> Map Bugs/Fixes Thread < post them here
- *POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
> Map Bugs/Fixes Thread < post them here
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.
Post the name of the map, also report any bugs you've found.
A brief description of the bug may be useful.
Plain Old Telephone Service
-
- Posts: 1396
- Joined: Tue Nov 18, 2008 9:32 am
Re: > Map Bugs/Fixes Thread < post them here
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.
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.
You do not have the required permissions to view the files attached to this post.
- *POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
Re: > Map Bugs/Fixes Thread < post them here
Can't find it! Wow I suck... Where's that hint?ScottyD wrote: I did a slight alter this morning and added a clue about letter order.
Very good job, but when a few gasbag carcasses fall upon the bridge, hmm... that could be just a little clueScottyD 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.
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 feetScottyD wrote: Still left to do is (maybe) tweak the letters a bit more. Also second spawn in the letters room.
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.
Plain Old Telephone Service
- Hermskii
- Site Admin
- Posts: 8510
- Joined: Sun Jul 10, 2005 9:56 pm
- NoMoreSpam: Silver
- Location: Houston, Texas
- Contact:
Re: > Map Bugs/Fixes Thread < post them here
Daddy, (that's me) smells trouble brewing. Just an observation...
~Peace~
Hermskii
Hermskii
-
- Posts: 1396
- Joined: Tue Nov 18, 2008 9:32 am
Re: > Map Bugs/Fixes Thread < post them here
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.
Look at the wall as you come to the pupae area. I added the letters somewhat non-descript.
- *POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
Re: > Map Bugs/Fixes Thread < post them here
Maybe using a whole wall of monster blockers all over the bridge?!ScottyD wrote:Gasbags on the walkway...doh :SLAP: Not sure how to address that....
If they can't fly over the bridge, you're all right.
Wow it was so well-blended in the environment that I couldn't find it. Thanks.ScottyD wrote:Look at the wall as you come to the pupae area. I added the letters somewhat non-descript.
Plain Old Telephone Service
-
- Posts: 1396
- Joined: Tue Nov 18, 2008 9:32 am
Re: > Map Bugs/Fixes Thread < post them here
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.
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.
You do not have the required permissions to view the files attached to this post.
- *POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
Re: > Map Bugs/Fixes Thread < post them here
I think it's perfect now, very good job Scotty.
Plain Old Telephone Service
- *POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
Re: > Map Bugs/Fixes Thread < post them here
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.
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.
Plain Old Telephone Service
-
- Posts: 1396
- Joined: Tue Nov 18, 2008 9:32 am
Re: > Map Bugs/Fixes Thread < post them here
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.
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.
- *POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
Re: > Map Bugs/Fixes Thread < post them here
D'OH!ScottyD wrote:Dang. I fixed City already.
I'm gonna post a screenshot of the error ASAP.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.
[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
Plain Old Telephone Service
-
- Posts: 1396
- Joined: Tue Nov 18, 2008 9:32 am
Re: > Map Bugs/Fixes Thread < post them here
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
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
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
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
You do not have the required permissions to view the files attached to this post.
- *POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
Re: > Map Bugs/Fixes Thread < post them here
Well, at least now I have a clue Silly spiky cones...
Plain Old Telephone Service
- *POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
Re: > Map Bugs/Fixes Thread < post them here
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)
Name: MH-dknyleve
Bug(s): missing MH-End (looks like a direct import from Co-op)
Plain Old Telephone Service
- Blood Asp
- Posts: 454
- Joined: Thu Aug 20, 2009 11:18 am
- NoMoreSpam: Silver
- Location: The Skaarj Universe
Re: > Map Bugs/Fixes Thread < post them here
cube Godz...