PDA

View Full Version : VCTF-Avalanche version2



[Apoc]Cerberus
12-30-2007, 08:53 PM
I had originally converted WAR-Avalanche to VCTF for use on our clan's server, but our clan's admin was unsatisfied with VCTF-Avalanche as it was *way* too freaking big, so I decided to shrink it down,...and ended up with a totally different map!

You can get it here:
(01-16-2008 UPDATE: Final Release Now Available)
You can read & download here: http://forums.epicgames.com/showthread.php?t=598147

Drvanvanmojo
12-31-2007, 12:05 AM
Looks pretty good, but unless i'm mistaken, you forgot a link...

Nookie
12-31-2007, 12:59 AM
Very nice map ,Cerberus
dont wanna say the first one wasnt good but this one
is really better Thx
GooD Job !!

D-Hunter
12-31-2007, 02:23 AM
Map looks great, can't wait to try it.

[Apoc]Cerberus
12-31-2007, 05:12 AM
Sorry about the missing link, Drvanvanmojo.
First post updated.

andydepr
12-31-2007, 10:49 AM
TY, CER I hope like it

{SAP}asciiKing
12-31-2007, 12:10 PM
Great revision, much better pace.
Like alot!

aK

xtremexp
01-01-2008, 04:20 AM
Nice map but just somethings to add:
-Some staticmeshes are not rendered beyond a certain distance
-would be nice to add some fog (snowy fog)
-got these errors on my server:


ScriptWarning: UTDefensePoint VCTF-Avalanche_v2.TheWorld:PersistentLevel.UTDefensePoi nt_0 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_0 has no DefendedObjective!
ScriptWarning: UTDefensePoint VCTF-Avalanche_v2.TheWorld:PersistentLevel.UTDefensePoi nt_1 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_1 has no DefendedObjective!
ScriptWarning: UTDefensePoint VCTF-Avalanche_v2.TheWorld:PersistentLevel.UTDefensePoi nt_4 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_4 has no DefendedObjective!
ScriptWarning: UTDefensePoint VCTF-Avalanche_v2.TheWorld:PersistentLevel.UTDefensePoi nt_6 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_6 has no DefendedObjective!
ScriptWarning: UTDefensePoint VCTF-Avalanche_v2.TheWorld:PersistentLevel.UTDefensePoi nt_7 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_7 has no DefendedObjective!
ScriptWarning: UTDefensePoint VCTF-Avalanche_v2.TheWorld:PersistentLevel.UTDefensePoi nt_11 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_11 has no DefendedObjective!
ScriptWarning: UTDefensePoint VCTF-Avalanche_v2.TheWorld:PersistentLevel.UTDefensePoi nt_13 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_13 has no DefendedObjective!
ScriptWarning: UTDefensePoint VCTF-Avalanche_v2.TheWorld:PersistentLevel.UTDefensePoi nt_41 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_41 has no DefendedObjective!
ScriptWarning: UTDefensePoint VCTF-Avalanche_v2.TheWorld:PersistentLevel.UTDefensePoi nt_42 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_42 has no DefendedObjective!
ScriptWarning: UTDefensePoint VCTF-Avalanche_v2.TheWorld:PersistentLevel.UTDefensePoi nt_43 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_43 has no DefendedObjective!
ScriptWarning: UTDefensePoint VCTF-Avalanche_v2.TheWorld:PersistentLevel.UTDefensePoi nt_44 (Function UTGame.UTDefensePoint:PreBeginPlay:0033)

[Apoc]Cerberus
01-01-2008, 10:25 AM
xtremexp: My buddy's rig is almost at the bottom of the system requirements. Making it the perfect test rig to see how well it can handle details vs. frame-rate. I'll try rendering out the detail further & get long-distance StaticMashes rendered out, but he's already down to 13fps. If it drops much further, I might *have* to put in some fog, or something, to act as an occlusion...I'll see what I can do. On errors: That's strange. First I've heard of these errors. I'll look into it. Thanks for the error report feedback.

Rhyder
01-01-2008, 10:50 AM
good job on the map :)

Xyx
01-01-2008, 12:19 PM
got these errors on my server
Those might be Epic's. I get those errors too while running WAR-Floodgate.

The log is full of errors. "When it's done" apparently does not include "when the log is no longer full of errors".

Tahngarthor
01-01-2008, 12:31 PM
Wont be downloading because you cut out all the stuff that makes the map look nice.


7 Removed Blur, Snowfall, & Fog Mesh actors.Blur, I can understand, but theres no good reason to remove the snowfall and fog. If you want to convert Avalanche for CTF, fine, but it should be a true conversion, and not cut out the eye candy that you personally dont like. Some people dont like fog, or weather, or whatever else, but some people do. Do we really need to make 10 verisons of a map to please all the different people with their different eye candy tastes?

By the way UT2004 had a toggle for weather effects, hopefully they'll add this in the next patch so you can turn your snow off while the rest of us who like it can leave it on.


7 Removed Blur, Snowfall, & Fog Mesh actors.

The original map had this, he removed it for some reason that's beyond me.

[Apoc]Cerberus
01-02-2008, 12:18 PM
xtremexp: I found the bug, and fixed it. I'll be uploading a Beta2 version with the fix about 5PM EST.

[Apoc]Cerberus
01-02-2008, 04:03 PM
Wont be downloading because you cut out all the stuff that makes the map look nice. Blur, I can understand, but theres no good reason to remove the snowfall and fog. If you want to convert Avalanche for CTF, fine, but it should be a true conversion, and not cut out the eye candy that you personally dont like. Some people dont like fog, or weather, or whatever else, but some people do. Do we really need to make 10 verisons of a map to please all the different people with their different eye candy tastes? The original map had this, he removed it for some reason that's beyond me.
Clearly, you did not bother reading my first post carefully. I *did* do a "true conversion" (in fact, it's also posted to the UTForums, and can be seen & downloaded here: http://utforums.epicgames.com/showthread.php?t=594387), but my Clan's admins didn't like it; Hence the changes. Ultimately, even my opinion on the aesthetics doesn't matter (let alone anyone else's) if I want my clan's admins to put this map on our server. What I *need* is CONSTRUCTIVE criticism on bugs and gameplay. There is nothing wrong with saying, "I prefer the snow & fog." But, to get condescending with me just because you like snow & I don't is just being childish.

Besides, I may have to put the snow & fog back in before final release, anyhow. As I said, the aesthetics are not up to me. After my clan plays it awhile, if enough of them say, "I prefer the snow & fog.", then it will go back in. (That's why it's called a BETA release)

Xyx: You are correct. These defence actors are from the original WAR map. I've addressed that issue, but I'm having problems addressing the StaticMesh popping without the map taking too much of a performance hit for peeps with lower-end cards. I might have to put the fog and/or snow back in to act as an occlusion to prevent the popping. I had hoped to have Beta2 ready by this evening, but it might not be ready until later.

[Apoc]Cerberus
01-02-2008, 10:37 PM
Ok, link in first post has been updated for Beta2. Changes made:
1) Fixed Defense Actors to correlate to proper flag bases (Should resolve server errors)
2) Fixed *most* of the CullDistance callouts for StaticMeshes to render long distance. There were a few I missed, but they are on the outer fringes, beyond the field of play. I'll catch them on my next update. Also, there are a few smaller meshes that simply would not allow me access to their CullDistance properties, but all of the bases and towers are rendering at full map distance.
3) Created a MiniMap. This was no small feat, as I could not find any info on how this was done. I kinda muddled my way through it, though. I saved it as a package inside the VCTF-Avalanche_v2_Beta2_LOC_int.upk package. The big question is whether or not I saved it right. Let me know if the MiniMap shows up for your in-game HUD.

[Apoc]Cerberus
01-03-2008, 11:15 PM
Well, the clan admin gods have spoken; "It's far too easy to snipe base-to-base." Thus fog and snow are going back in. Now, I just have to get the right balance...The fog that was originally in the map made it impossible for you to see a thing if you were up in a flying vehicle. I'll work on it this weekend, and once I've got it balanced out right, I'll update the link.

xtremexp
01-04-2008, 09:21 AM
For next version you should:
add fog, the map would look much better with this winter atmosphere.
change rock texture to snow texture where u remove the middle part of the map

[Apoc]Cerberus
01-05-2008, 11:05 PM
I know what you mean, xp. I'd love to repaint the terrain. I'll give it a shot again before next release, but I've been having a lot of crashing issues with the Terrain Tool. We'll see what happens. So far, I have the FogHeight Actor in place & adjusted just right, and made some minor lighting adjustments. I'm thinking of adding an additional FogSheet so the fog will be a little thicker closer to the ground and thins as you move higher. I'll have to try repainting the terrain before adding the snowfall meshes. Once those meshes are in place, it'll be very difficult to select the terrain, or any other StaticMesh, as the snow meshes interfere with selecting. You click on a StaticMesh or Terrain, and you wind up selecting the snow mesh. It's really annoying, and why I initially deleted the snow meshes to begin with. If there's one thing I've learned from this experience, it's always add dynamic meshes like snow & rain LAST.

[Apoc]Cerberus
01-06-2008, 02:56 PM
xp: Total failure trying to repaint the terrain. The Terrain Tool won't allow me to repaint using the existing material, for some odd reason. So, I select a snow material in the Generic Browser, open the Terrain Tool, right-click in the materials window, select "New Layer from Selected Material", and promptly get "UT3.exe has encountered a problem and had to be closed." Frustrating!:mad: This has happened repeatedly. It doesn't look like I'll be able to turn the rocky areas into snowy areas like we had hoped. At least, not until more fixes for UnrealEd are available. On a bright note; I got the snowfall back in & adjusted nicely. I didn't want to delete the second Manta, like your PM suggested, but do agree that the vehicle quantity is a little overkill. So, I deleted two Vipers per team to balance it out (even though I like the Vipers better than the Mantas). Next up: I going to work on increasing the lower-level FogHeight volume. Once done, I think that we will have a fairly decent Beta3 ready to go. (At least, I hope.)