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.
ONS-Mothership-C
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- Posts: 574
- Joined: Fri 3. Feb 2012, 17:57
- Description: Just play for fun.
- Location: Fr
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Re: ONS-Mothership-C
Thank you for your work on this GL
Now on the server. Constructive feedback very welcome people.
Now on the server. Constructive feedback very welcome people.
The Universal Declaration of Human Rights, Article 1:
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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- Posts: 144
- Joined: Sun 8. Aug 2010, 12:12
- Description: laggy but not too shabby^
- Location: the southern tip...
Re: ONS-Mothership-
This map looks absolutely awesome, thank you - yep, 11/10
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!
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?
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!
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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- Posts: 144
- Joined: Sun 8. Aug 2010, 12:12
- Description: laggy but not too shabby^
- Location: the southern tip...
Re: ONS-Mothership-C
...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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- Joined: Fri 3. Feb 2012, 17:57
- Description: Just play for fun.
- Location: Fr
ONS-Mothership-C
Ok, M, thank you, i'm going to adjust the vehicle balance, and may check the link setup.
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- Location: Germany
Re: ONS-Mothership-C
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.
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- Location: Greece
Re: ONS-Mothership-C
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?
Eyes in the skies.
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- Location: Fr
Re: ONS-Mothership-C
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.
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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Re: ONS-Mothership-C
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. ***
The picture:
Just because someone asked in game if someone had seen the whole mothership.. here you go:
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. ***
The picture:
Just because someone asked in game if someone had seen the whole mothership.. here you go:
You do not have the required permissions to view the files attached to this post.
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- Description: Just play for fun.
- Location: Fr
ONS-Mothership-C
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.
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.