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yoyorast
September 25th, 2009, 07:30 AM
K guys, I'm making a new thread so it's more visible cause we have real last issues unfortunalty.
We had a little test with Freelancer and some others. The shileds and doors seem to sync nicely now thks to inferno new way of doing... but this still remains to be tested with a full server.
However, there's still some points of my list yet to be fixed (this is for inferno) :
- Menu is still not working.
- Weapon "glitch" is still there (2 weapons, that don't make part of the weapon population, are falling from the sky at the begening of the game and they are not uasble), you really should try to get rid of them ferno.
- Since the last 2 build the 360 sign is clipping along with the arrow on the rounded platform (not a big problem but this might be related to a bigger problem I'm talking about at the end of my post).

Now there's still this problem with ATV balance weight...
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?
I really think its worth to fix. Cause, inferno, you were telling that you just have to ride slower when jumping from ATV base not to fall... but it's designed to be able to jump at ful speed... I mean the biggest reproch I had with yoyoV1 is the ATV wasn't drivable as easy as hog... well, let's not reproduce the same problem.. you must be able to ride as fast and easy as with the hog...

K One other big problem are the 2 remaining invisible walls.. (one along the panic hill even if it doesn't allow you to take shortcut anymore due to inferno killbox ; the other one at beach base is more annoying)..
The only way to get rid of these is to rerun the lightmap after chasing them... the only one who can do that is Fieryscythe...
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

K, now the last and maybe biggest issue we had during last test, Polar and wolf were experiencing big lag and FPS issues when joining the Freelancer' server... and they ran the map smoothly when on their own lan... One can think the freelancer' server is faulty but they weren't experiencing the same problems with older builds... there must be something wrong with this last build...
Polar word on it from the older thread :

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.

Inferno, Fieryscythe and someone that can fix the ATV balance problem, yoyo V2 needs you more than ever... Thanks guys.

O and I found the surprise ferno :) Very good !

.Wolf™
September 25th, 2009, 08:01 AM
Yeah script must be it,last time when we tested only the beach panic room doors it worked nicely with 0 fps lag.

Cortexian
September 25th, 2009, 08:05 AM
My server is fine, as proven by you and I not having any issues Yoyorast. There's something wrong with the map.

Also, the teleporter exit by the panic room is clipping at certain angles.

FireScythe
September 25th, 2009, 08:20 AM
Well i've just had a few weeks of free time plonked on me, so I can get those invisible walls fixed for you.

yoyorast
September 25th, 2009, 08:31 AM
Dam, this is one hell of a good news, thsk man !

Cortexian
September 25th, 2009, 10:22 AM
This video illustrates some of the latest changes, note it's still a release candidate and anything you see in the video could change.

aBXGYnN3uR4

yoyorast
September 25th, 2009, 10:27 AM
Ye, I think this little clipping is happening with pretty all the tagged objects since the 2 last builds...

If this is because of too many tags, you can remove the panic room teleporter near the walking sign, you know ferno? not the one at credit room, not the one down the camping spot but the other and 3rd one... so there'll be 2 left in the end.

Also removing the wired 2 weapons I was talking about in my 1st post could help with this issue..

Inferno
September 25th, 2009, 04:26 PM
Ye, I think this little clipping is happening with pretty all the tagged objects since the 2 last builds...

If this is because of too many tags, you can remove the panic room teleporter near the walking sign, you know ferno? not the one at credit room, not the one down the camping spot but the other and 3rd one... so there'll be 2 left in the end.

Also removing the wired 2 weapons I was talking about in my 1st post could help with this issue..

Those 2 weird weapons are just a result of shitty net code. I can't really fix them since I have no clue what spawned them to begin with.

sevlag
September 25th, 2009, 04:36 PM
Those 2 weird weapons are just a result of shitty net code. I can't really fix them since I have no clue what spawned them to begin with.
which ones?

Inferno
September 25th, 2009, 04:40 PM
They fall from the sky on client side.

Inferno
September 25th, 2009, 04:42 PM
This video illustrates some of the latest changes, note it's still a release candidate and anything you see in the video could change.

aBXGYnN3uR4


Must have been hard to edit out all my kills.

:realsmug:

Cortexian
September 25th, 2009, 06:23 PM
Must have been hard to edit out all my kills.

:realsmug:
No, they just got cut to the release trailer. :haw:

chrisk123999
September 25th, 2009, 06:25 PM
I've had that problem before, remove the weapons from the few bipeds that have them in the syncing rooms.

Edit: Why is there Halo 2 teleporter exits when this is a Halo 1 themed map?

n00b1n8R
September 26th, 2009, 03:33 AM
I've always wondered why you could go so far out into the water on yoyo, it just give people an excuse to stray from the fighting (i know I've done it a few times vOv) which iirc is part of the reason why the secret room was removed.

Why not put a player/vehicle clip there? vOv

chrisk123999
September 26th, 2009, 09:37 AM
There is player clipping there...

Lateksi
September 26th, 2009, 10:02 AM
...hundreds of meters away from the island.

Inferno
September 26th, 2009, 12:41 PM
Why should I have to fix player stupidity...

Dwood
September 26th, 2009, 12:43 PM
If it's not on the island, just call it unsupported. What are they doing out there anyways?

Pyong Kawaguchi
September 26th, 2009, 03:05 PM
If it's not on the island, just call it unsupported. What are they doing out there anyways?

Having sex, probably.
Also, I got the mongoose problem fixed.
4P-YcTJiEQ0

Inferno
September 26th, 2009, 03:06 PM
I love you pyong.

.Wolf™
September 26th, 2009, 03:17 PM
It slows it down when you get to the part with ramps that goes up from the beach..reason is that it hull of atv hits it..Or maybe im wrong?

Pyong Kawaguchi
September 26th, 2009, 03:18 PM
Why, thank you, inferno.
Now yoyo has to edit the credits bitmap and add me in it :realsmug:
@ wolf, I am pretty sure I held space.

yoyorast
September 26th, 2009, 03:59 PM
Why, thank you, inferno.
Now yoyo has to edit the credits bitmap and add me in it :realsmug:
@ wolf, I am pretty sure I held space.

ye I'll find some space to add you ;)

On the other hand, Fieryscythe started to remove the invisible walls, then will make new lightmaps. :)

chrisk123999
September 26th, 2009, 05:21 PM
http://www.xfire.com/video/14cd0f/

So, I heard you like shortcuts...

Ganon
September 26th, 2009, 05:28 PM
well that's a bit of a problem now isn't it

yoyorast
September 26th, 2009, 05:34 PM
http://www.xfire.com/video/14cd0f/

So, I heard you like shortcuts...

Daaamit, wow this one is big! Very nice find man... we'll put a little invisible wall over there.. thks

Inferno
September 26th, 2009, 05:51 PM
I'll just make it teleport ghosts back to the bottom if they start going up.

yoyorast
September 26th, 2009, 05:56 PM
I'll just make it teleport ghosts back to the bottom if they start going up.

good idea man.

Cortexian
September 26th, 2009, 05:58 PM
I'll just make it teleport ghosts back to the bottom if they start going up.
No, just kill anyone in Ghosts in that area.

Ganon
September 26th, 2009, 06:00 PM
I'll just make it teleport ghosts back to the bottom if they start going up.
bad fix for bad problem

ShadowSpartan
September 26th, 2009, 06:03 PM
bad fix for bad problem
I agree, just add some clipping.

Inferno
September 26th, 2009, 06:47 PM
If I put a invisible wall players will hit it if they slide down. A 3 line script that teleports a the ghosts when they enter a trigger is a lot simpler and less impacting on the gameplay.

EX12693
September 26th, 2009, 08:40 PM
Either a teleport or killbox woulld be good. I prefer the killbox idea.

Cortexian
September 26th, 2009, 09:55 PM
Two votes for killbox.

Inferno
September 26th, 2009, 10:03 PM
This is not a democracy. Its a dicktatorship. And I'm the dick.

chrisk123999
September 26th, 2009, 10:09 PM
I vote get rid of the H2 teleporters that don't match the map.

Timo
September 26th, 2009, 11:14 PM
A killbox would be stupid - what if you wanted to/accidentally slid down that slope?

il Duce Primo
September 26th, 2009, 11:49 PM
I'm sure that player clipping can be single sided.

Inferno
September 27th, 2009, 12:29 AM
I'm sure that player clipping can be single sided.

In your mind it might be but in the real world you can't do that.

Unless you want to use haxed tool.

EX12693
September 27th, 2009, 02:00 AM
What about the same idea for the no-shortcut killbox, except killing people ONLY in ghosts? (reststing what Freelancer already said)

itszutak
September 27th, 2009, 02:24 AM
Why not just remodel the mountain so that it slope tapers off to perpendicularity near the top?

(That might be a bit confusing. Here's some ASCII)


As it is now:
_
.\
..\
...\
....\
As it should be:

_
.|
.|
.\
..\Or something to that effect. Hell, even a small invisible dent halfway up would stop a ghost from making it.



_
.\
..\>
...\
....\

AAA
September 27th, 2009, 02:28 AM
^ This.

Cortexian
September 27th, 2009, 03:13 AM
Because, Yoyorast has stated time after time that he doesn't want to remodel ANYTHING.

yoyorast
September 27th, 2009, 05:06 AM
Because, Yoyorast has stated time after time that he doesn't want to remodel ANYTHING.

And that its already in lightmap process by fieryscythe.
+ remodeling means more chances to get invisible walls.
+ and there's an easy alternative to fix this with no remodeling..

.Wolf™
September 27th, 2009, 06:28 AM
Put a rock there, problem fixed.

yoyorast
September 27th, 2009, 07:18 AM
ye, a rock isn't a bad idea too..

Pyong Kawaguchi
September 27th, 2009, 08:06 AM
Crap, I found a problem when on the mongoose at the final jump (before the Y split) it flipped over :/

yoyorast
September 27th, 2009, 10:07 AM
Crap, I found a problem when on the mongoose at the final jump (before the Y split) it flipped over :/

wired, i dont remember this was happening with old version.. Why dont you try with even more weight at back..

tythespy
September 27th, 2009, 10:53 AM
we proably should of done the 16 man sever test to find the last of the invisble walls before fieryscythe fixed the lightmap.

chrisk123999
September 27th, 2009, 12:42 PM
'Nother shortcut.

http://www.xfire.com/video/14e00b/

Don't you just love ghosts?

http://screenshot.xfire.com/screenshot/large/e8f1b758b4a4139d7f24b6ed8ec3b0484aa6e236.jpg (http://www.xfire.com/screenshots/chrisk123999/ss_file-e8f1b758b4a4139d7f24b6ed8ec3b0484aa6e236.jpg)
Ghosts fit down the walking way in.

.Wolf™
September 27th, 2009, 01:04 PM
Alredy did this once.

Inferno
September 27th, 2009, 01:44 PM
Ugh... Ghosts are for bitches.

sdavis117
September 27th, 2009, 01:52 PM
Ugh... Ghosts are for bitches.

I FUCKING HATE GHOSTS.

OH SHIT, NOW I'M FALLING OFF OF A CLIFF AGAIN BECAUSE OF THE MOTHERFUCKING GHOST.

Cortexian
September 27th, 2009, 02:42 PM
The flag tunnels thing doesn't really matter, but the other shortcut needs a killbox. :)

Nice find!

AAA
September 27th, 2009, 03:38 PM
if you're looking to fix every problem with killing people automatically, that'll just make people not want to play the map. Fuck the killing people idea. That should NOT be an option!

chrisk123999
September 27th, 2009, 03:39 PM
I say a model fix would work better. There are a lot of things that should be fixed.

yoyorast
September 27th, 2009, 03:40 PM
'Nother shortcut.

http://www.xfire.com/video/14e00b/

Don't you just love ghosts?

http://screenshot.xfire.com/screenshot/large/e8f1b758b4a4139d7f24b6ed8ec3b0484aa6e236.jpg (http://www.xfire.com/screenshots/chrisk123999/ss_file-e8f1b758b4a4139d7f24b6ed8ec3b0484aa6e236.jpg)
Ghosts fit down the walking way in.

Cant see the vid cause im on my iphone today.. But seeing the pic, this is not a shortcut, this corridor leads from beach to credit room.. Its made for biped but u can always take ghost or atv if you feel like it..
Youll notice I made the corridors more stretch where it had to forbid the way to ghost and atv...


EDIT : I could see the vid, Very nice find again Chris, this time I guess a simple invisible wall will prevent this shortcut fine..

chrisk123999
September 27th, 2009, 03:48 PM
Actually, that picture has nothing to do with the video. That's just me in a ghost in the pathway to the flags.

yoyorast
September 28th, 2009, 10:06 AM
Firescythe removed the invisible walls yesterday and sent the stuff n
back to inferno.. ;) thanks so much man!

Dwood
September 28th, 2009, 01:50 PM
if you're looking to fix every problem with killing people automatically, that'll just make people not want to play the map. the killing people idea. That should NOT be an option!

Killboxes ain't kool. :|

tythespy
September 28th, 2009, 05:49 PM
Killboxes Ftw and invisible walls to tunnel's

EX12693
September 28th, 2009, 06:22 PM
^This

chrisk123999
September 28th, 2009, 07:09 PM
You realize adding invisible walls would require modifying the BSP right...
Unless you do it as scenery.

yoyorast
September 28th, 2009, 07:18 PM
You realize adding invisible walls would require modifying the BSP right...
Unless you do it as scenery.

Sure sure, off course every wall inferno can add are scenery..

chrisk123999
September 28th, 2009, 07:25 PM
Personally I wouldn't mind a little longer for a release then having a map that got rushed at the end. These are what beta tests are for, finding shortcuts, glitches, etc and the adjusting the model to fix.

Inferno
September 28th, 2009, 08:50 PM
I scripted a trigger so if you try and do the shortcut where you drive the ghost up the mountain it forces you to exit the ghost and slide back down.

The other one will be fixed with a invis wall.

TitanNoBitchingHost
September 28th, 2009, 09:25 PM
I scripted a trigger so if you try and do the shortcut where you drive the ghost up the mountain it forces you to exit the ghost and slide back down.

The other one will be fixed with a invis wall.

This makes more sense to me. A nice vehicle exit script. A scenery add of a rock can do wonders too, but this seems nice and simple.

Sel
September 28th, 2009, 09:51 PM
Killboxes Ftw and invisible walls to tunnel's

Let's pretend you're not dumb for a second. You're still pumpin out dumb ideas.


^This

No.


if you're looking to fix every problem with killing people automatically, that'll just make people not want to play the map. Fuck the killing people idea. That should NOT be an option!

This.

StankBacon
September 28th, 2009, 09:59 PM
shortcuts are what made the original yoyo great.

Ganon
September 28th, 2009, 10:04 PM
shortcuts are what made the original yoyo great.

Let's pretend you're not dumb for a second. You're still pumpin out dumb ideas.

Sel
September 28th, 2009, 10:08 PM
shortcuts are what made the original yoyo great.

and this

Inferno
September 28th, 2009, 10:30 PM
I think the massive ghost jump is a okay shortcut really. Missing it will get you killed and its not easy.

But the run up the mountain shortcut was bad. It was easy to do and skipped the entire map.

I don't like putting random killboxes either and I'm trying to avoid doing that.

n00b1n8R
September 28th, 2009, 10:31 PM
shortcuts are what made the original yoyo great.
As long as they're not breaking the way the map has to be played (eg, race shortcuts or making sections totally useless) then yes.

Shortcuts were great but that was beause they linked sections together that weren't normally joined (making knowing the map even more important) and it didn't make any sections redundant.

chrisk123999
September 28th, 2009, 10:57 PM
I think the massive ghost jump is a okay shortcut really. Missing it will get you killed and its not easy.

But the run up the mountain shortcut was bad. It was easy to do and skipped the entire map.

I don't like putting random killboxes either and I'm trying to avoid doing that.

You don't know how many times it took me to do that. I was actually aiming for the turret area, but overshot it that time and landed in a better spot. But when you miss you land right next to the ramp back up. The mountain one is pretty easy to do once you get it right.

EX12693
September 29th, 2009, 01:20 AM
Hmm. I'm gonna go with inferno. I tried it and it took me 10 tries to hit anything but water. (I still slid off and died though)

I say keep the shortcut, but it's up to yoyo.

yoyorast
September 29th, 2009, 04:40 AM
Hmm. I'm gonna go with inferno. I tried it and it took me 10 tries to hit anything but water. (I still slid off and died though)

I say keep the shortcut, but it's up to yoyo.

Frankly, a adding a little invisible wall is nothing big to do and can descourage anyone to spend time trying to pass this shortcut...

Matooba
September 29th, 2009, 12:15 PM
Simple yet effective. I hate cheatcuts

tythespy
September 29th, 2009, 03:47 PM
Killboxes Ftw and invisible walls to tunnel's.

EX12693
September 29th, 2009, 07:27 PM
Oh look, we're using killboxes and invisible walls. :neckbeard:

Anyway I'd discourage adding an invis-wall to stop the ghost jump shortcut. Might block sniper tower and any other battles there. :ehhh:

chrisk123999
September 29th, 2009, 07:35 PM
You can shoot though invisible walls but players and vehicles will collide with them. Unless he is doing them differently.

EX12693
September 29th, 2009, 07:40 PM
Really? I've had plenty of invis-walls block rockets/sniper shots/etc. Can they be made to block either or both?

chrisk123999
September 29th, 2009, 08:09 PM
Those are phantom BSP witch is different. Normal player clipping should let shots go though. Unless your talking about a skybox.

Inferno
September 29th, 2009, 08:10 PM
BSP invis walls can be shot through but scenery invis walls cannot be shot through.

AAA
September 29th, 2009, 08:15 PM
Sure sure, off course every wall inferno can add are scenery..

.... DUDE. :gonk:

chrisk123999
September 29th, 2009, 08:19 PM
Just fix the model. It needs it.

yoyorast
September 29th, 2009, 08:48 PM
Just fix the model. It needs it.

Chris, we had one chance to remove invisible walls and make new lightmap, we took that chance with fieryscythe being able to give some time for this.. Now it better work without any remodel, cause there wont be any new lightmap anyway.. and you can't imagine the amount of times I already remodeled to fix shortcuts these past 3 years... you would not believe it... Now there are other ways to fix these shortcuts with killbox, scenery walls etc.. we use them.. it really doesn't "need" to be remodeled. Anyway thanks agaon for your great shortcut findings. it's all fixed now.

Tomorow is the big one guys, be ready for the big beta (hopefully the last one :neckbeard:)

EX12693
September 30th, 2009, 01:09 AM
I will be... so if I find a shoutcut that skips a huge part dont get mad at me.

Pyong Kawaguchi
September 30th, 2009, 03:19 AM
I fixed the mongoose physics (again) I found another problem and promptly fixed it.

.Wolf™
September 30th, 2009, 08:44 AM
I can be there,but depends if FPS problems is fixed and if i got time........

Lateksi
September 30th, 2009, 12:59 PM
I'm in too, if you let me :)

sevlag
September 30th, 2009, 02:52 PM
hopefully i can be there for it if its not gonna be done at like 7 pm EST :\

Inferno
September 30th, 2009, 04:15 PM
Alright I'm going to make the changes to the map right now.

TitanNoBitchingHost
September 30th, 2009, 04:57 PM
I'm not even part of the Beta(s), but I am still waiting anxiously. :woop:

Godspeed! \s * 2

Cortexian
September 30th, 2009, 05:49 PM
PM me if you want to beta and haven't participated in a beta before. We're having one today and we need to try and fill up the server for awhile! I'll judge if you're trustworthy and then refer you to Yoyo if I think you're able to test.

If you have participated in a beta before, talk to Yoyo on AIM to get the latest build.

sdavis117
September 30th, 2009, 05:50 PM
Wait for me guys, installing CE now.

tythespy
September 30th, 2009, 05:54 PM
is it freelancers sever or bunghole?
-e freelancers, up

Higuy
September 30th, 2009, 05:58 PM
I'm unable to join the game... :|
This happened last time too.

Cortexian
September 30th, 2009, 05:58 PM
Server is up NOW.


I'm unable to join the game... :|
This happened last time too.
Do you have the right version of the map? That will happen if you've got an older version.

Higuy
September 30th, 2009, 06:01 PM
Server is up NOW.


Do you have the right version of the map? That will happen if you've got an older version.
No, I just extracted the one Yoyorast gave me..

sdavis117
September 30th, 2009, 06:36 PM
OH MY GOD WHAT DID YOU DO TO MY FRAMERATE!?!? ITS BEEN KILLED WITH A BLUNT OBJECT!!!

Seriously though, something on the current build is just destroying my framerate. I could run past builds at ~150fps on high settings, yet I'm getting a tenth of that with everything on low.

sevlag
September 30th, 2009, 06:43 PM
OH MY GOD WHAT DID YOU DO TO MY FRAMERATE!?!? ITS BEEN KILLED WITH A BLUNT OBJECT!!!

Seriously though, something on the current build is just destroying my framerate. I could run past builds at ~150fps on high settings, yet I'm getting a tenth of that with everything on low.same here don't worry


whatever you did kills frame rate badly, suggest reverting to a previous build or removing or undoing what was done with this one

Cortexian
September 30th, 2009, 06:46 PM
This one has brand new lightmaps and all the invisible walls removed. Other than that it's all script changes iirc, so there's something wrong with the scripts.

yoyorast
September 30th, 2009, 07:16 PM
K let's start with the positive things :
1 - doors and shields seem to sync once for good.
2 - There didn't seem to have anymore invisible walls.
3 - I still think this map is going to rock your world.

Negative stuff :
1- There's (in this build and in the build before) some REAL FPS/LAG ISSU !!! And the guys experimenting this problems didn't had it with older builds... this happened since you changed something in the script Ferno maybe... Well it's the reason everybody seems to agree on... Anyway it's not due to to many polys..
2 - The menu for "optimize map" option and stuff is not accessible. Now frankly I'd prefer we get rid of that.. We know now that 1st fps issues were due to some guys running peer to peer while playing halo.. and actual FPS issue , we just talked at point 1.
3 - There's still some scenery clipping.. maybe this is due to the 2 new panic teles... plz Ferno try to stop their anims as you said , it could help.. unless it's also script related..

It's a bit desperating to have something that was fixed (FPS issue) and that fucks up again 2 builds later.. Hope you can do soem magic again ferno..

Inferno
September 30th, 2009, 07:34 PM
Sdavis. Do you get the same frame rate issues when you create a LAN server? Or does this only happen when you join a game?

FireScythe
September 30th, 2009, 07:45 PM
Also, the shields by the flags are now blue, they are meant to be green (unless yoyo changed his mind), probably just a mis assigned shader when compiling the BSP.

Cortexian
September 30th, 2009, 07:47 PM
I always saw the shields as blue?

I noticed some scenery clipping issues, I'll post a vid of them when I get around to editing, rendering, and uploading.

Pyong Kawaguchi
September 30th, 2009, 07:51 PM
Any new problems with the mongoose physics?
If so, please report to me, preferably in video form.

Inferno
September 30th, 2009, 07:53 PM
I thought the green was fugly so I changed it back. :gonk:

sdavis117
September 30th, 2009, 07:53 PM
Sdavis. Do you get the same frame rate issues when you create a LAN server? Or does this only happen when you join a game?

Only when I joined Lancer's server. I got framerates well into the triple digits when I played the map on LAN.

Inferno
September 30th, 2009, 08:01 PM
Update. Apparently all the dead bodys piling up in the sync room causes your frame rate to continually drop.

Were going to find a solution to this problem.

chrisk123999
September 30th, 2009, 08:01 PM
We found out it's from all the rag-dolls. To many dead bipeds.

Edit: Ninja'ed

ShadowSpartan
September 30th, 2009, 08:04 PM
Update. Apparently all the dead bodys piling up in the sync room causes your frame rate to continually drop.
Really? I never would have guessed. :rolleyes:


Were going to find a solution to this problem.
Create a dummy biped, like I told you to do a while back.

Dwood
September 30th, 2009, 08:08 PM
Create a dummy biped, like I told you to do a while back.

What's the difference between that and what they are already doing?

Btw did they not portal the crap outta the sync room?

yoyorast
September 30th, 2009, 08:14 PM
Update. Apparently all the dead bodys piling up in the sync room causes your frame rate to continually drop.

Were going to find a solution to this problem.

Nice to hear some enthusiasm :)

ATV physics are fine now Pyong thks.

ShadowSpartan
September 30th, 2009, 08:19 PM
What's the difference between that and what they are already doing?
I assume they are using just the normal spartan gbxmodel, which having a lot of them on the map at one time will of course create performance issues. Instead, create a low poly biped.

Dwood
September 30th, 2009, 08:20 PM
I assume they are using just the normal spartan gbxmodel, which having a lot of them on the map at one time will of course create performance issues. Instead, create a low poly biped.

I agree with this. Someone create like a 10 poly biped and be done with these shenanigans. The problem with the pollies is that on the clients there are 2x, that's why Freelancer didn't have any problems is because his machine is beast.

chrisk123999
September 30th, 2009, 08:26 PM
We have a fix for it I believe. Although a 10 polly biped would work much better.

ShadowSpartan
September 30th, 2009, 08:28 PM
We have a fix for it I believe. Although a 10 polly biped would work much better.
What is your "fix"?

chrisk123999
September 30th, 2009, 08:45 PM
Ask Inferno. I'm not positive what it is, but he said he can fix it.

EX12693
September 30th, 2009, 09:51 PM
I have an idea. Crush more tofu.

seanthelawn
October 1st, 2009, 12:54 AM
What about this?

http://i241.photobucket.com/albums/ff213/seanthelawn/Halo/bipedproblem.jpg

Would that make the body disappear after death?

ThePlague
October 1st, 2009, 01:08 AM
Yeah.

t3h m00kz
October 1st, 2009, 03:11 AM
you could also modify the body depleted limit in the collision

yoyorast
October 1st, 2009, 05:37 AM
Who's making 10 polys biped?! Come on guys...

Dwood
October 1st, 2009, 06:50 AM
Who's making 10 polys biped?! Come on guys...

try sean's post later today. See if it'll help anything.

StankBacon
October 1st, 2009, 08:45 AM
tell them slobs on the yoyo forums to stop pm'img everyone, ffs.

FireScythe
October 1st, 2009, 09:47 AM
Can you not simply have a biped with no render model?

Con
October 1st, 2009, 03:48 PM
Good to see the problems are getting fixed, we shall have our yoyo soon. :iamafag:

Inferno
October 1st, 2009, 04:29 PM
Problem fixed.

I cleaned up the crush biped. It no longer creates death effects or blood decals and when it dies it deletes itself so it does not create a huge body pile.

tythespy
October 1st, 2009, 06:59 PM
When ever I host a lan sever and it ends.. it starts automatically as if i'd pressed Enter (to start the game) anyone else get this?

yoyorast
October 1st, 2009, 07:02 PM
When ever I host a lan sever and it ends.. it starts automatically as if i'd pressed Enter (to start the game) anyone else get this?

with the yesterday build?

tythespy
October 1st, 2009, 07:30 PM
with the yesterday build?

Yes

EX12693
October 1st, 2009, 07:37 PM
I got that problem too, might be something with the syncing scripts.

Cortexian
October 1st, 2009, 07:43 PM
Do you have an init.txt file with a "sv_mapcycle_timeout" argument? That will cause user hosted games to "auto-start" even if you don't press enter.

tythespy
October 1st, 2009, 07:57 PM
Yea thats whats causeing it, didn't even think of that.

Dwood
October 1st, 2009, 08:37 PM
Yea thats whats causeing it, didn't even think of that.

Things like that are problems that cannot be caused/fixed by map makers.

TitanNoBitchingHost
October 1st, 2009, 09:51 PM
Do you have an init.txt file with a "sv_mapcycle_timeout" argument? That will cause user hosted games to "auto-start" even if you don't press enter.


That little glitch is how I hosted a 1.06 server before I went dedicated. It started off as me hosting games, and then leaving to go to dinner with my wife, but wanting the map to cycle while I was away. You would see my body, just standing there waiting to be killed. I hosted so much I just decided it was better to get out one of my spare pc's and go dedicated. Ah, simpler times.

EX12693
October 1st, 2009, 10:58 PM
I wish I had a spare computer to host a dedicated server with. :mech:

Cortexian
October 1st, 2009, 11:28 PM
I wish I had a spare computer to host a dedicated server with. :mech:
User hosted dedicated servers are usually pretty shitty when compared to rented servers.

Dwood
October 2nd, 2009, 06:47 AM
User hosted dedicated servers are usually pretty shitty when compared to rented servers.

Bleh, It all depends on Internet connection. I'm on FiOS and I host just fine without renting. It's pretty lagless generally.

.Wolf™
October 2nd, 2009, 07:35 AM
Depends on the computer sometimes also...

TitanNoBitchingHost
October 2nd, 2009, 01:32 PM
User hosted dedicated servers are usually pretty shitty when compared to rented servers.

Agreed. I have Comcast cable (BOO!) and host my own home dedicated server. I paid for 2mb up/15mb down, and my top speeds have always been 512kbps up/5mb down. Over a year of trying to solve the problem with Comcast, I ended up just getting a refund and a backpayment. Top speed is just going to be 512/5. It's a 'node' limitation aparently. I can't wait until I can get FIOS in my area.

And EX, I'm the computer nerd for my family. When people have problems, or spare parts, they get ahold of me. I get them, rebuild them, and get them back in service. Right now I'm working on repairing a Dell Poweredge 750 Blade Server I got in a local auction from the Indianapolis Airport. It cost $23usd after tax, and I have another $15 put into it for a power supply. It's all about thrify shopping. (And a patient wife who doesn't mind me warehousing all this computer crap, so long as it's out of the way)

yoyorast
October 2nd, 2009, 08:02 PM
Sorry is it still on topic to talk about yoyorast island here? :cop:
Well anyway... BIG "LAST" BETA TOMOROW.

Inferno
October 2nd, 2009, 10:12 PM
And the map will actually work this time or ganon will have his way with me.
:ohdear:

Ganon
October 2nd, 2009, 10:31 PM
And the map will actually work this time or ganon will have his way with me.
:ohdear:

am going to pee on you

Cortexian
October 2nd, 2009, 10:33 PM
That's hot

EX12693
October 2nd, 2009, 10:41 PM
I'll help find a way to break the map so Inferno gets peed on.
And, to test the map... of course.

n00b1n8R
October 3rd, 2009, 12:05 AM
Down for this one~

TitanNoBitchingHost
October 3rd, 2009, 12:20 AM
That's hot


That's an opinion I just can't share.

skz333
October 3rd, 2009, 12:23 AM
+waits patiently for yoyo2. though i was suprised from the video of it how similar it is to yoyo1

<3 all

Corvette19
October 3rd, 2009, 12:25 AM
/me thinks you should add in the AR shader like from Xbox Halo?
Possibly backpack weapon script too?
Just throwin it in

Inferno
October 3rd, 2009, 12:28 AM
We don't need anymore massive scripts heh.

Ganon
October 3rd, 2009, 12:32 AM
backpack weapons would be cool

chrisk123999
October 3rd, 2009, 12:34 AM
Actually, we/you have part of the backpacked weapons script in. It's the plyrnum script. All you would have to add is the biped and the rest of the script.

Corvette19
October 3rd, 2009, 12:35 AM
Well, AR shader?

Inferno
October 3rd, 2009, 12:40 AM
Actually, we/you have part of the backpacked weapons script in. It's the plyrnum script. All you would have to add is the biped and the rest of the script.

Well... I'll ask yohan about that. I remember it being hella-long last time I looked at it though.

AAA
October 3rd, 2009, 03:38 AM
AR shader

^ This.

tythespy
October 3rd, 2009, 09:36 AM
mb anti aimbot script too? pleasee

Ganon
October 3rd, 2009, 09:41 AM
mb anti aimbot script too? pleasee
impossible

tythespy
October 3rd, 2009, 09:47 AM
A man can dream

Dwood
October 3rd, 2009, 10:06 AM
impossible

Supposedly Korn knows how but eh.

Btw don't add a new script just for the map to break again. :|

yoyorast
October 3rd, 2009, 10:21 AM
Well... I'll ask yohan about that. I remember it being hella-long last time I looked at it though.

What are you talking about guys? What is this stuff?

Edit : O backpack weapons... means you carry the 2nd weapon on your back like in H3? Hmm.. I didn't saw how it looks in CE yet... anyway, if this means custom H3 biped, I'm not sure.. I like classic style biped... + it would mean more work for the engine to render these weapons..

tythespy
October 3rd, 2009, 10:38 AM
backpack weapons look good for smaller weapons and longer weapons

http://hce.halomaps.org/images/files/lg/haloce_2007-05-13_03-59-30-98-1.jpg

But with fuel rods and other big weapons it kinda looks....bad
(picture from halomaps.org (http://hce.halomaps.org/index.cfm?fid=2802))

Inferno
October 3rd, 2009, 10:46 AM
Is there a version of the script that uses the halo 1 biped? I'm sure someones added the backpack markers to the halo 1 biped.

chrisk123999
October 3rd, 2009, 10:54 AM
Yes there is. http://hce.halomaps.org/index.cfm?fid=2523

Edit: Also, all the bipeds in the sync room will have bots locking on them all the time.

Double Edit: http://hce.halomaps.org/index.cfm?fid=3406
Has a "aimbot breaker," never tested it, but it looks like it randomly teleports bipeds all around the map.

tythespy
October 3rd, 2009, 11:07 AM
Double Edit: http://hce.halomaps.org/index.cfm?fid=3406
Has a "aimbot breaker," never tested it, but it looks like it randomly teleports bipeds all around the map.


Would have to remove the "MP Anti-Cheats","Sound Pause Menu" and other extras from it, but it looks promising.
-e thought their was something called "aimbot faker" that did the same thing.

chrisk123999
October 3rd, 2009, 11:08 AM
You don't have to use all the scripts from it. It's just a collection of some scripts.

Inferno
October 3rd, 2009, 11:19 AM
Horns is the only aimboat breaker we need.

tythespy
October 3rd, 2009, 11:27 AM
Horns is the only aimboat breaker we need.

no, i caught more botters then horns >.>

sevlag
October 3rd, 2009, 11:28 AM
no
yes

also i dont mind back pack wreapons, but its something extra the engine has to render, like yoyorast said...

keep it clean

Ganon
October 3rd, 2009, 12:07 PM
that script kirby made won't stop all aimbots. like I said, impossible to stop aimbotting :I

Dwood
October 3rd, 2009, 12:09 PM
It doesn't work right. Not only that but due to the double biped problem, if used, the script would make people lag like no other.

Inferno
October 3rd, 2009, 01:01 PM
The beta should start in about a hour.

Cortexian
October 3rd, 2009, 01:11 PM
There's a map out there that aimbots don't work on, I forget what it's called though. It's a fairly small snow themed map, the Devicator doesn't work on it either.

chrisk123999
October 3rd, 2009, 01:17 PM
The game doesn't really have that much to render for yoyorast island. It's not as many pollies as you guys all think. Adding backpacked weapons shouldn't make it any harder for your computer to render.

Corndogman
October 3rd, 2009, 01:19 PM
Yeah, but still there's really no point to add them, and the lower poly the better, even if its still not that much. Plus there is the risk of something else breaking, so I think you're better off leaving it as is.

Inferno
October 3rd, 2009, 01:21 PM
Also the spartan laser.

yoyorast
October 3rd, 2009, 01:24 PM
Better leave it as it is guys.. It might be done for good this time.. let's not deal with some potential complications..

chrisk123999
October 3rd, 2009, 01:40 PM
It's a very simple script. It can't complicate it at all. Also, what Splazor? In the recent builds I've only seen a pp where it used to be.

Cortexian
October 3rd, 2009, 01:42 PM
It's a very simple script. It can't complicate it at all. Also, what Splazor? In the recent builds I've only seen a pp where it used to be.
It only shows up on certain game types.

chrisk123999
October 3rd, 2009, 01:51 PM
How about modify the backpacked weapon script to turn off when optimize map is turned on?

Horns
October 3rd, 2009, 02:13 PM
Horns is the only aimboat breaker we need.

:neckbeard::woop:

Inferno
October 3rd, 2009, 02:26 PM
http://screenshot.xfire.com/screenshot/natural/754d0ed64cb11b97e2099094d9c2e77f4277d443.png

:iamafag:

tythespy
October 3rd, 2009, 02:29 PM
Didn't yoyorast say he didn't want that added to his map.

chrisk123999
October 3rd, 2009, 02:30 PM
It barley adds any pollies. I like it.

Ganon
October 3rd, 2009, 02:32 PM
Didn't yoyorast say he didn't want that added to his map.

get out

yoyorast
October 3rd, 2009, 02:36 PM
K , let's try it then.

Inferno
October 3rd, 2009, 02:37 PM
Didn't yoyorast say he didn't want that added to his map.

I totally missed that post. :ugh:

chrisk123999
October 3rd, 2009, 02:44 PM
I still don't like the H2 teleporters. Why are they there? It doesn't fit with the Halo 1 theme of the map.

.Wolf™
October 3rd, 2009, 02:46 PM
Does it matter?

yoyorast
October 3rd, 2009, 02:47 PM
I still don't like the H2 teleporters. Why are they there? It doesn't fit with the Halo 1 theme of the map.

They are there cause I needed to add some paths leading to panic room... to make it more frequented... adding these tele was the only way to add tele without remodeling (adding more polys etc..)

FREELANSER MAN, come to AIM plz , it's going to be time we need your hosting man.. thks

chrisk123999
October 3rd, 2009, 02:56 PM
It's normally better to have it as part of the BSP then using scenery. Plus, it's not like you are on the limits of maximum BSP size. You far from it.

AAA
October 3rd, 2009, 03:06 PM
The H2 Teles stay. It looks more modernized and you can enter it from any direction.

Ganon
October 3rd, 2009, 03:24 PM
FREELANSER MAN, come to AIM plz , it's going to be time we need your hosting man.. thks
I can get it on higuy's server if you want. It's no different from Faglancers

yoyorast
October 3rd, 2009, 03:40 PM
I can get it on higuy's server if you want. It's no different from Faglancers

Ye, would be cool... just make sure to disable any app plz..

Inferno
October 3rd, 2009, 03:46 PM
Uploading map to the server and shit. I suggest you prepare your heads to be shot.

Ganon
October 3rd, 2009, 03:47 PM
put on your qq caps people

sdavis117
October 3rd, 2009, 03:49 PM
Just finished reinstalling CE, I'm good to beta.

ShadowSpartan
October 3rd, 2009, 03:52 PM
It's normally better to have it as part of the BSP then using scenery. Plus, it's not like you are on the limits of maximum BSP size. You far from it.
How is it "better" to have them as part of the BSP instead of scenery?

Also, drop the whole "h2 teleporters don't go with the theme of the map". This isn't your map, it is Yoyorast's, and he likes the teleporters the way they are right now. You have voiced your opinion on the matter, now stop bringing it up.

Inferno
October 3rd, 2009, 03:55 PM
How is it "better" to have them as part of the BSP instead of scenery?


Real Light maps. Faster Rendering. Better collision. Easier to manage. Better portaling.

ShadowSpartan
October 3rd, 2009, 04:18 PM
Real Light maps.
You could place them in max, nothing is stopping you.


Faster Rendering.
You don't know that for sure, don't make stuff up.


Better collision.
Collision is collision...how can it be "better"?


Easier to manage
So having to recompile a map every time you want to move a teleporter around is easier than moving the scenery object in Sapien? I beg to differ.


Better portaling.
How so? You would be adding more faces to the bsp.

Inferno
October 3rd, 2009, 04:26 PM
You could place them in max, nothing is stopping you.


Yeah. Scenery doesn't get light maps they get some kind of vertex lighting or something.



You don't know that for sure, don't make stuff up.


10k scenery polys runs slow as fuck. 10k BSP is fine.




Collision is collision...how can it be "better"?


You don't get decals. And vehicles clip through scenery a lot more often than they clip through bsp IMO.



So having to recompile a map every time you want to move a teleporter around is easier than moving the scenery object in Sapien? I beg to differ.


Working everything into the BSP is easier IMO.



How so? You would be adding more faces to the bsp.

The way scenery works in portals is that it either renders the whole thing or none of it. There is no mid point.

ShadowSpartan
October 3rd, 2009, 04:46 PM
Yeah. Scenery doesn't get light maps they get some kind of vertex lighting or something.
If you want "real" lightmaps, you can place the scenery items in max, that way they will show.


10k scenery polys runs slow as fuck. 10k BSP is fine.
Why in the hell would you have a 10k poly scenery object? We are talking about a little teleporter, pretty sure it's not 10k now is it?


You don't get decals. And vehicles clip through scenery a lot more often than they clip through bsp IMO.
It's a teleporter...why would u want decals on it. And who cares if vehicles clip a little?


Working everything into the BSP is easier IMO.
My point still stands. If you want to make a small change to something that is part of the bsp, then you have to run lightmaps all over again, rather than just changing it's position in Sapien.


The way scenery works in portals is that it either renders the whole thing or none of it. There is no mid point.
I'm pretty sure I know how it works, thanks. At such a size as the teleporter, the performance hit is negligible.

Ganon
October 3rd, 2009, 05:06 PM
MMMM SOMEONES GETTIN' PEED ON

Inferno Pro: get ready for a new build

Inferno
October 3rd, 2009, 05:15 PM
If you want "real" lightmaps, you can place the scenery items in max, that way they will show.


Why in the hell would you have a 10k poly scenery object? We are talking about a little teleporter, pretty sure it's not 10k now is it?


It's a teleporter...why would u want decals on it. And who cares if vehicles clip a little?


My point still stands. If you want to make a small change to something that is part of the bsp, then you have to run lightmaps all over again, rather than just changing it's position in Sapien.


I'm pretty sure I know how it works, thanks. At such a size as the teleporter, the performance hit is negligible.


I'm speaking generally. As in when you take it up to scale. BSP is a better in just about every way.

But with a teleporter it's such a small thing that it's fine to use it as scenery.

yoyorast
October 3rd, 2009, 05:50 PM
Too bad inferno went skating.. I see no more problems, except maybe bout the ATV fliping on the sides more easily since Pyong "fixed" it... I'm gonna test a bit more but, I guess we're like ready to release.. Damit !

sevlag
October 3rd, 2009, 06:44 PM
waitin...

Dwood
October 3rd, 2009, 06:46 PM
Fix the flipping plz.

Ganon
October 3rd, 2009, 06:48 PM
mongoose seemed to turn just fine, it just likes to tip to the front

gametypes need fixing too, correct me if i'm wrong but shouldnt "team king" and "classic team king" be 1 hill rather than a moving one?

also team race no hogs spawn!

chrisk123999
October 3rd, 2009, 07:11 PM
The gametype controls the hills, not the map. The map can't magically make a 1 hill game have more then 1.

Also, I think we managed to get the gate out of sync a tad. Also, the door takes 5 seconds or more after you toggle it for it to even go. Seems like it's harder to toggle now.

.Wolf™
October 3rd, 2009, 07:27 PM
Release gametypes with the map!

AAA
October 3rd, 2009, 07:37 PM
...Wait,... So, this map is ACTUALLY getting released?

yoyorast
October 3rd, 2009, 07:47 PM
OK, Seems like it's still not done afterall... it's a never ending story damit.

Ferno, this is a list for you my friend :
- No hog spawning in race mode (check other vehicles too, Im not sure bout those).
- only 2 hogs in garage in classic KOTH (u should check all the vehicle spawning in KOTH and crazy KOTH) They should be like in SLAYER.
- There seem to be a problem with KOTH gametype cause we only succeed to play Crazy KOTH but not classic KOTH where there's only one hill (at panic hill like in yoyoV1).
- Problem with Random Tele : Sometimes if you dont go slow, you pass through.. Chris, got a good idea : make the volume trigger bigger... so the delay before teleportation shouldn't be a problem anymore.
- Ferno, plz add a little invisible wall (like I shown you on the scheme) on the ramp ghost Chris Shortcut you know... he 've been able to make it too much.
- There've been little sync problems with Doors for lot of people... Chris got an idea on how you guys could fix it.

Come on we can make it! Thks to all the betatesters !

NerveBooger
October 3rd, 2009, 07:50 PM
Too bad inferno went skating.. I see no more problems, except maybe bout the ATV fliping on the sides more easily since Pyong "fixed" it... I'm gonna test a bit more but, I guess we're like ready to release.. Damit !

an ATV should be some-what tippy, and should require "some" skill to drive - otherwise its's just a tiny hog. It would be great to allow these on race game-type.

Looking forward to it. I hope it's released before I am eligible for senior citizens discount. :realsmug:

English Mobster
October 3rd, 2009, 07:51 PM
The bug list keeps getting shorter and shorter.

Keep it up, Inferno.
And I'm glad to see backpack weapons. Not enough maps use those.
:iamafag:

AAA
October 3rd, 2009, 08:46 PM
...heard nothing about adding the original AR shader... Is there any consideration on adding this? It's minuscule, I know, but it'd be better than looking at that shitty AR.

chrisk123999
October 3rd, 2009, 08:50 PM
The bug list keeps getting shorter and shorter.

Keep it up, Inferno.
And I'm glad to see backpack weapons. Not enough maps use those.
:iamafag:

Actually, that caused to many problems and got scraped right away. I wish it still had it, but it caused to many problems. When we tested it, it stopped the random teleporter from working... (overloading the engine or something). To many scripts checking the players. The scripts are fine, it's the game not doing it right for some stupid reason.

Cortexian
October 3rd, 2009, 11:58 PM
Put an open sided box of invisible walls around the random teleporter entrances so if it doesn't teleport you immediately you don't think you're falling to your death...

Inferno
October 4th, 2009, 12:11 AM
- No hog spawning in race mode (check other vehicles too, Im not sure bout those).
- only 2 hogs in garage in classic KOTH (u should check all the vehicle spawning in KOTH and crazy KOTH) They should be like in SLAYER.


Already fixed both of these problems.
I had: (if ( = (unit_get_health is_race_check) 0 )
Where I was supposed to have (if ( <= (unit_get_health is_race_check) 0 )

It's fixed.




- There seem to be a problem with KOTH gametype cause we only succeed to play Crazy KOTH but not classic KOTH where there's only one hill (at panic hill like in yoyoV1).


It's a problem with the custom gametype not the map.




- Problem with Random Tele : Sometimes if you dont go slow, you pass through.. Chris, got a good idea : make the volume trigger bigger... so the delay before teleportation shouldn't be a problem anymore.


Easy to add a invis wall there so you cant run through the trigger.




- Ferno, plz add a little invisible wall (like I shown you on the scheme) on the ramp ghost Chris Shortcut you know... he 've been able to make it too much.


I'll do that tommarow.





- There've been little sync problems with Doors for lot of people... Chris got an idea on how you guys could fix it.



:gonk::gonk::gonk::gonk::gonk::gonk::gonk::gonk::g onk::gonk::gonk::gonk::gonk::gonk::gonk::gonk::gon k::gonk::gonk::gonk::gonk::gonk::gonk::gonk::gonk: :gonk::gonk::gonk::gonk:

.Wolf™
October 4th, 2009, 05:47 AM
ATV needs more melee! :iamafag:

Dwood
October 4th, 2009, 07:25 AM
Hey Inferno how are you doing the scripts to check the players?

chrisk123999
October 4th, 2009, 10:40 AM
(global short plyrnum 0)

(script continuous increase_plyrnum
(begin
(set plyrnum (+ plyrnum 1))
)
)

(script continuous reset_plyrnum
(if
(= (> plyrnum 15) true)
(begin
(set plyrnum 0)
)
)
)

This and then a trigger volume check to teleport the player. The plyrnum script makes it easier for checking players since you don't have to copy the code from 0 to 15. Instead you just put plyrnum there. I think he added a sleep 1 in there somewhere.

NerveBooger
October 4th, 2009, 02:49 PM
Any chance to modify weapons for race?:

-Consider spawning sniper rifle in hard to reach places during race, or not at all (ugh I hate asking that)

- Classic weapons enabled for race, with Weapon 1 = AR, and Weapon 2 = Pistol (many authors set default race weapon to be the plasma pistol, which sucks for hog jacking)

- Many racers like Ghosts during race, but choose not to set the game type that way. Why? Because the ghost is only one seat. The ATV has 2 seats and can move 2 people during race, increasing the chance of winning in team race.

Among many who still actively play CE, there are 5 active race clans who play team race. While I understand many people have been shat on by race clan admins, and hate the rules of no sniping during race - Please consider it. Not looking to debate race, or if you like it - but it should be considered based on the number of active race clans who play CE regularly who can then host your map because it appeals to them.

On Yoyo v1, many race clans removed Yoyo from their cycle due to the ease of spawn camping, sniping, and the proximity of hogs. I think you fixed the proximity issue.

While the Vehicle recommendations come late, and may not make it, please consider the default weapons during race as classic weapon set.

Thanks

yoyorast
October 4th, 2009, 03:25 PM
Any chance to modify weapons for race?:

-Consider spawning sniper rifle in hard to reach places during race, or not at all (ugh I hate asking that)

- Classic weapons enabled for race, with Weapon 1 = AR, and Weapon 2 = Pistol (many authors set default race weapon to be the plasma pistol, which sucks for hog jacking)

- Many racers like Ghosts during race, but choose not to set the game type that way. Why? Because the ghost is only one seat. The ATV has 2 seats and can move 2 people during race, increasing the chance of winning in team race.

Among many who still actively play CE, there are 5 active race clans who play team race. While I understand many people have been shat on by race clan admins, and hate the rules of no sniping during race - Please consider it. Not looking to debate race, or if you like it - but it should be considered based on the number of active race clans who play CE regularly who can then host your map because it appeals to them.

On Yoyo v1, many race clans removed Yoyo from their cycle due to the ease of spawn camping, sniping, and the proximity of hogs. I think you fixed the proximity issue.

While the Vehicle recommendations come late, and may not make it, please consider the default weapons during race as classic weapon set.

Thanks

All this comes really late man, sorry.. and frankly you can't judge correctly while you just tried it since yesterday (if you tired it , I dont know)...
Anyway, all weapons are classic during race..

Are you saying , you dont want ghost for race mode? Ghost is not spawning at start of the lap, it's just an optional vehicle you can use if you want to finish a lap at mid way.. ATV is spwning at start.

I concieved V1 and V2 for RACE first man, I think V1 made that race mode was played a lot in CE. Now, the new thing in V2 is that all the player spawns are at bases (no more at "way by waliking") so people will race more... but if some guys decide to snipe a bit from the towers to disturbate the race.. I think its part of the game...

Ganon
October 4th, 2009, 03:36 PM
but if some guys decide to snipe a bit from the towers to disturbate the race.. I think its part of the game...

qft

If you don't want to worry about snipers, play in organized race matches and just agree to a set of rules. As far as people going into a public race server and the racefags getting butthurt about being shot out of their vehicle by people playing halo the right way, a good racer should be able to counter something as simple as a sniper. It's all part of race in a first person shooter. If you disagree, I recommend playing an actual racing game :allears:

English Mobster
October 4th, 2009, 03:58 PM
Remind me again:
Why can't the random teleporter use netgame flags, the way normal teleporters do? You can set multiple exits to the same index, and it would randomly teleport players without any kind of scripts at all.

sevlag
October 4th, 2009, 04:00 PM
so how does the mongoose handle now? never got to test last time

anyways i have to agree with the race thing, if you cant dodge a bullet in a movign vehicle then you need to get a real racing game

.Wolf™
October 4th, 2009, 04:01 PM
Dont think he tested.

chrisk123999
October 4th, 2009, 04:01 PM
Are you positive it will work like that?

Inferno
October 4th, 2009, 04:01 PM
Remind me again:
Why can't the random teleporter use netgame flags, the way normal teleporters do? You can set multiple exits to the same index, and it would randomly teleport players without any kind of scripts at all.


Because it's ten time more complex than a teleporter that's just random.

chrisk123999
October 4th, 2009, 04:05 PM
It will be 100% random and you won't be positive where you'll land. The one right now says where your going on the wall.

Inferno
October 4th, 2009, 04:06 PM
It will be 100% random and you won't be positive where you'll land. The one right now says where your going on the wall.

And the destination changes every 30 seconds so players can all end up in the same place.

sevlag
October 4th, 2009, 04:22 PM
And the destination changes every 30 seconds so players can all end up in the same place.seems like a big time frame, ever consider making it a smaller time frame?

Inferno
October 4th, 2009, 04:34 PM
30 seconds is a long time frame. :raise:

yoyorast
October 4th, 2009, 04:59 PM
seems like a big time frame, ever consider making it a smaller time frame?

No cause if it were smaller , you'd just have to wait alittle for your prefered destination (easy/closer to the flag one), so random tele would have less interest.. Easy/close to the flag destination come rarely while farer/harder destinations comes more often..

TheGhost
October 4th, 2009, 05:34 PM
You can set multiple exits to the same index, and it would randomly teleport players without any kind of scripts at all.

Oh really, I didn't know this. Kind of cool.

Sel
October 4th, 2009, 05:37 PM
qft

If you don't want to worry about snipers, play in organized race matches and just agree to a set of rules. As far as people going into a public race server and the racefags getting butthurt about being shot out of their vehicle by people playing halo the right way, a good racer should be able to counter something as simple as a sniper. It's all part of race in a first person shooter. If you disagree, I recommend playing an actual racing game :allears:

Quoting this.

I'm fucking sick of these babies who play halo like it's need for speed.

It's called combat racing for a fucking reason.

Inferno
October 4th, 2009, 08:04 PM
Looking at the scripts, it looks like any will be more often then others...

Uh?

EX12693
October 4th, 2009, 09:25 PM
Uh?
Lost me too...

chrisk123999
October 4th, 2009, 10:29 PM
Quoted my deleted post. I read yoyorast's post wrong.

EX12693
October 4th, 2009, 10:49 PM
mmmk. What still needs to be fixed?

Pyong Kawaguchi
October 5th, 2009, 07:51 AM
I think I finally got the mongoose physics perfect.

TitanNoBitchingHost
October 5th, 2009, 03:43 PM
Quoting this.

I'm fucking sick of these babies who play halo like it's need for speed.

It's called combat racing for a fucking reason.


Here here! That is something I've hated about Halo players; Someone is always complaining that one weapon or some vehicle is ruining the game, and that anyone who uses such items are 'noobs'. I have always just commented that they must adapt, or they are the 'noobs'. (I hate using the word, makes me feel dirty) Race would be boring if it weren't the whole-shebang explosion and chaos fest that it is! I can't wait for yoyo2. Half of the gametypes on my server will be race and ctf, with ALL the weapons and vehicles. Nice to know there is at least one more player out there who doesn't mind including the full weapon set.

yoyorast
October 5th, 2009, 03:58 PM
Guys, I'm working very early tomorow morning, wont be able to test anything today... I say the final test is for tomorow. And this time I'm pretty sure it will be the last :iamafag: May the beta team ready, the end of the tunnel is there !

Ferno, dont forget to retouch the invisible wall behind the random tele
and put the new Pyong ATV physics in plz...
And one last thing, (see the pic) this is to try make the panic room more usefull and more like a "panic" room. I really think this spot is a good one for that. thks man.

http://img188.imageshack.us/img188/7343/haloce2009090921070678c.png
Shot at 2009-10-05

Pyong Kawaguchi
October 5th, 2009, 04:03 PM
Physics done, and wolf, don't even begin talking about melee.

Ganon
October 5th, 2009, 04:09 PM
final beta test, take 30

Inferno
October 5th, 2009, 04:31 PM
Final beta test. LO3.

NerveBooger
October 5th, 2009, 09:29 PM
Here here! That is something I've hated about Halo players; Someone is always complaining that one weapon or some vehicle is ruining the game, and that anyone who uses such items are 'noobs'. I have always just commented that they must adapt, or they are the 'noobs'. (I hate using the word, makes me feel dirty) Race would be boring if it weren't the whole-shebang explosion and chaos fest that it is! I can't wait for yoyo2. Half of the gametypes on my server will be race and ctf, with ALL the weapons and vehicles. Nice to know there is at least one more player out there who doesn't mind including the full weapon set.

The suggestions I made were to improve the balance of race, not to be anti-weapon of any sort, nor pro race clan. Since race clans host maps that are conducive to race (based on player preference) and balance such as; "Lust" for the ATV in race games , vehicle & player spawn proximity and weapon types that are sometimes ignored by other authors. Yoyo responded to my suggestion that was regarding race weapons, spawns and ATV and I am satisfied with his response - no need for a debate about it (or post elsewhere so as to not hijack his thread). I hope that all race clans host yoyov2, and for it's success in all game types. See you on the track.

.Wolf™
October 6th, 2009, 10:58 AM
Put beta on friday or tommorow... Also, Srs Q, You didnt add the melee i suppose? :neckbeard:

Inferno
October 6th, 2009, 04:25 PM
Put beta on friday or tommorow... Also, Srs Q, You didnt add the melee i suppose? :neckbeard:

Melee in a vehicle is impossible.

hth