Christmas Maps

Feedback, discussion & bug reporting on current maps
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Crusha K. Rool
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Christmas Maps

Postby Crusha K. Rool » Fri 2. Dec 2016, 23:55

Since I mentioned it and Cat asked for it, here is the Xmas version of Spiffingrad that I made back then:
https://www.gametracker.com/clan/freela ... read=49969

It's basically the same as the current ONS-Spiffingrad-Crusha-Beta-2-4-5, with a few twists:
- Christmas trees next to each core.
- Fairy lights on the telephone cables.
- Snowmen in some spots.
- Crates have been replaced with gift boxes and the bomb has been replaced with a candy cane.
- It's snowing and the ground has a snowy texture. The sky and fog are blue to make it look a little more like a night sky.
- The orchestral soundtrack of the original Spiffingrad has been turned off. Enjoy a silent night (apart from the occasional explosions).
- After one Core explodes, Christmas music is playing. If the game goes into a second round, it will keep playing for a couple of minutes.
- Instead of the usual air strike, Santa will deliver the payload.
- The Nodes are from Wormbo's Onslaught Specials. I made that map years ago, so I don't know if they are still up to date. Just hope that he didn't release another version of his tools under the same package name.

Known issues:
- There is a BSP hole in one of the houses, though in a spot that is very rarely visited, I think. The map is pretty fragile in terms of BSP because many of the houses are made from very complex BSP brushes and tend to break easily. You can't even split it into zones properly, either because it will surely introduce more holes or because the terrain would actually go into that zone (and then disappear once the zone with the actual TerrainInfo becomes occluded).

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GLoups!
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Re: Christmas Maps

Postby GLoups! » Sat 3. Dec 2016, 12:36

I absolutely love it :thumbup: , specially this christmas painter.

I know it's not the mapper corner and you may do not intend to make somes changes, however juts fews thoughts on visual aspects, that could be easily fix.
-Distance fog start should be increase by 200% as it give the terrain a purple touch, may be slightly unbalanced red and blue colors on fog.
-The terrain has a colorization a little bit yellow for a snowy one.
-The map wasn't been rebuild, (rgb?) and seams appears on terrain, may be it's in intentional due to the Bsp hole?, if so, may be only rebuild lightings should solve that.

Anyway it's a good idea for Christmas and new Year holidays :angelwings:

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Crusha K. Rool
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Re: Christmas Maps

Postby Crusha K. Rool » Sat 3. Dec 2016, 20:55

- Increasing the distance fog (end) by more than 500 units is not really feasible on the map. Otherwise you'd be able to quickly see the end of the map when getting close to the fences. I raised the fog start distance now, though, so there is less of a blue haze in front of you.
- Yeah, seems like I didn't tweak the sunlight enough. There are actually two in the map. One is very weak and only there to cast shadows. The other one is pointing in the opposite direction, doesn't cast any shadows and is used for the general light color of the entire map (in combination with the ambient light).
- Unfortunately it's not that easy. The seams on the terrain are not actually caused by a lighting problem but due to the scorched earth layer of the terrain randomly appearing much stronger in game for certain patches of terrain than in the editor. It's quite difficult to fix because you don't see the issue in the editor. You can only jump into the game, walk to that spot, exit the game, try to adjust the paint of that terrain layer a bit and then test it again. Rinse and repeat.

Well, at least I somewhat got rid of the BSP hole now. Chased it around three different locations by adding a zone portal to the only adjacent locations where it was actually feasible. Didn't help that all of the buildings have been converted to just one huge additive brush by the original author of the map. With each vertex lying off the grid. And some floors even having small gaps to the wall, so your zones are actually prone to leaking until you fix that gap. As popular as the map may be, as unmaintainable its state is.

Anyway, I'll try to iron out those issues and get a new version ready over the next couple of days.

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Pegasus
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Re: Christmas Maps

Postby Pegasus » Sat 3. Dec 2016, 21:18

I'm with GLoups in that I wouldn't mind seeing some judicial improvements n' tweaks applied to the festive version, now that it's become topical again, and given that it's now six years old! To wit, here's a quick n' dirty shopping list of typical suggestions:

- CustomWeaponLockers weren't included in the edit. Time to amend that, as well as round out the lockers' arsenal to a full (non-mines) complement? Every stock weapon has legitimate uses and can cater to someone's playstyle in a balanced manner, after all.
- I got a hunch the included OnslaughtSpecials is OS1. Edit: confirmed; only two ShowNodeBeacons states and no included ONSWithTranslocator or Settings classes. [/edit] Time to gut/cut objectives n' ONSPowerLinkOfficialSetups, rebuild paths, save, load n' update to OS2/OS2_RNH?
- Some st.meshes close to the fog end distance are popping in n' out of view. Maybe slightly adjust ZoneInfo and/or CDV props accordingly to mitigate?
- That solitary LG ammo pickup close to the northern base's ClassicSR pickup base seems kinda pointless, considering there's no LG offered nearby. Remove? Come to think of it, the pickupbase is kinda redundant itself, considering the gun can be added to the lockers nearby.
- Fog looks kinda garish; maybe shift to a lower saturation colour? For reference, what's currently used is RGB(71,82,255), corresponding to HSV(236,72,100). Bringing S down to, say, 52 gives a much more eye-friendly RGB(122,131,255) fog colour (thanks, Paint.NET). Edit: seeing as the skybox doesn't use a fog ring or any other such artifice, but is just 6 ColorModifier'd materials applied to the cube's "Sky*Tint" interior DXT5 texes (more convenient that the texes being coloured themselves), their attributes can be modified in an according manner to accommodate the fog colour change so that the visual end result won't clash beyond distances where fog completely occludes geometry - namely from RGB(54,68,241) to RGB(103,114,239) for all 6 myLevel'd CMs. If the overall result is a bit too bright for your taste(s) in nightly maps, going through an additional iteration of the above with the V component also brought down a bit could easily solve that.
Lastly, while on the skybox issue, I wonder why SkyZoneInfo bothers setting a custom DistanceFogEnd of 6K for itself when its bDistanceFog is still set to false. Oh well.
- Where exactly is that BSP hole? Maybe we can fix it. Edit: I think I found it, if it's near PathNode817, facing East and upwards, seeing as the wrapped presents from the floor above are directly visible from the stairwell below n' through the boarded up door frame. Okay, so basically Brush548 needs some vertex sanitizing 'round that area (and the floor right below it at the same place, on second inspection because it happens there too :/) or, barring that, breaking down to a combo of simpler brushes. Seems doable, esp. if we get GLoups on board, as that's one of his specialties.
Edit the Second: okay, so a simple move inwards by 1UU for the four boarded-up-doorframe (CrateSide2 tex) vertices seems to've fixed both that floor's glitch, as well as the corresponding one for the floor below. Neat.
You know, while we're talking about that central house, it's kind of a shame from a gameplay perspective that there's only one way into it and such a limited view out from it, which players could use to harass nearby objectives, or heavier vehicles [s]camping[/s] stationed nearby. Positioned with some care, I could easily see a window added to either the East or West side of it being of some benefit to action diversity 'round that area, boosting z-axis usage while doing so. Also, maybe consider an additional way into the building from a lower height that wouldn't require the prolonged exposure of climbing a ladder up there, say, via stacked crates or some suchlike arrangement?
- The looping Xmas carols music triggered at core distraction time n' persisting for minutes at the start of subsequent rounds is something I would describe as a bug and request be fixed, as, having played the map in past years several times, I can vouch it can get pretty distracting during matches with multiple rounds. Point is to get players to enjoy the change to the festive theme, not make 'em outright hate it, after all ;).
- How about converting the snowmen from st.meshes to destroyable Decos to also cater to those with a more ...destructive bent to their yuletide celebratory habits :p?
- The DirectionalPowerCoreShield class used in the map includes an exec load directive that references an OnslaughtSpecials.usx that's never existed as an asset, to my recollection. Time to retire that line?

Anyway, nuff gabbing for now. Hope that helped, and plz, any takers, let us know who's up for tackling this, if so inclined; otherwise, I'll see if I can squeeze it in for next week or thereabouts, time permitting. Nice to see you back, too, Crocface :).
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GLoups!
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Re: Christmas Maps

Postby GLoups! » Sun 4. Dec 2016, 00:41

Pegasus wrote:... I got a hunch the included OnslaughtSpecials is OS1. Edit: confirmed; only two ShowNodeBeacons states and no included ONSWithTranslocator or Settings classes. [/edit] Time to gut/cut objectives n' ONSPowerLinkOfficialSetups, rebuild paths, save, load n' update to OS2/OS2_RNH?...


It seems that loading OnslaughtSpecials whith the command ""obj load file=OnslaughtSpecials2_RNH.u package=myLevel"" replace the old class by new one without issues (I think as long as the class names are the sames and they are not connected to differentes ones- The package name anyway will going to change for mylevel) even without rebuilding the map - the editor's Map chek for error tool isn't display any message like "paths need to be rebuild!"; i've unintentionally done this sometimes in the past, to be confirmed..?[/quote]

Pegasus wrote:... The looping Xmas carols music triggered at core distraction time n' persisting for minutes at the start of subsequent rounds is something I would describe as a bug and request be fixed, as, having played the map in past years several times, I can vouch it can get pretty distracting during matches with multiple rounds. Point is to get players to enjoy the change to the festive theme, not make 'em outright hate it, after all ;).


Don't think the music is looping but it lasts something like seven minutes, how about untriggering it one times by round, something like one minute after the match start.

Crusha K. Rool wrote:..
...Unfortunately it's not that easy. The seams on the terrain are not actually caused by a lighting problem but due to the scorched earth layer of the terrain randomly appearing much stronger in game for certain patches of terrain than in the editor. It's quite difficult to fix because you don't see the issue in the editor. You can only jump into the game, walk to that spot, exit the game, try to adjust the paint of that terrain layer a bit and then test it again. Rinse and repeat...


You are right, first time i see and notice that it couldn't be seen in the editor! no need to bothered with that . :)

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Pegasus
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Re: Christmas Maps

Postby Pegasus » Mon 5. Dec 2016, 02:06

Sorry for the delayed response, had a busy day.

GLoups! wrote:It seems that loading OnslaughtSpecials whith the command ""obj load file=OnslaughtSpecials2_RNH.u package=myLevel"" replace the old class by new one without issues (I think as long as the class names are the sames and they are not connected to differentes ones- The package name anyway will going to change for mylevel) even without rebuilding the map - the editor's Map chek for error tool isn't display any message like "paths need to be rebuild!"; i've unintentionally done this sometimes in the past, to be confirmed..?[...]
Well, UEd's error check tool mostly focuses on arrangement concerns relating to placed actor instances, rather on how spawned actors from the custom code might perform or interact with any other during runtime, so you might also want to test the edit in a (localhost) client-server context (as in running from ucc, and then joining as a client via UT2004 executable) and review its output log to make sure no messages related to the OnslaughtSpecials migration appear before determining that everything's gone smoothly. I'm also saying this because I'm not certain that simply overwriting OS1 classes with their identically named OS2[_RNH] counterparts would prevent possible deprecated/altered/removed function call-related problems from cropping up, not to mention that references to placed OS1 assets could be hiding in actors within the map that editors cannot directly affect - like, say, most non-manually placed NavigationPoint instances - which one can only get rid of by removing all OS1 ONS objectives and then rebuilding paths.

For reference to you or any other editor doing an upgrade from stock or older OnslaughtSpecials objectives to newer ones in a map, then, here's the full procedure to follow:
- Open the map in UEd, highlight any node, right-click and choose Select > Select all ONSPowerNode[Neutral|Special]. With all nodes now selected, manually add to the selection the two cores, and then all ONSPowerLinkOfficialSetup placed actors (represented by eagle head images) one by one. To do this, hold Ctrl and click on each of them without moving the mouse about to prevent accidental repositioning; if the selected actors do move around a bit (you'll know because your target wasn't highlighted), you can always undo it via Ctrl-Z and retry. Once everything is accounted for (quick F4 press should tell you the count), cut the selected contents via Ctrl-X and paste 'em in any [plain]text editor.
- With the objectives and link setups removed, rebuild paths in UEd, save the edit (optionally under a different WIP name) and close the editor. Reopen it and reload your newly saved WIP edit. If the new custom code to be added is in a .u package you want to embed in your map, i.e. myLevel, you will need to input in UEd's console bar or output log window prompt the command obj load file=PackageName.u package=MyLevel . For reasons I no longer remember, it is recommended that this command be issued twice in a row. Alternatively, if you're looking to just include/reference the .u package externally - say, in order to maintain a smaller map size and be able to distribute it individually - go to UEd's Actor Browser Class, click the Open Package button and select your package. For more info on this step, you can also check out the ever-useful BU wiki's relevant page.
- This step applies only to upgrading from stock objectives and isn't necessary in an OnslaughtSpecials update from a previous version to a newer one: In your text editor use the text replacement function (typically Ctrl-H) to change all references to ONSPowerCoreBlue to ONSPowerCoreSpecialBlue, ONSPowerCoreRed to ONSPowerCoreSpecialRed and ONSPowerNodeNeutral to ONSPowerNodeSpecial. It's important to ensure there are no space characters included in the string you're searching for or the one you're replacing it with, and that you do not alter the structure of the text in any other way (notwithstanding changing individual properties, but that can be done later on in the editor too). Once done, select everything, copy it and switch back to UEd.
- In UEd, set grid size to 32 (thanks, Wormbo) and paste the modified contents back in (Ctrl-V). If everything's gone right, all assets should appear very close to their original positions, but shifted 32UU in the positive direction for each axis. With all your modified assets still selected, do a corrective move along each axis and they should return to their proper spots. (Alternatively, you can use the health vial trick, described here, if you're having a hard time with this.) Rebuild paths, save and test via ingame preview (the "Play Map!" button) to ensure all's gone well. Further core/node properties' configuration - relating to assigning names, customizing node disc height/tilt, tagging/linking them with surrounding volumes for location naming purposes or anything else - can now be done.

Let us know if you ran into any problems in your OS upgrade tests, GLoups.

GLoups! wrote:[...]Don't think the music is looping but it lasts something like seven minutes, how about untriggering it one times by round, something like one minute after the match start.[...]
You're right, the term "looping" was inaccurate; I should've probably used "recurring" to describe its effect. As for addressing it, and in terms of keeping complexity low, it'd probably require adding another, custom coded, triggered event after the one activated when either core gets destroyed in each ScriptedTrigger's actions' sequence, with the custom one getting triggered only if the match has ended, before the sound would start playing. Such a custom trigger shouldn't be bigger than a single-page, 1-2 function affair, but, personally speaking, it's not something I could come up with offhand and guarantee it would correctly, so I'd have to dig into my notes or shop around elsewhere for similar implementations first before attempting it, which I cannot make any promises about right now - sorry.

Hope that helped.
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Crusha K. Rool
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Re: Christmas Maps

Postby Crusha K. Rool » Mon 5. Dec 2016, 21:49

To address some of the points that were raised:

- I don't know what CustomWeaponLockers do, so can't really comment on that one. I am hesitant to change anything about the current weapon locker loadout, though. Especially in a seasonal variant of the map. I feel like the pushing balance is in a good spot at the moment, and adding more weapons of a particular type (I am looking at you, Rocket Launcher) could unbalance that spot again.
- Yeah, figured it was outdated. I am still using my own Trigger from the UltimateMappingTools to parse node events, rather than relying on those that are given by Wormbo's new tools. Will look into replacing them.
- Replaced that pickup with another classic sniper ammo now. By not adding the Sniper Rifles to any of the weapon lockers, I am trying to give them more of a dedicated role that needs to be actively pursued. Many players don't go for one when they respawn because they'd have to go out of their way to get it.
- I tried your new fog color values, but that's just way too bright for my taste. It's meant to be a chilly night, not a cloudy day. I'll stick with the current blue, as I find it pretty fitting for the theme. I also didn't hear any complaints last time we played the map on the server.
- That central building is solely meant as a spot for snipers to harass. As you see, there is a theme to me treating snipers in a special way on this map. I am trying to go for an actual semi-stealth based sniper gameplay on this map, which can be quite powerful (against infantry) but also pretty annoying if it was too easy. That's why I make snipers waste more time to get into position. In return, it also makes it harder for enemies to backstab them. I certainly don't want that building to become yet another camping spot for node harassment. The nodes are vulnerable enough as it is.
- If there was an actual "StopLocalSound" action in the ScriptedTrigger, I could actually stop that music with a slightly elaborate triggering system. But alas there isn't and I don't want to code one right now. So I'll just settle with cutting the music piece itself down from 7+ minutes to stopping it at an appropriate point in the first track where it's not too disruptive for the listener.
- Noooo!!! Don't destroy the rare Christmas decoration!!! >__<
(Not like that snowman has ever seen a smoothing group...)
- Well, let's hope those classes are gone when the new OnslaughtSpecials version is included.


So basically a lot of it boils down to "it's like this because of personal opinion and taste". :/

Also, the editor crashed already 6 times on me while editing/saving this map today...

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Miauz55555
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Re: Christmas Maps

Postby Miauz55555 » Tue 6. Dec 2016, 19:03

-I think the weaponloadout is ok.. sure I would like to have the shock everywhere with infinity ammo, but it's ok.
-The CustomWeaponLockers give you the full ammo + the extra ammo without throwing your weapon away first. Sometimes it's nice othertimes it's not. Decide yourselve.
-I like the idea to destroy the Christmas decoration. =P You could use the respawning Barrels from Gloups OperaHouse-edit.. I used them on Medieval.. I love them.^^
-I just stomble about this: OnsChristmasAnnouncerHQ Sounds nice.. for xmas.. for all it's maybe a bit annoying.^^
-Some nice SM: DM-TheTowerXMAS2004
-Some nice textures: DM-X-Mas_Under_b6
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Crusha K. Rool
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Re: Christmas Maps

Postby Crusha K. Rool » Sun 11. Dec 2016, 00:17

Here is the new version: http://www.mediafire.com/file/yss6if6t8 ... as-2016.7z

- Now uses OnslaughtSpecials2.
- Sky is less blue.
- Adjusted lighting.
- Fixed BSP hole in the central house in the north.
- Tried to fix ugly scorched earth seams that seem to be related to specific terrain sectors.
- Reduced number of path nodes and improved bot pathing.
- Shortened duration of round-end music a lot.


This was a huge PITA. Saving the map would crash on me 9 out of 10 times after rebuilding paths. Heck, even not saving it and leaving the editor running for too long would randomly crash it after a while. As fond as I am of Spiffingrad, as much I hate the unmaintainable condition it's been in since the very beginning. This map tries really hard to make the engine unhappy.

I tried many tricks to get it into a somewhat presentable condition, but I don't plan to put more work into this version.

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Miauz55555
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Re: Christmas Maps

Postby Miauz55555 » Sun 11. Dec 2016, 16:22

Thank You Crusha. :thumbup:
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