can't use ladders anymore...i know without testing that this will kill a few onos/gorges in the map. There are so many things to consider...i almost didn't want to make the map public. But i am glad i did the step forward. Maybe in the end we will have another map to play. I just hope i can get it balanced somehow.

    But my overall goal was to create a map that would play unique. And all the curves in Summit for example favored the onos too much in my opinion. So at least the part of the corridor between MS and Hangar should be defendable for the rines to an extend where they can get to the long vent that leads to the reacor room and other places. That should prevent a complete lock down of the MS and gives the rines a chance/hope. And if the alien team is very strong, they should hold the end of the corridor next to the MS with crags/onos/gorges anyways ^^ On the other side of the map, the aliens have 3 ways out of the AS to enable them to outflank a lockdown. But that is all fantasy right now and not proven. Sorry to write again a lot. But now you have a picture of what i am thinking about. That should be a good base for discussions and criticism around the map.


    And yes, i am a mechwarrior! ;) And i love the MadCat/Timber Wolf/Waldwolf :D This also added to the Hangar size ^^

    And now some new pics. I wish i could add 360° turnable pics like on the major car selling homepages.

    Laboratorium, don't jump into the yellow energy balls, they are deadly. And the long corridor leads to the Alien Lair. Don't be shocked, as soon as we can make our own doors (pls add more options to the editor) or get new models for them it won't be so open anymore. The open doors are placeholders.

    <img src="http://i.imgur.com/KiZi0.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/2XzLE.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/NoFnu.jpg" border="0" class="linked-image" />


    Reactor Room/Cooling System

    <img src="http://i.imgur.com/ss2M0.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/BrHwT.jpg" border="0" class="linked-image" />


    Excavation Access Corridor

    <img src="http://i.imgur.com/8KSkh.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/eryOP.jpg" border="0" class="linked-image" />


    Pump Station

    <img src="http://i.imgur.com/HQmkz.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/SSgRm.jpg" border="0" class="linked-image" />
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    The Marine Start, access through 2 doors and 1 vent

    <img src="http://i.imgur.com/DNgPY.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/lgiMe.jpg" border="0" class="linked-image" />


    Excavation and alternative route to it, you can take that route as an onos, but you aren't very fast (planned)

    <img src="http://i.imgur.com/bcVP0.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/UGvP5.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/kPCFG.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/fnRM3.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/i2pIh.jpg" border="0" class="linked-image" />
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    edited June 2012
    After the comments circulated a bit in my mind, i am thinking about making some rooms smaller and adding some very small rooms to a few corridors to make them more ns2 like and decrease the LoS. But i am out of ideas at the moment. So i will let that mature a while.

    I also have to make the ceilings more complex. I am still thinking too much in HL map terms i guess. It is a joy to look at the other maps in development. They look so good that it makes me add more and more details to the map (yes, i know it is harder to change the map after adding more details and i should have done that earlier on. I will certainly do that the next time).
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Yes it's far easier to understand your point of view now after that long post Sentinel. The part of your map I like the most is Old Tunnels, but it's a bit too straight so break it up a little with height or turns/corners. Also I'm still urging you to playtest before you detail more, or you could be just wasting time on something that doesn't play well. I'm not saying it won't play well now though so don't get me wrong. Anyways whatever you decide it will be a learning experience!
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I thought i will show you a few connections and sideways I reworked because they were to straight (LoS) or corridors where I added more details:

    That is the connection from Reactor to the alpha access crossing

    <img src="http://i.imgur.com/KDe9r.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/EKjMU.jpg" border="0" class="linked-image" />


    The new TestLab way towards the AS

    <img src="http://i.imgur.com/twXOx.jpg" border="0" class="linked-image" />


    Reactor Room maintenace shaft/vent

    <img src="http://i.imgur.com/DlPqy.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/n2ykq.jpg" border="0" class="linked-image" />


    Connection from Cliff to Observation

    <img src="http://i.imgur.com/HKMJL.jpg" border="0" class="linked-image" />


    And some eye candy ;)

    <img src="http://i.imgur.com/eFMDo.jpg" border="0" class="linked-image" />



    Here you see the Reactor Room seen from the vent exit. It has many options for lerks, skulks and jps. Good Fades will love it, Onos will hate it without support. The ground is combined with a death entity, so don't fall down ;) The death trigger is near to the ground, so I think you die when you could expect it and not before. What I hate is that despite the fact that I can leap against props and ceiling faces, from time to time the skulk can't find a grab and falls. Very annoying!

    <img src="http://i.imgur.com/mYEHx.jpg" border="0" class="linked-image" />



    And at last the door from Lab to Hangar. I designed it so that an ARC or Onos can't pass it but small lifeforms can. It has a crushed crate jamming the door. I added ladders around it so a rine can climb over it. It was a bit to small to let them pass, so i made the left side noncollidable and added a collision geometry. I would like to let cysts pass, but the navigation mesh just gets cut by the door. If anyone can give me a hint how I could make it work, it would be appreciated.

    <img src="http://i.imgur.com/544fA.jpg" border="0" class="linked-image" />


    I hope you like it, and when the testplay next weekend is finished with success, I am sure that you will be able to play it soon. So long! :D
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Hey! It's coming along nicely, well done. That said I think it's a bit too boxy, but it's pre-alpha sort of so I don't mind too much. Get some trims going and more curvature here and there. Also some textures don't seem to match up too nice so you should look into that. A little too dark for gameplay reasons too I think.

    Also I tried running ns2 on the ###### laptop I'm on now and it sure is a no go so I can't check it out ingame unfortunately!

    Good luck with the playtests!
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    This looks very well crafted and thought out!
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    wow! nice work! :D

    You should make the mechwarrior a tech point, so you can get into it and use it as a comm chair lol
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->I just published the map at the Steam Workshop! <!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->


    I hope you will get the chance to play it and enjoy it ;) But please bare in mind that this is the first public version, there is still plenty of room for improvements.

    If you encounter any problems, please let me know. And thanks for the nice comments so far! :D

    Oh and a warning forehands, I don't expect the map to be easy to play. So, if you jump down with an Onos into a ventilation shaft without hypermutation...don't blame the map ;)
  • {GGs} Chicken{GGs} Chicken Join Date: 2011-11-22 Member: 134663Members, NS2 Map Tester
    This map is awesome. The rt between marine start and hangar doesn't seem to get power from the node though.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I am glad you like it :D Was it running smooth or did you have performance problems?

    Yes that RT has a strange history. Powernode and RT are within the same location and it worked fine ~10 builds ago. The Powernode is powering the RT right now as well, it just doesn't switch automatically to buildable anymore. You have to select the node manually as comm and socket it. I really haven't found the reason for that yet O_O
  • {GGs} Chicken{GGs} Chicken Join Date: 2011-11-22 Member: 134663Members, NS2 Map Tester
    Wasn't bad until late game, I noticed a little bit fewer fps than normal. Ryne also said he had huge fps drops in a few rooms, and I think his pc is alot better than mine so I'm sure it was much more noticeable for him.


    It didn't have to do with the socketing. I played 3 games, and each game it was unpowered with a socketed node. Had to drop a powerpack for it. Just to make sure, the power node powering it is the one in the small hallway nearby it right?
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    edited August 2012
    Maybe I have to get rid of some details in certain rooms. Using every prop I could find was a bad idea performance wise.

    Yes, it is the Powerpoint in the small hallway next to it. It always worked for me in some way, but I never tested the map in b216. Its a shame, but maybe I have to move the PP to a closer wall. I had a problem with PP in the Laboratorium as well a while ago. Everything should had worked but it didn't. Just moving the PP to the wall on the other side of the door fixed it -> no idea why. Thanks for the fast reply, I will look into it! And I should maybe update some pictures here :P


    Edit: I tested the map, you are right it isn't working at all :( Damn b216! whyyy??? I will try to place the PP inside the big hallway, maybe that will fix it. I also noticed that the heal spray cinematic of the ReadyRoom Gorge is broken as well and that my performance was not as good as before, but I can't tell if it is the map or b216, because b216 made the game almost unplayable for me... Anyways, as soon as I fix the RT and make one vent exit a bit bigger (could pass it before, now I'm too fat) I will update the map at the Steamworkshop!

    If the new yellow Vent system is working and I like it, updating the vents will be my next step.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I found the reason why the RT wasn't working correctly. Moving the PP didn't help. So I placed a few more PPs into that location and on a whim I added a 2nd RT at the normal floor for testing (the original RT is placed on a small deepening). The PP is working fine, but it seems that the RT at the deepening got somehow unconnected to who knows what mesh (power, navigation dunno) in build 216. I will try to change the geometry around the RT, that should solve the problem.

    The vent exit between Old Passage and I guess it was Alpha Access is fixed, there shouldnot be any problems again. Btw I love this exit, it is really blending into the wall, can't wait to ambush someone there :P

    And the heal spray...the entity was not there anymore. And as I tried to replace it I found more heal spray options in the cinematics as before. A change in this regard could have caused the problem. Haven't found a working heal spray cinematic yet, but thats a matter of try and error ;)
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    edited August 2012
    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><u>Patchnotes 1.001</u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->

    - Fixed the problem with the RT between MS and Hangar, it gets now powered correctly (thanks again {GGs} Chicken)

    - Redesigned the vent exit between Old Passage and Alpha Access (marines can now pass the vent without problems)

    - Had to change the Gorge effects in the ReadyRoom (the old effects don't work in build216)
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    There seem to be an bug on the map wich end in lua-spam on the server and stuttering gameplay:

    Error: Network variable 'resource' of class 'StopEffectMessage' has value 524 which is outside the range that can be sent using 9 bits
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    <!--quoteo(post=1962094:date=Aug 13 2012, 09:48 AM:name=dePARA)--><div class='quotetop'>QUOTE (dePARA @ Aug 13 2012, 09:48 AM) <a href="index.php?act=findpost&pid=1962094"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There seem to be an bug on the map wich end in lua-spam on the server and stuttering gameplay:

    Error: Network variable 'resource' of class 'StopEffectMessage' has value 524 which is outside the range that can be sent using 9 bits<!--QuoteEnd--></div><!--QuoteEEnd-->


    Thanks for the message dePARA and that you tried to run it on a server.

    Has anyone an idea what could cause the error and how to fix it? I have honestly no idea :(
  • {GGs} Chicken{GGs} Chicken Join Date: 2011-11-22 Member: 134663Members, NS2 Map Tester
    Thanks for the quick patch. Will let you know if I find anything else.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    edited August 2012
    Knowing that people are playing and supporting the map is really a good feeling! Can't thank you enough for any help!

    While using the console, I found 3 sound files which were loaded wrong or with wrong values. I think I can fix that with ease. That should make the stuttering at Main Corridor and Laboratorium better.
    Edit: I found a message that a sound file and .fev is missing that I loaded into the map for testing (didn't played a sound). I deleted the ambient_sound in the map and the .fev in ns2/sounds. But the map is still trying to load the sound?! How can I get rid of that? [named it yakushima_sounds.fev and the sound "siren"]

    @ the error message from above:
    I checked the console while testing the map and it seems that this error message only appears when you join a team. So I used net_stats to get an idea what is going on and got the result below on the picture. It says 'StopEffectMessage' sent 1 and total data size 3. That is not so high, but I don't know what 'outside the range that can be sent using 9 bits' means and if 3 is OK or even referring to the same thing. Can it be that the overall sent total data size is too high? Has someone experienced this problem and/or can help me out how to fix it or track the error cause down? :D

    <img src="http://imgur.com/rFN6w.jpg" border="0" class="linked-image" />
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    stopeffectmessage is probably related to your readyroom effect, but I can't be sure 100%
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><u>Patchnotes 1.002</u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->

    Thanks for the hint! I deleted the ReadyRoom cinematics for a test. The message didn't came every time I joined a team and I couldn't reproduce the error with or without the cinematics. But it is worth a try. Please report if you still have this problem in the new version.

    - Fixed the issue with the custom_sound/siren (didn't work, so I deleted it but forgot a third ambient_sound -> deleted as well).
    - Removed the welder.model in the Laboratorium and added alien blood effects and an axe instead.
    - Removed rifleammo and flamethrowerammo.models causing problems in build 216.
    - Tweaked the fire cinematic in Excavation (build 216 had problems showing it correctly).


    <u>Known issues:</u>
    - There are still models and sounds that are displayed as error or not loading, I checked the map twice for every listed error in the start console, but couldn't find it. In fact I am
    sure I never used some of them. [If you find a welder.model or a small disconnected cyst (other than the one in the Laboratorium next to the hydra), please report the position
    to me.]
    - The map has some places with flickering Rocks or posters.
    - The performance of some rooms is not optimal (reduced lights, optimized occlusion geometry) Unlucky for me my CPU is a bit weak for NS2, so while working or testing on the
    map, I can't really tell if its me or the map causing trouble.
    - There are still some placeholder sounds. If someone can help me out with custom sounds, please contact me. I failed terribly ;)
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