thx man, open wide type can bring out the full power of unreal enigne 3,
also more battle path choice, the unpredictable brings the fun...
thx man, open wide type can bring out the full power of unreal enigne 3,
also more battle path choice, the unpredictable brings the fun...
Yes, i agree with that. For that reason i do the first map this way. But for a campaign as this, must have to be exploration sectors, little puzzles or activation required doors etc. , that break the routine. If it was all-time-shooting, it dont be fun.
In the combination and equilibrium is the key. Dont worry Darksin, I KNOW you like battlefield style as me and a lot of people in the community, so, third chapter will combine the best of second chapter and if the editor dont betray me * it will include too a tough battle in a big outside court/parking of a building. You can imagine the rest...
*(its failing in a incremental way ,even with empty maps to test it , in simply tasks like alt+drag to copy or even save... i dont know what happen or has changued, i only know that game runs at FULL with 60fps without problems in my pc, and from not a long time to now, it start to crash more and more... perhaps its a paranoic thought but it seems to begin with the last pc update... .If anyone can help with that, i will invite him/her to a beer if comes to Seville, i promise )
Well i could repear all the mayor bugs last week and keep on WIP, soon i will publish more new screenshoots... and i can confirm reavers will visit us on chapter 3 ...
good news, man, how about the rate of progress and possible release date?
Naz is badazz.... It kinda worked? Ugh, guess not! Naz your maps are beyond amazing, they literally have everything I could think of.... which is why I must thank you.... thank you for these maps that keep me pre-occupied for hours!
Darksin:Well, it is the question of the million dollars. Now my pace of work has returned to be more rapid, and I calculate that the chapter 3 is up to 50 % of design of stages and 35 % of system of game (i have all designed, but it takes time to implement it in the editor).Take care that this level its bigger than chaptter 2 and i want to implement more "game time" to it, so it requires a lot of work. Maybe in a month i can release a playable Beta that is worth it, but i will add some info about the level regularly. I cant tell nothing more exact yet, sorry.good news, man, how about the rate of progress and possible release date?
Juggernaut:A lot of thanks for your support, man, i apreciate it really. If you like the first 2 chapters, i only can tell you will love the next!.Naz is badazz.... It kinda worked? Ugh, guess not! Naz your maps are beyond amazing, they literally have everything I could think of.... which is why I must thank you.... thank you for these maps that keep me pre-occupied for hours!
AND... as a bonus,here are some screenshoots of the current chapter 3 WIP!:
(I put thumb+link because images are too big... hope you like it )
i found the indoor wall a little simple, can you add more things like pipes, panels?
more detail object more good for maps visual, also hope a more beautiful night sky dome,thx man...
Last edited by darksin; 05-06-2009 at 03:45 PM.
About the skydome... dont you see the shinning sun? . Night its coming, but it havent come yet, so skydome cant be a night one, it will be an incoherence. I use this one because the coloration fits well with the position of sun in the horizon.
The night map its in the fourth chapter, as you can see in screenshoots of past posts.
thx man for all effort, yes, nice sun, i thought it was a blast fireball,lol...
so hope more beautiful cloud...
also curious about when and where to fight the brumak,maybe more than one?.
Last edited by darksin; 05-07-2009 at 01:26 AM.
About the atmosphere of the sky in chapter 3, i´m studing about add some emissives to generate clouds or more dust... it has fog, but it looks too clear now... we´ll see what to do with that.
thx again!!, u c your map gives a similar feelings to gears 2 so i thought about more brumak, also really glad to see a horde like sp...although the UE 3 sky was always a static background but i love fallout1 feelings, some old custom maps i played before
has moving fog, seems the wind blow them, maybe some custom particle work, i love this...
Well, some weeks have pass and WIP goes fine, but slow. Anyway i will take my holydays very soon, so i will give a good advance in chapter 3. As i tell before its a building with some levels, and top one its ready for play. Its not too long yet, but its a 15-20% of gameplay of the all map. Soon i will release some screenshots of finished work at this floor. As it will take me some time to finish, i thought you will like to play a beta of this chapter... to test and reply about it. If you will like to try a beta of this level just tell and i will release a beta this weekend. See you soon.
glad to see you are back, already wait a long time, 1.0 will be good,,,,
Thanks for your support. I never gone, only i have no time to finish the level. I´m having some problems with chapter 3, it crash on game, but works fine in editor, i have pass 3 days bumping my head on my desk... but it semms to be solved by now.
That dammed problem is stopping the build for the rest of the level, but i hope i can use more time in next weeks, to finish the level at last. if all its allright i can release a fully playable beta 1.0 , like you named it, in a few days, while i finish the other parts of the map... i hate how the problem that causes the editor can breake the rest of the creation proccess of the maps, but it is over my control.
See you soon
At last, i make it work!!. I´´m suffering with crashes of this map, but it seems by cooking it the game can play it and works... this is only a beta and i think several fails comes from the cooked source version, but it works in my pc fine but some light problems.
In any case, please report any stuff you think can be powered, but i warnig about this is only a beta... links for dowload (in first post too) :
MEGAUPLOAD ---- http://www.megaupload.com/?d=WZ38BSVS
Thanks for your support!! and be patient with me about the time it takes to me to finish this campaign, i have a job to keep!! ()
Finally made it to Beta. I was only able to play for a short period of time so far. The BSP did not have any lighting when I loaded the 'Main' file if I remember correctly. The bots were challenging, so I look forward to playing some more this weekend. Thanks!
The problem i have is that the uncooked builded map crash and close the game, so i upload the cooked version but not the cache files. I will repair it asap.
I think i´m very near of the solution to publish the uncooked version, but i think at last people can test the game play of the first part of the map while i keep working. I´m glad you have find the bots enought good. I keep on WIP!!!
plz upload to filefront, can't download from mega,thx........
PD: i´m playng gow 2 now, and i´m getting some new ideas to aply in thies campaign... like the reavers posed (try to go out of the balcony in this beta and see...). Any idea i could implement will be wellcome.
ok, i played the map and found it need optimized , the framerate is really low everywhere, it drop a lot in rooms and on roofs drop more...other than that's it's ok, not many locusts maybe it's just a beta.
i played till the roof, so i hope you can improve the framerate like levels before, fallout 2 got high fps, even fallout1 fps is much higher then fallout3 beta, thx!!...
Last edited by darksin; 07-07-2009 at 04:49 PM.
THIS POINT COULD BE TESTED AND NOTIFY BY OTHERS?
About the amount of locust... LOL....i will increase a bit the number in certain moments indeed, but there are a high numbers of them in relation the playable surface at the moment... note that this is only the first floor and rooftop of a building. when it finally have finished it,i promise you havent enought ammo to kill all the locust that will appears (). Anyway i think 5 reavers, 2 boomers, 9 wretches, 10 theron, 15 drones and granadiers, 2 troika locust and a sniper (a global of 44!!) arent a low number of locust... are they?. You have unlock all the doors? have use the chaingun of the rooftop? the goal its not the rooftop, you must take the red key and open the floor door that allows you go to the next floor...
In any case, this is a beta of PART of the chapter 3 to testing only, and i´m sure it will be modified. dont worry about the hard it will be.... LOL.
Last edited by Nazgul24; 07-07-2009 at 11:09 PM.
thx man, i 'll check carefully, all other maps plays with high fps, like kantham's lance maps, but when i load fallout3 main, got a low fps everywhere, i think it's below 15-20, don't know why, the structure is not very detailed, i'm not a mapper, so i don't know how mappers improve this.
a very little problem is when i load the map and meet the first door, i can't kick it open, i shoot the panel aside and push the action button near the door but found no effect, seems i should stand in the right place to kick successfully, if i stand too near the door, the kick animation can't be done...
Last edited by darksin; 07-07-2009 at 11:55 PM.
wait you with the pc version of gears get to play other ppls maps ???
Anyway , I WILL RELEASE IN A MINUTES A COOKED VERSION, TEST IT AND TELL. I WILL WARNING ANYONE WHO WANT TO HELP TESTING THE TWO VERSIONS WITH A POST IN BETA SECTION.
About the problem with the door, its only a question of align the position of the trigger. I will take care of it.
YEs. The pc version includes the unreal editor so we can create our own content, like mp maps. or in this case, a SP campaign.
Last edited by Nazgul24; 07-08-2009 at 06:33 PM.
i played till the reavers and boomers appear, god, the framerate drop below 10,
nightmare to me,lol... ..
I ask for help, lets see...
Have you put any dynamic lights? From what I could tell FPS took a beating at the beginning. You don't have all that many details around but those ceiling lights caught my attention. Also, whenever I died and reloaded last checkpoint, the game crashed.
will definitely play this when I reinstall Gears.
You say "FPS tooks a beating on the begining"... it happens for me the first time i launch it from the editor, . Close and re-lauch it if you use it to test. From the game it works well for me... you have tested with the game and get low FPS in the begining only or all the time?.
Thanks for the help!
Last edited by Nazgul24; 07-13-2009 at 12:48 PM.
You're having bad optimization at the game start. I'm not referring to streaming in textures, but how you get bad FPS where the wretches are coming at you. This corridor, by the way it is doesn't look like it should lag this much. the engine optimize itself in a very decent way when you have a lot of walls surrounding your FOV. It's called occlusion. everything behind these walls are not being rendered. So I suspect something really smelly in there, or your map is really big and have something out there lagging. I couldn't make it that far, every time I died the game crashed when reloading checkpoints. This isn't usual.
Also, all static lights are able to be set to dynamic. Usually your light bulb would have a "U" in it. That's for spot lights at least.
Just try to select all your lights using the right click -> select all spot lights and so on. Do the same with ambient and directional lights, then make sure, from the properties, that the lighting isn't set to dynamic anywhere. If you see a half checked box, that means one or more of them is, so you just got to click on it until it turns blank.
Dynamic lights are O.K. to use in specific cases, especially for door switches. Otherwise, using them for an open world is just going to kill the performance.
About the world, its big, but the player dont see it all time, just from the balcony or the rooftop, so i expect its not the problem.
Thanks, i will try about the lights and tell.
Last edited by Nazgul24; 07-13-2009 at 01:15 PM.
Long time have gone!! sorry, i keep on work when i can... in one side i havent many time to expend on it, and in the other i pass hours to do a few little things because the editor breaks all the time with the most little things. it really hard to do anything in that way...
I really want a stable version, Epic. You are killing GoW Pc Comunity with that, who wants to expend time on a non working editor?. We are loosing tons of contents from the comunity, i´m sure... and i know many mappers and moders that have gone to source editor or others, because it a pain working that way. the only reason i keep on it its i love edition, and gow. I´m spanish and even was about to order the Mastering Unreal Books.... but, for wahrIf anyone can read this (from epic ort not) and answer them, i have some easy questions:
1)I know the editor its unattended, but if you can answer i will be happy: I have a X2 2.1/3 G of RAM /ATI hd4850 and the game runs great...and my editor crash even 6 times en less of a hour, with a simple map ... what machine i need to work properly with editor?
2)an idea i have just get... the settings of the game can affect the editor performance? it can be more stable if i set the game 640x800 and less detailed, for example?
3)There is a way to get a better version of the editor for amateur mods/content design?
I will not tell any release date anymore, so i cant promise i can do it in a fixed date. I will try to finish it asap. The only i can tell is i ´m building the third chapter word, and keep the game play for the last thing, and its finished about 70%. I hope i can post some screenshoots of WIP soon. And i want to thank all the comunity that supports me, and this slow but sure project.
2) So far medium settings has worked for me, with the odd glitch here and there, like when it crashed when trying to open any map, but I found a solution to it.
3)Haha, if only, we all know Epic is done with gears 1 PC, especially after January 28 when they had to fix a big mistake. The best thing to do is take your time with your work, I find I can get way more stuff done if I let the editor rest about 2 seconds after everything I open, like maps, packages, and opening anything in the packages.
Great to know this project is going slow but steady. It's good to see Gridlockshock has posted something new as well, so we got 2 mods going strong.
Dark Raven Down, you saw it here first!
I must apologize, because my english sometimes betrays me... if i understand, you welll, if you changue the settings of the game (not from the world properties) you tell the results are different?. I see that ib different resolutions or settings the light in the maps increase or decrease, but it happens with all the maps... you refer to this?.
About the ingame settings, i will try to put them in low/middle performance and try to edit, and see if i can work without chainsaw my pc in a "epic" rage explosion.... And i wait a few seconds ever, even after put anything in the World or Drag and Copy (this its my biggest nemesis)... . Can be a so stupid thing like a link between the config of the game and the editor performance can solve this thing?... well see...
I will tell....
Ey, and how you sole the problem of open map crash?. Any tip can be valuable for me!!! (perhaps you detelete cache files from unpublished?). Thanks for your comments!!
Last edited by Nazgul24; 09-29-2009 at 12:30 PM.
Glad to see nazgul back ,seems this project suffered you for a long time, but you live in happy Spain, glad to see F1 driver Alonso will come to Ferrari finally...
Anyway i always put post porcessing to normal as a standard, so custom maps brightness feels too dark or too bright all depends on this, also hope dear JUGGER do some daylight maps,maybe some Horde.
Last edited by darksin; 09-29-2009 at 02:52 PM.
BUT.... i put the resolution in a lower value, set all to middle/low, and.... it seems to work!!!!. Incrtedible but true: the game runs like hell, but without all the effects that must be in, but the editor runs very better. I work yesterday during at last 3 hours and a half, and no crash at all... its true that i have to set again all in high for compilation, and crash one time, but it dont matters for me... i can work again!!!. I did yesterday more that the past 3 months, i hope i can keep this workflow and publish something soon.
I must tell you dont disable all the settings, like decals or post processing or you cant see it in the editor, so it can affect the real apparence in other settings... for example i put decals in "none" in the game config and the decals dissapears in the editor, the icon keeps but the decal itself are not shown. For that you can put it to minimum settings but not disable it.
Its awesome the difference between the performance in the editor and ingame, and it´s a pity nobody tells it before...
And Darksin, you keep talking about horde mode, and I've come to the conclusion that there is literally 3 horde type modes:
1. Horde from bloodraven14(link is dead, he is banned, but I still have the map)
2. BurnedInternal horde (on the new gridlock, he even got co-op working)
3. I think ismik on moddb came up with a horde mode, along with many lance 2 maps.(It's too bad it's stopped, there's still a few I want to experience, like the 4 detox maps).
I believe all three of them, are currently not active on the forums. It'd be a lot of work to make a horde mode, and I currently don't have that much time, hence why my locust campaign is still a beta, I haven't worked on it once after I released it on moddb.
Glad to see finally a way to continue the work,...
Thx to Jugger's 3 choices but i already got all of them long time ago, u c maybe i'm the only guy who played all types of gears bot maps,lol, i still play them nowadays, high replay value, that's why i love lance dm and Horde maps so much more than sp and hope for more, really fun. If finally gears 2 come to pc, i definitelly hope modders and mappers make the official Horde offline first, since Epic will never do this like UT bot fully supported.
Last edited by darksin; 09-30-2009 at 02:34 PM.
I only post to tell i keep on work, but i´m sad because i cant work faster... i´m really busy, but i keep the project active in mind and it keeps growing. The third chapter map its near to be complete, but it have not the gameflow implemented yet, only a 25 per cent. Thanks for your support.