ONS-Mothership-C

Anything about UT2004 mapping, Uscripting & more
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GLoups!
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Joined: Fri 3. Feb 2012, 17:57
Description: Just play for fun.
Location: Fr

Re: ONS-Mothership-C

Postby GLoups! » Thu 28. Jul 2016, 19:10

ONS-Mothership-C-Beta4

-Bsp in the bases, btw i take advantage of this to make zones in the trenchs and adding a slightly more brightness there .
-As the first impression was good: it's to far to add a Jumppad to 13, even with modified jumpz, so i add teleport to 13 and 10.
-If you think the map will fit well to the map roster so i thing you can test. ;)

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Cat1981England
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Joined: Mon 23. Aug 2010, 15:35

Re: ONS-Mothership-C

Postby Cat1981England » Thu 28. Jul 2016, 20:53

Thank you for your work on this GL :thumbup:

Now on the server. Constructive feedback very welcome people.
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]M[
Posts: 138
Joined: Sun 8. Aug 2010, 12:12
Description: laggy but not too shabby^
Location: the southern tip...

Re: ONS-Mothership-

Postby ]M[ » Thu 4. Aug 2016, 12:09

This map looks absolutely awesome, thank you - yep, 11/10 :thumbup:

Love the large-scale terrain, the visuals, the bases & unique layout - the crashed ship, tunnels & interior/exterior battle spaces... it's the kind of thing that keeps ONS alive & interesting, extending the scope of the game - and keeping UT 2004 relevant / appealing in an age of ever-more mind-blowing game graphics! :clap:


ps: only comment so far would be regarding the "energy fields" in the bases - the bright purple pulses along the walls are a bit hectic on the eye, I think mainly as they are un-textured areas of highly saturated colour ...mebbe some sort of texture on these, or using a different animation, such as on the recent Baldur edit?

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]M[
Posts: 138
Joined: Sun 8. Aug 2010, 12:12
Description: laggy but not too shabby^
Location: the southern tip...

Re: ONS-Mothership-C

Postby ]M[ » Sun 7. Aug 2016, 12:38

...ok, having played the map a couple of times: think it's important to have more flyers, as the map is huge and some nodes can only be accessed by air - please, a good selection in bases (3 x Raptors and/or Aurora/Phoenix/Falcon) ...and a few more at the corner nodes! :)

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GLoups!
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Joined: Fri 3. Feb 2012, 17:57
Description: Just play for fun.
Location: Fr

Re: ONS-Mothership-C

Postby GLoups! » Sun 7. Aug 2016, 13:47

Ok, M, thank you, i'm going to adjust the vehicle balance, and may check the link setup.

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Miauz55555
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Re: ONS-Mothership-C

Postby Miauz55555 » Sun 7. Aug 2016, 16:40

The Emitter for the teleporter from the secret area aren't working somehow. I don't know why. We tested the map on the match-server and there it was working fine. On the main server the emitter isn't. The teleporter itselve is working fine.
Image

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Pegasus
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Description: ONSWordFactory
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Re: ONS-Mothership-C

Postby Pegasus » Sun 7. Aug 2016, 18:05

I'm not currently at a PC setup ideal for the kind of hands-on testing necessary to confirm this, but just as a hunch, have you considered the possibility that EvenMatch's (rarely discussed) crash-preventive feature that replaces emitters for linux servers might have something to do with the issue?
Image

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GLoups!
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Re: ONS-Mothership-C

Postby GLoups! » Sun 7. Aug 2016, 18:51

just found the fix here:Emitter-not-spawned-during-lanplay-or-netplay

The fix is a part of Wormbo's JB ToolBox (and ultimate mapping tool), it's called UTEmitterClientTriggerable, seems to work now on dedicated (don't work before), i haven't check it before because somehow i ignore this issue, btw the map not seem to crash at round end.

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Miauz55555
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Re: ONS-Mothership-C

Postby Miauz55555 » Sun 7. Aug 2016, 18:57

Strange.. I just take another look at that on the match-server (Beta2 and 3) and the emitter dosn't show up there this time.. I was nearly sure that it worked when I first tested it.

It's a normal emitter which is disabled and than is activated by a scripted trigger. Could it be that when u want to do that online you need to use the netwerkemitter?

***Ok Gloups you was faster with fixing than me with looking. :D ***

The picture:
Just because someone asked in game if someone had seen the whole mothership.. here you go:
MS.JPG
MS.JPG (116.59 KiB) Viewed 886 times
Image

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GLoups!
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Description: Just play for fun.
Location: Fr

Re: ONS-Mothership-C

Postby GLoups! » Thu 11. Aug 2016, 20:33

ONS-Mothership-C-Beta5

Changes:

- Deleting Badgers and replace them by flame Badgers from the package at node 2 and 3.
- EonsScorpions are now loaded from the package as well.
- Fix: Messages diplayed from the triggers should not longer be broadcast to all the clients.
- Fix: Triggered emitters are now displayed on dedicated server (and should be by the server as well).
- Bases: Replace cicada by banshee at bases.
- Fix: Replace standart Cores by onslaught special ones (!?) .
- Bases: Add one Phoenix and one Hurricane for easiers comes-backs.
- Primarys : add a flyer to each nodes.
- Primarys: no more Badgers.
- Decreasing the brightness of flashys effects at bases and somes nodes, something like 120 %.
- Increasing emitters opacity at bases.
- Node 1 and 4: diminish the health of Auto-turrets to 250 (before 350), and respawn time 45sec to 35sec.
- Node 1 and 4: add one Hellbender by nodes to go through inside the Mothership.
- Others turrets: decreasing the health to 325, and respawn time 45sec to 30sec.
- Node 1 and 4: New class of Auto-turret, ONSSentinelCeiling to slow down enemys progression from the inside of Mothership.
- Fix bad texture at one base and ass minors visuals tweaks on weapons lockers.


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