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View Full Version : Yoyorast Countdown has end : no betatest, no release unfortunalty... for now



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yoyorast
September 22nd, 2009, 08:06 PM
StankBacon

Sorry? What?

Sel
September 22nd, 2009, 08:09 PM
HA! Like he'll actually give it to you... 'Course, you could just release it along with matooba's atv.

loll

Inferno
September 22nd, 2009, 08:16 PM
Yet another quality EX shitpost.

Cortexian
September 23rd, 2009, 12:08 AM
Sorry? What?
I thought Bacon made it? Or did he just texture it or something?

.Wolf™
September 23rd, 2009, 12:11 AM
He just tagged it.

EX12693
September 23rd, 2009, 01:19 AM
Yet another quality EX shitpost.
Yet another trollin' post from Inferno.:downsrim:


Anyway, yoyo... yuki wants your 'hog. Now that I think about it, I wouldn't mind it being in other maps, either. Revelations, anyone?

yoyorast
September 23rd, 2009, 05:08 AM
I thought Bacon made it? Or did he just texture it or something?

I created/modeled it, D4NO textured it, Bacon Tagged it ;)


Yet another trollin' post from Inferno.:downsrim:


Anyway, yoyo... yuki wants your 'hog. Now that I think about it, I wouldn't mind it being in other maps, either. Revelations, anyone?

Well, hmm thanks but no.. I already explained myself about "exculsivity"... maybe later, when "I'll think about it" like you maybe ;)

Ganon
September 23rd, 2009, 07:31 AM
Yet another trollin' post from Inferno.:downsrim:


Anyway, yoyo... yuki wants your 'hog. Now that I think about it, I wouldn't mind it being in other maps, either. Revelations, anyone?

transport hogs are about as useful as needlers

Needles
September 23rd, 2009, 08:14 AM
transport hogs are about as useful as needlers

Needlers are useful to me :ugh:

yoyorast
September 23rd, 2009, 08:17 AM
transport hogs are about as useful as needlers

Not in Yoyorast Island Race mode... if you make the lap with full hog, it's 5 points for your team... I call it useful.

Inferno
September 23rd, 2009, 10:09 AM
Alright. I'm feeling somewhat better today so I'm working on V2. I'm going to try a new door sync method on the panic hill and then were going to get everyone in a server and see if anyone can break it.

sevlag
September 23rd, 2009, 10:21 AM
Alright. I'm feeling somewhat better today so I'm working on V2. I'm going to try a new door sync method on the panic hill and then were going to get everyone in a server and see if anyone can break it.
so you need me and pyong to mash the buttons abunch right?

Inferno
September 23rd, 2009, 10:53 AM
Yep.

yoyorast
September 23rd, 2009, 11:54 AM
K hopefully inferno is going to fix the sync problem !

On an other hand, I couldn't stop thinking of someone here saying the panic room wasn't useful enough.. other than when you teleported with flag through random tele on it... it's true it's not useful enough as it is.. so yesterday, I thought of adding some "panic" teleporters at some strategic places witch will help make the panic room more frequented and really deserves the panic room name... (if you panic, you take the teleporter to the panic room lol) ... these tele also can be usefull to go from teh dark side of the island to the beach side (note that these are no shortcuts lol).

Inferno
September 23rd, 2009, 03:34 PM
Wait uh.... Wallhax? :raise:

http://screenshot.xfire.com/screenshot/natural/25c2374dfac8b1c03fa578fc668161dfcdf79996.png

Don't worry I already fixed it.

Pyong Kawaguchi
September 23rd, 2009, 03:42 PM
Heh, nice one right there.

tythespy
September 23rd, 2009, 04:14 PM
On an other hand, I couldn't stop thinking of someone here saying the panic room wasn't useful enough.. other than when you teleported with flag through random tele on it... it's true it's not useful enough as it is..

TBH i think the s.lazer should be between the plum tree and the rock by the panic room, just like the panic sniper in the water in V1... :woop: I know your not moving any more weapons =-/

sdavis117
September 23rd, 2009, 04:14 PM
Wait uh.... Wallhax? :raise:

http://screenshot.xfire.com/screenshot/natural/25c2374dfac8b1c03fa578fc668161dfcdf79996.png


:ohdear:

Inferno
September 23rd, 2009, 04:29 PM
Alright I fixed the shortcut. Permanently and indefinitely. It's a giant ass kill trigger.

BUT HERES THE TWIST it ignores banshees but kills any other vehicle or player that enters it.

INGENIOUS!

tythespy
September 23rd, 2009, 04:34 PM
I'm guessing the no cheat sing and auto lazer is no more?

Inferno
September 23rd, 2009, 04:37 PM
Yeah. I managed to ramp over the barrier without using the invisible wall so I decided to make a more solid solution. Kill everyone.

Cortexian
September 23rd, 2009, 04:42 PM
What if someone gets out of the banshee near the walkable area under the hill that you jump to from the garage? Is the kill zone far enough away from that to prevent those people dying?

Lemme test this kill zone plz.

Inferno
September 23rd, 2009, 04:43 PM
It's a biggass killzone but you can only touch it by trying to jump to the rock slide shortcut or the vehicle jump shortcut. Your safe as long as you don't try to cheat.

Dwood
September 23rd, 2009, 04:44 PM
e: ninja'd

chrisk123999
September 23rd, 2009, 05:14 PM
Killing only certain people online can mess up when you have to many scripts doing that. Hopefully you don't.

Inferno
September 23rd, 2009, 05:47 PM
It's a plyrnum script except it checks to see if there is a banshee_1 in the volume before killing the player.

EX12693
September 23rd, 2009, 07:34 PM
It's simple, and it kills cheaters... I LIKE IT!:golfclap:

yoyorast
September 23rd, 2009, 08:06 PM
K, ferno did an amazin job on fixing the door syncing and various things, we tested togoether.. there's still some minor stuff to fix.. he'll be done by tomorow with this stuff.. then, tomorow will happen the BIG betatest guys, be ready.. hopefully, it's the last one this time..

I'm just adding the list of stuff here again, in case you forget it ferno :
- Get the Menu from Sinow
- Doors and shileds at 60 sec
- Try to fix the weapon glitch
- remove the test metal strucutre next to the killbox
- check the scripts one last time
- Maybe you can try to add dynamic light as you said to the new panic teleporters (only if you think its not going to trun the fps down)

And I'm asking to anyone who may know how to do : Do you guys know how to add some weight at the back of a vehicle (ATV here) cause it has a real tendance to flip to the front when jumping... It would just need a little more weight at back.. Any idea how it's makable?

Thanks

edit : Dam I just found another invisible wall... annoying one, not very annoying but enough... Now with the big one bacon found, there's 2 + one little other I noticed the other day (but not very annoying) Dam I was against rerunning any lightmap and I know fieryscythe is busy and didn't wanted to chase again these invisible walls and run another radiosity, but now... Fire, I was wondering if now that the week-end is approching, maybe you would have some time to do it... and I won't remodel, it's just redoming the invisible walls and running lightmaps... I know this represents some work but I know you're a perfectionist like I am and I mean, plz fire we need you... It's so painfull to release a half finished and unperfect map after all this work... tell me what you think if you're reading... if you're not, I'll AIM as soon as I catch ya. Thks

.Wolf™
September 24th, 2009, 12:18 AM
Its not like all players are retarded and they can easily find their way around a pbsp by repositioning. Besides,this game aint fun without some nades bounching back at you and kills you:D

EX12693
September 24th, 2009, 01:54 AM
We have to remind ourselves that videogames aren't real, and it would be realistic for the grenades to not bounce back at you... so keep the invis-walls to remond ourselves that this isn't real.:haw:

EDIT: OMFG I just realized that Yoyo is now agreeing with my "joke"!!!!!!!!!!!!!!!!!

Cortexian
September 24th, 2009, 02:47 AM
You need to be reminded that Halo isn't real? You're going to be one of those kids that takes a gun to school without a care because you'll just respawn in your bed at home.

:suicide:

AAA
September 24th, 2009, 06:22 PM
:suicide:

Rejoin in... The next lifetime.

EX12693
September 24th, 2009, 07:11 PM
You need to be reminded that Halo isn't real? You're going to be one of those kids that takes a gun to school without a care because you'll just respawn in your bed at home.

:suicide:
Are you really not smart enough to realize that I wasn't serious? (I thought the dumbass "haw haw haw" gave that away) Or are you just being that big of an ass? :nsmug:

I'm the one with the headstone that says "Respawn in... 9" :haw:

yoyorast
September 24th, 2009, 07:24 PM
Ok, I can't reach inferno for now... and anyway I'm so tired tonight... Also Fieryscythe is offline and didn't answered my last post .. so no beta today guys.. I really want fieryscythe to give me his final answer before going on with other solutions or compromise...

I'm quoting my last post here for fire to fiend it more easily + for inferno to work on the last points if not yet done :


K, ferno did an amazin job on fixing the door syncing and various things, we tested togoether.. there's still some minor stuff to fix.. he'll be done by tomorow with this stuff.. then, tomorow will happen the BIG betatest guys, be ready.. hopefully, it's the last one this time..

I'm just adding the list of stuff here again, in case you forget it ferno :
- Get the Menu from Sinow
- Doors and shileds at 60 sec
- Try to fix the weapon glitch
- remove the test metal strucutre next to the killbox
- check the scripts one last time
- Maybe you can try to add dynamic light as you said to the new panic teleporters (only if you think its not going to trun the fps down)

And I'm asking to anyone who may know how to do : Do you guys know how to add some weight at the back of a vehicle (ATV here) cause it has a real tendance to flip to the front when jumping... It would just need a little more weight at back.. Any idea how it's makable?

Thanks

edit : Dam I just found another invisible wall... annoying one, not very annoying but enough... Now with the big one bacon found, there's 2 + one little other I noticed the other day (but not very annoying) Dam I was against rerunning any lightmap and I know fieryscythe is busy and didn't wanted to chase again these invisible walls and run another radiosity, but now... Fire, I was wondering if now that the week-end is approching, maybe you would have some time to do it... and I won't remodel, it's just redoming the invisible walls and running lightmaps... I know this represents some work but I know you're a perfectionist like I am and I mean, plz fire we need you... It's so painfull to release a half finished and unperfect map after all this work... tell me what you think if you're reading... if you're not, I'll AIM as soon as I catch ya. Thks

Inferno
September 24th, 2009, 07:51 PM
I was at taco bell...

I fixed everything and made you a present yohan.

EX12693
September 25th, 2009, 01:22 AM
Isn't this like, the 4th day in a row you've said "Beta tomorrow..." ?
Just pointing that out. :v:
Srsly make a beta. Soon.

Cortexian
September 25th, 2009, 01:25 AM
Isn't this like, the 4th day in a row you've said "Beta tomorrow..." ?
Just pointing that out. :v:
Srsly make a beta. Soon.
There's always a beta, there's been one almost every day for the past week. Just because it's not a big 16 person beta test doesn't mean people aren't playing the map, Inferno and I played a little bit today.

EX12693
September 25th, 2009, 01:30 AM
Meh, 2 people can miss a lot of shit. Whatever.

Cortexian
September 25th, 2009, 01:31 AM
You're obviously not comprehending how development cycles go, so I'll just stop trying to explain it to you.

EX12693
September 25th, 2009, 01:42 AM
I understand perfectly. It's just that a 2 person test is less productive than a 16 person test. Simple.

n00b1n8R
September 25th, 2009, 02:59 AM
A 2 person test is a lot simpler to organise and can do what it needs to when there's only relatively safe and small bugfixes being implemented.

Cortexian
September 25th, 2009, 03:38 AM
A 2 person test is a lot simpler to organise and can do what it needs to when there's only relatively safe and small bugfixes being implemented.
This guy knows what's going on.

yoyorast
September 25th, 2009, 05:02 AM
I was at taco bell...

I fixed everything and made you a present yohan.

Very good! A present? :woop:

p0lar_bear
September 25th, 2009, 07:04 AM
I just tested with Lancer, Yoyo, and one other person, absolutely unplayable as a client connecting to the server. Halo's FPS chart showed 0 the whole time.

I loaded the map as a LAN server, and it ran fine, and I also played a few rounds of stock maps on another server, and it ran fine. Also, my framerate went up to about 10 or so when my connection dropped while in the server. This makes me think that the sync scripts are causing this.

The other guy that was testing was also having the same issue.

Cortexian
September 25th, 2009, 07:11 AM
Locke, Wolf, and p0lar all had this FPS issue, while Yoyorast and I were unaffected for some reason. Other than that, everything works as intended, syncs are working, kill box for shortcut is working, doors/shields/random tele is working, and it all worked with Rec0's app as well. This leads me to believe that there's only a few commands in the devicator that cause problems with the map, I'll disable these commands and there won't be any problems using it.

EX12693
September 25th, 2009, 11:19 AM
More fps issues? Did you "optimize" the map?

Cortexian
September 25th, 2009, 11:54 AM
You can't "optimize" the map when it's on a dedicated server.

.Wolf™
September 25th, 2009, 12:28 PM
Probably a script problem,no big deal,it also worked normally for me when i hosted my own server and on LAN,same worked for Polar i believe.

p0lar_bear
September 25th, 2009, 03:59 PM
Locke, Wolf, and p0lar

PROTIP: I am Locke. I was aliasing last time I played CE and CBA to change the profile.

Inferno
September 25th, 2009, 04:30 PM
Most people have no problem with yoyov2. It's probably a computer/operating system. Thing

.Wolf™
September 25th, 2009, 05:15 PM
Read : It worked on our own servers,with no FPS lag, SO ITS NOT THE COMPUTERS,NOOOBO!


:RAAAAAAAAAAGE:

Inferno
September 25th, 2009, 05:42 PM
Read : It worked on our own servers,with no FPS lag, SO ITS NOT THE COMPUTERS,NOOOBO!


:RAAAAAAAAAAGE:

It's running fine on my computer. In and out of dedicated servers.

So yes its a problem with specific computers/hardware/operating system.

.Wolf™
September 25th, 2009, 05:55 PM
Well,it works normally in a a hosted server that i hosted myself.OK? Yeah and then i join a dedicated server,and bam it drops,so how could the operating system be a problem? When it works in a server you host yourself?
Makes no fucking sense.

Pyong Kawaguchi
September 25th, 2009, 06:01 PM
I think I got the mongoose fixed.

tythespy
September 25th, 2009, 06:34 PM
Yeah and then i join a dedicated server,and bam it drops,so how could the operating system be a problem? When it works in a server you host yourself?
Makes no fucking sense.

I think he means over all difference, probably a slight difference if any.

p0lar_bear
September 25th, 2009, 07:22 PM
Well, how would an active connection to a server cause the map to bog down our computers?

And the fact that .Wolf doesn't have pc specs listed isn't helping; it's a fact my computer is crap, what about yours?

tythespy
September 25th, 2009, 11:06 PM
I use to get some fps problems in earlier betas, but I don't get them any more in the new betas. - spec's uptodate

yoyorast
September 26th, 2009, 06:40 AM
I use to get some fps problems in earlier betas, but I don't get them any more in the new betas. - spec's uptodate

Did you tried the last one?

sevlag
September 26th, 2009, 09:14 AM
Did you tried the last one?
i got no problems except the complaining with vista causing CE to jump every so often

.Wolf™
September 26th, 2009, 09:22 AM
------------------
System Information
------------------
Time of this report: 9/26/2009, 13:36:42
Machine name: ADAM
Operating System: Windows XP Professional
Language: Swedish (Regional Setting: Swedish)
System Manufacturer: ATI___
System Model: AWRDACPI
BIOS: Phoenix - AwardBIOS v6.00PG
Processor: Intel(R) Pentium(R) D CPU 2.66GHz (2 CPUs)
Memory: 2046MB RAM
Page File: 1029MB used, 2909MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
DxDiag Version: 5.03.2600.2180 32bit Unicode

------------
DxDiag Notes
------------
DirectX Files Tab: No problems found.
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Music Tab: No problems found.
Input Tab: No problems found.
Network Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (n/a)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (n/a)
DirectMusic: 0/5 (n/a)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

---------------
Display Devices
---------------
Card name: NVIDIA GeForce 8800 GTS
Manufacturer: NVIDIA
Chip type: GeForce 8800 GTS
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0193&SUBSYS_82341043&REV_A2
Display Memory: 640.0 MB
Current Mode: 1440 x 900 (32 bit) (60Hz)
Monitor: Plug and Play-bildskärm
Monitor Max Res: 1600,1200
Driver Name: nv4_disp.dll
Driver Version: 6.14.0011.7813 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 9/17/2008 09:55:00, 6057472 bytes
WHQL Logo'd: n/a
WHQL Date Stamp: n/a
VDD: Saknas
Mini VDD: nv4_mini.sys
Mini VDD Date: 9/17/2008 09:55:00, 6132576 bytes
Device Identifier: {D7B71E3E-42D3-11CF-766D-3FA203C2CB35}
Vendor ID: 0x10DE
Device ID: 0x0193
SubSys ID: 0x82341043
Revision ID: 0x00A2
Revision ID: 0x00A2
Video Accel: ModeMPEG2_A ModeMPEG2_B ModeMPEG2_C ModeMPEG2_D ModeWMV9_B ModeWMV9_A
Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
Registry: OK
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
DDraw Test Result: Not run
D3D7 Test Result: Not run
D3D8 Test Result: Not run
D3D9 Test Result: Not run

tythespy
September 26th, 2009, 09:52 AM
Did you tried the last one?

yes, no problems