GLoups! wrote:You are right Pegasus, UT is like a fine wine or a delicious cheese, the recipe is a classic and we can't just change it , but somes people mights say that we can't just drink or eating the same food although it is excellent provided that to not eat whatsoever :that's why I begin to do mapping- mainly but not only - and from time to time I allow myself a fancy.[...]
Hey, you'll get no argument from me on pushing forward with new ideas we haven't tried before so that the game won't stagnate. It's just that, in practice this discussion often gets reduced to an examination of whether any new particular item constitutes actual innovation in terms of opening up gameplay in ways we hadn't seen before or if it just relies on the same, tried n' old ideas, only in a shinier wrapping. Such examples of that are many iterations of custom vehicles that rely on the same, usual "big point damage" or "big splash damage" battle concepts, but with their dials simply adjusted a bit differently. Something closer to actual innovation would be a mechanic like a vehicle carrying flyer, movable ONS objectives (cores/nodes), a radar/comms interfering feature or something like that. Anyway, it's an easily understood distinction so no need to rant more on that.
GLoups! wrote:[...]Then i don't have any idea of how much time the redirect sevice or even how a server work, i have the chance to have a good connection and it take a few seconds to download a whole map. But if some players have problems with this, tell me[...]
Most times and for most people the redirect server will be quick to locate and send each of the necessary files over their high-speed connection in sequence, ensuring fast transfer times and a smooth experience. When keeping the bigger picture in mind though, one must take into account likely bad/worst case scenarios and preemptively compensate as best as possible. One way this translates into practical terms is, avoiding unnecessarily large or long file trails in maps when that can be avoided (e.g. when having the chance to highlight this during their design stage) and when it doesn't offer clear n' tangible benefits, like getting increased usage out of some "common" resource files (like with the bio, aegis, badger assets, etc.) in many maps. Avoiding +5 files at the cost of not having a partly blue hued deemer pickup falls within that reasoning.
GLoups! wrote:[...]I did not pay attention to these dark nodes- may be i have a good gamma - if this is disturbing i can wait for further informations history to not download maps too often.[...]
Eh, could just as well be my gamma setting being a bit low. I guess we can just wait for some more input on this and see where the general consensus lies re: nodes' ambient lighting. No big deal.
GLoups! wrote:[...]
Why not simply subclass Redeemer and RedeemerPickup (as, say, RedeemerLongerSpawn and RedeemerPickupLongerSpawn) from within UEd
-Is it possible to mylevel these classes in a map from UEd without an independent file ?[...]
You can easily subclass any existing class in UEd by opening the Actor Class Browser, expanding the tree and selecting the class you want to extend (untick whichever checkbox may be hiding any non-placeable class you may want to find), right-clicking and choosing "New" (note the other two options, "Edit Script" and "Default Properties", too; they'll come in handy later as well). In the appearing dialog window you'll just need to enter "myLevel" as the package name and whatever you'd like your subclass to be called, and that's it; the script editor with your new class will open behind it and you'll be able to add in it any custom code you want (but not the defprops because that will crash the editor!), compile the changes (using the second button to the left) and, once successful, proceed to inputting the defprops of your new class through the aforementioned "Default Properties" right-click menu option. Once both those steps are completed for each required subclass (a vec/weap will usually have several and a customized version may need changes to more than one), you just need to go to the ACB again, pick your new class (uncheck and recheck one of the boxes if it's now showing up) and place an actor of it in the map somewhere. And that's how you can have custom, myLeveled classes without the need for additional, external .u packages.
There's a few other ways to get through the defprops step more quickly, but this should get you started for now, and you can always come back and ask for more info; you can also consult the ever-useful BeyondUnreal Wiki's relevant entries on those topics:
Actor Classes Browser,
Default Properties and
Creating a subclass. Once you get the hang of it after a few tries, you'll be able to make subclass changes easily enough and without wasting time switching back n' forth between numerous notepad windows, the project's and UT's system folder views and the UCC's compiling command line. Let us know how it goes

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GLoups! wrote:[...]For the redeemer I could remove the teleporters as the same way in Torlan or just remove it and replace with something else but I have think that it could be fun this way and will give a chance of comeback for the loosing team and will be less frustrating for beginners, but the problem was that it encourages camping.
As a more adventurous alternative, pedestrians could gain access to the nuke by a couple of sequential jumppad boosts starting from the statues' base - assuming no antiportal actors around there mess with their vision, of course.
Zon3r wrote:Yesterday and today the same thing happened. After a quick round when it should have been the second round the map crashed or whatever. And both time it switched automatically to tripleslap
Heinz will need to look at the server log to make sure there was indeed a crash (or more than one), but if that's indeed the case, it'd obviously be a problem we wouldn't allow to persist. If I had to speculate, and with no facts to back this up right now, the fact that the revised edit seems to have the same name as the previous one, but is requesting additional resources might have something to do with it. It's generally accepted as a best practice in mapping to not release subsequent map edits under the exact same filename (just as the rule that the filename part shouldn't contain periods itself).