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need info on fixing various map bugs [message #97273] Fri, 25 June 2004 20:44 Go to next message
jonwil is currently offline  jonwil
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General (3 Stars)

Basicly, there are 3 possible map bugs that I am looking into fixing.

First one is base 2 base on islands, can someone help with information on exactly where to put the blockers to fix this?
Second one is something about the glass in the turnnels in islands, dont know exactly what the bug is or what needs to be fixed, anyone know?

And the third one is something to do with getting vechicles on the walls in walls & walls flying. What is this bug and what should be done to fix it? Would a vechicle blocker mesh work? Where should such a mesh go?


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
need info on fixing various map bugs [message #97274] Fri, 25 June 2004 20:47 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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General (3 Stars)

also, the bugs in question (base 2 base on islands, walljump vechicles on mesa, weapons factory interior etc) are being fixed with invisible projectile blocking meshes. Would these extra meshes require any changes to the maps themselves (e.g. re-do VIS, re-do dynamic culling system etc)?

Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
need info on fixing various map bugs [message #97275] Fri, 25 June 2004 20:49 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
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1. I don't know how you'd block B2B on Islands without effects the snipers in play on that wall. It is going to take some good positioning for that...

2. Vehicle blockers...

3. Vehicle blockers...

Just import the w3d for positioning and make it a terrain object (invisible). Most can be done easily within minutes...


L3T'5 4LL THR0W 3GG5 4T D4 N00B! Smile
need info on fixing various map bugs [message #97286] Fri, 25 June 2004 22:41 Go to previous messageGo to next message
PermaGrin
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1. for base 2 base, i suggest a projectile blocker here...
http://www.n00bstories.com/image.fetch.php?id=1183578235

2. tunnels...this is this bug....
http://www.n00bstories.com/image.fetch.php?id=1128404978
as you can see the burn mark on the left should be he only thing that happens. but if in 1st person and at the correct angle, u can shot to the other side. notice the burn marks on the wall in the other tunnel. im guessing this happens due to the walls not being 2 sided. i have noticed u can do this on just about any surface. is just the glass in the tunnels are easiest because u can see the other side. i have tested it with someone and i could kill them through the wall of the hand. didnt test anywhere else, just felt is would yeild the same result. i suggest just making the walls of the tunnel 2 sided. i think that should fix it.

3. this is the bug on getting tanks on the wall in walls and walls flying.
http://www.n00bstories.com/image.fetch.php?id=1223797015
heres i my suggestion on fixing it...
http://www.n00bstories.com/image.fetch.php?id=1343581353
(dont know why the rocks didnt get made, but you get the picture)
the gren box would be vehicle blockers. of course they would need to be placed in the other 3 areas.

as far as your ?s on "Would these extra meshes require any changes to the maps themselves", u have no clue
need info on fixing various map bugs [message #97290] Fri, 25 June 2004 23:49 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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General (3 Stars)

thanks for the info mate.

I do still need an answer to the question about whether adding extra meshes to the w3d file will require any changes to the map...

The walls/walls_fyling issue looks fixable.

As for the tunnels issue, I dont think that one is worth fixing.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
need info on fixing various map bugs [message #97292] Sat, 26 June 2004 00:40 Go to previous messageGo to next message
xptek_disabled is currently offline  xptek_disabled
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jonwil

As for the tunnels issue, I dont think that one is worth fixing.


People abuse it a lot in sniper games.


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need info on fixing various map bugs [message #97294] Sat, 26 June 2004 00:46 Go to previous messageGo to next message
PiMuRho is currently offline  PiMuRho
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The walls-flying one isn't really an issue either. If you can get up there without falling off and losing your vehicle, you're horribly exposed anyway, and there's nowhere you can go for cover.

need info on fixing various map bugs [message #97297] Sat, 26 June 2004 01:09 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I still need to know if changing the w3d file requires changes to the map file (the .lvl file)

Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
need info on fixing various map bugs [message #97303] Sat, 26 June 2004 02:35 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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Usually the vehicle blockers are added manually in LevelEdit, not in max (w3d).
need info on fixing various map bugs [message #97317] Sat, 26 June 2004 05:53 Go to previous messageGo to next message
Majiin Vegeta is currently offline  Majiin Vegeta
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General (2 Stars)
jonwil



As for the tunnels issue, I dont think that one is worth fixing.


jusat stick a few projectile stoppers in between the glass Razz
need info on fixing various map bugs [message #97327] Sat, 26 June 2004 07:57 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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SeaMan

Usually the vehicle blockers are added manually in LevelEdit, not in max (w3d).


they can be added either way.

To answer your question.....

You will have to save a new .lvl file,thus it would have to be re-exported again and the .mix file wont match the existing one.


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

need info on fixing various map bugs [message #97616] Sun, 27 June 2004 16:32 Go to previous messageGo to next message
gibberish
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The first and third bugs you can stop with just a scripts.dll change.


1. When someone hits the hand detect if they have a vehicle and if its in the GDI base blow it up.

3. Just detect the position of the vehicle and if its on the wall blow it up.
need info on fixing various map bugs [message #97622] Sun, 27 June 2004 17:17 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
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gibberish


3. Just detect the position of the vehicle and if its on the wall blow it up.

Won't work, aircrafts will run into the zones killing them for no reason. Confused


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need info on fixing various map bugs [message #97637] Sun, 27 June 2004 18:41 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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Moderator - Mod Forum
Don't modify the main w3d at all. Just add vehicle/projectile blockers as necessary via additional w3ds. What I did on Volcano flying was import the terrain w3d in gmax, so that way I could align everything easly. Once finished, I'd hide the terrain w3d and export the invisible meshes.

Once in LevelEdit, I'd open up the .lvl and make the w3ds as a temp preset. Everything should be aligned correctly automatically. Just make sure to repartition the culling systems before saving, or people could get FPS issues (I know I do) when playing on the map.

I guess an invisible blocker would be the only way to fix islands, unless you want to redo VIS (NO NO NO!).


-YSLMuffins
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need info on fixing various map bugs [message #97704] Sun, 27 June 2004 23:38 Go to previous message
gibberish
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Slash0x

Won't work, aircrafts will run into the zones killing them for no reason. Confused


My apologies I forgot to account for Troutman's Fifth Law:

Troutman


If the input editor has been designed to reject all bad input, an ingenious idiot will discover a method to get bad data past it.



I should have stated that:

1. The rule should only be applied when the vehicle is not an aircraft.

2. The Z value should also be checked to make sure the the vehicle is not driving under the Wall.
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