ONS-OmahaBeach-)o(-v2-beta3A changes?

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MrPenguin
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Re: ONS-OmahaBeach-)o(-v2-beta3A changes?

Post by MrPenguin »

The Bulldog could play a useful role as an AA platform given how big a role the flyers play on the map.
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Wormbo
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Re: ONS-OmahaBeach-)o(-v2-beta3A changes?

Post by Wormbo »

The idea of team-specific lockers only applies to the cores, as I'm well-aware how annoying an unavailable locker can be elsewhere. BTW: ExtraAmmo counts in addition to the initial ammo the weapon already has on first pickup. As a result, your locker configuration means Bio (50, 20 initial + 40 extra, limited by max ammo), Shock (50, same numbers), Link (220, but actually 70+220), Minigun (300, 150+280 with max ammo limit), Flak (35, 15+30), Grenades (30, 10+20, max 50 can't be reached), Rockets (30, 12+40), AVRiL (25, 5+20) and LG (40, 15+30). The theme of this map makes me prefer Sniper Rifles over Lightning Guns, though. NodeWeaponLockers only consume additional resources for propagating team changes, and only a few bytes per change. A single weapon being tossed as a result of player death is probably worse than the traffic all lockers combined produce at map startup.

The Bulldog was just a thought. I'll concentrate on improving the existing vehicles (Dragon, Badger), then. Seems I missed part of the instigator problem in Dragon V3. The damage types lacked the bDelayedDamage flag. In other words, while the InstigatorController properly propagated, the engine simply didn't know it should use it. I don't know why I missed that, probably because I wanted to get rid of that stuff ASAP. :roll:

Hangar roofs... I wonder what could be the best way to make them accessible without flying vehicles - maybe through teleporters outside the back of the hangars. Maybe the UDamage could go up there (though that might make it too useful for the already strong flyers) or in the alley between the hangars.

Optimization is quite difficult on this map. The fog plays a vital role and I guess the CullDistances are an attempt to further improve the framerate. I'll have to see what I can do besides adding AntiPortalActors, because I'm still fighting BSP holes everywhere. The underground node bases probably need reconstruction as well, they don't seem to be on the grid either. The pulley and its texture are myLevel'd in my working version already.
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Kentaro
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Re: ONS-OmahaBeach-)o(-v2-beta3A changes?

Post by Kentaro »

Wormbo wrote:[*]Hangar nodes. I replaced the static mesh hangars by BSP constructions. The tank hangars are pretty much the same as before, but the other two now have an additional Manta and a Double Damage inside the open container.
I don't understand well, what does it bring to you, except more BSP holes?

I totally agree with you on your core base, and high prime node modifications, you did a great job !

Some ideas:
- you can add sniper rifles into the destroyed houses near the underground prime node
- the hammerhead: like Peg said, a cicada or a banshee will be fine here.
- the doubledamage: not on the roofs (too easy for flyers, as you said). Is it possible to put it into a big bush, below the trees, near the underground primary?

Otherwise, the weapon lockers are nice like it. I just miss my dear Biogun there :ghehe:
It can be useful into the hangars.

Nice job anyway :clap:

Edit, Oh, i forgot, is it interesting to put some jumppads from the core to the primaries? Would allow us to do something without vehicules, at the beginning of the game, or into a comeback.
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Wormbo
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Re: ONS-OmahaBeach-)o(-v2-beta3A changes?

Post by Wormbo »

Yes, the hangars may be responsible for some of the BSP holes I'm fighting. (Though it is much more likely the brushes I didn't replace yet are the reason.) But BSP provides better performance optimization options. BSP occludes for network relevance and I can simply put zone portals into the windows, doors and front/back gates. When you are inside the hangar, the engine knows it really only needs to render anything that can be seen through those portals. When they are static meshes, the hangars could only be optimized using antiportals, and those are far less efficient as they only work individually. Outside visibility would "leak though" the corners of the buildings.
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Pegasus
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Re: ONS-OmahaBeach-)o(-v2-beta3A changes?

Post by Pegasus »

Minor addendum to the potential badger fix' TODO list that I've kept remembering and forgetting to post here for weeks regarding the third of its 3 known issues: driver's minigun pawn's refusal to align properly in spec mode (rotation non-reliable?). Pic below for visual aid.
badger_mini_misalignment.jpg
badger_mini_misalignment.jpg (288.11 KiB) Viewed 8735 times
Knowing how many UT projects you usually juggle, I'm kinda hesitant to even ask, but... any progress or breakthroughs over the last 40 days with this, Wormbo? Anything anyone else with a working editor could do to help, if BSP cuts/holes/messed-up-lighting and assorted issues is still where the work's stuck, and they had a copy of the WIP?

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Wormbo
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Re: ONS-OmahaBeach-)o(-v2-beta3A changes?

Post by Wormbo »

If anyone wants to have a look at the BSP problems, I'll gladly hand over a copy of the current state of the map as I'm entirely out of ideas on that issue.
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