> Map Bugs/Fixes Thread < post them here

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> Map Bugs/Fixes Thread < post them here

Post by *POTS* » Mon Feb 02, 2009 5:01 pm

Post buggy maps here in this thread.

Post the name of the map, also report any bugs you've found.
A brief description of the bug may be useful.
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Re: > Map Bugs/Fixes Thread < post them here

Post by gopostal » Tue Feb 03, 2009 8:46 am

I am going to move the Indiana Jones map discussion here.

I did a slight alter this morning and added a clue about letter order. The latest version of the working map is attached. Also I added a small monster block to stop the mercs from coming out onto the invisible bridge ruining the effect. I also moved the gasbags around a bit so they weren't under the bridge and added a hint about the bridge itself.

Still left to do is (maybe) tweak the letters a bit more. Also second spawn in the letters room.
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Re: > Map Bugs/Fixes Thread < post them here

Post by *POTS* » Tue Feb 03, 2009 6:12 pm

ScottyD wrote: I did a slight alter this morning and added a clue about letter order.
Can't find it! Wow I suck... Where's that hint?
ScottyD wrote: Also I added a small monster block to stop the mercs from coming out onto the invisible bridge ruining the effect. I also moved the gasbags around a bit so they weren't under the bridge and added a hint about the bridge itself.
Very good job, but when a few gasbag carcasses fall upon the bridge, hmm... that could be just a little clue :D
ScottyD wrote: Still left to do is (maybe) tweak the letters a bit more. Also second spawn in the letters room.
I think a second spawn-point is not needed, since it would make the pupae trigger useless. And come on, the map isn't that big! Players move your feet :lol:
The puzzle looks already good to me.

Now a little observation about the blades:
if you wanna pass through them in an on-line game, you must jump on the left because of lag, while in off-line mode you must jump on the right. That's why I couldn't pass them before.
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Re: > Map Bugs/Fixes Thread < post them here

Post by Hermskii » Tue Feb 03, 2009 7:57 pm

Daddy, (that's me) smells trouble brewing. Just an observation...
~Peace~

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Re: > Map Bugs/Fixes Thread < post them here

Post by gopostal » Tue Feb 03, 2009 8:00 pm

Gasbags on the walkway...doh :SLAP: Not sure how to address that....

Look at the wall as you come to the pupae area. I added the letters somewhat non-descript.

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Re: > Map Bugs/Fixes Thread < post them here

Post by *POTS* » Tue Feb 03, 2009 8:33 pm

ScottyD wrote:Gasbags on the walkway...doh :SLAP: Not sure how to address that....
Maybe using a whole wall of monster blockers all over the bridge?! :?
If they can't fly over the bridge, you're all right.
ScottyD wrote:Look at the wall as you come to the pupae area. I added the letters somewhat non-descript.
Wow it was so well-blended in the environment that I couldn't find it. Thanks.
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Re: > Map Bugs/Fixes Thread < post them here

Post by gopostal » Wed Feb 04, 2009 8:38 am

I'll look at the monsterblock idea. That could be do-able without appearing "forced".

BTW, I contacted the actual maker of the map and he is cool with this. Yay!

Edit:
Added the blocks to the leap of faith. I havent playtested yet, I have to go to work. Let me know what you think.
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Re: > Map Bugs/Fixes Thread < post them here

Post by *POTS* » Wed Feb 04, 2009 5:42 pm

I think it's perfect now, very good job Scotty. Image
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Re: > Map Bugs/Fixes Thread < post them here

Post by *POTS* » Sat Feb 07, 2009 10:44 pm

More buggy maps incoming:

MH-City: the map loads the openingwave.uax sound pack which causes a package mismatch to those who have installed a non-English UT version with different announcers and voicepacks (e.g. many European players).
Please note that this soundpack isn't used by the map itself at all.

MH-GodzReturn: a bad texture and/or architecturing in the final (Queen's) room can crash UT for D3D users (and occasionally also OpenGL users) if they look at the ceiling by accident.
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Re: > Map Bugs/Fixes Thread < post them here

Post by gopostal » Sat Feb 07, 2009 10:59 pm

Dang. I fixed City already. It ended on a teleporter so I made a small room the teleporter accessed with nothing but a proper monsterend inside. I'll revisit it and strip the announcer stuff out. I had no idea, but I've heard of this problem.

Godz-Can you designate the texture so I can find out why? I'd like to know even if I replaced with a stock one.

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Re: > Map Bugs/Fixes Thread < post them here

Post by *POTS* » Sat Feb 07, 2009 11:09 pm

ScottyD wrote:Dang. I fixed City already.
D'OH! Image
ScottyD wrote: Godz-Can you designate the texture so I can find out why? I'd like to know even if I replaced with a stock one.
I'm gonna post a screenshot of the error ASAP.

[Edit]
Here's an extract of my UnrealTournament.log
Unfortunately no screenshots are available, because this time UT has become totally unresponsive to user commands (i.e. frozen) and I had to kill it.

Code: Select all

Log: D3D Driver: warning - failed vertex buffer lock+flush.
Critical: UD3DRenderDevice::DrawComplexSurface
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
Log: D3D Driver: warning - failed vertex buffer lock+flush.
Critical: UD3DRenderDevice::DrawComplexSurface
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
Log: D3D Driver: warning - failed vertex buffer lock+flush.
Critical: UD3DRenderDevice::DrawComplexSurface
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
It looks like the problem isn't the texture but a very bad architecture, probably the stupid cones.
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Re: > Map Bugs/Fixes Thread < post them here

Post by gopostal » Sun Feb 08, 2009 12:01 am

I'll find out. That certainly looks like bsp error.

Update: It's an error caused by lighting. Look at the attached screen of that room in ed. There must have been a sale at Wal-Mart on torches :roll:

I think what is happening is the computation of all those shadows from the lights is crashing the game when you look at the roof. The spikes make too many complex shadows.

My advice? Don't look up :twisted:
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Re: > Map Bugs/Fixes Thread < post them here

Post by *POTS* » Sun Feb 08, 2009 12:09 pm

Well, at least now I have a clue :roll: Silly spiky cones...
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Re: > Map Bugs/Fixes Thread < post them here

Post by *POTS* » Wed May 05, 2010 9:16 pm

Since I can't find Hermskii's thread, I decided to post this here:

Name: MH-dknyleve
Bug(s): missing MH-End (looks like a direct import from Co-op)
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Re: > Map Bugs/Fixes Thread < post them here

Post by Blood Asp » Thu May 06, 2010 11:25 am

cube Godz... :shock:
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