WACKO&KRANE presents THE CONTAINERZ - FINAL

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wacko
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Post by wacko »

Sir, yes Sir! :wink:
Thanks for ur bug report. I fixed those things and some others too
But there surely are more. Who can find them? :wink:
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Cheetohs
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Post by Cheetohs »

Krane, sorry i can't provide ss of these things, its because whenever i do take a ss it just fills the pic black for some reason :? ... But i think wacko followed me. There was no metal texturing on the bottom of the 2 window (somewhat large) crate outside that is stacked on similar crates (overlooking the fence). there was a gap between the 2 crates it was resting on and if you walkin in and looked up, you could see through the bottom. At first i believed you could go through it was a little room, but when i went on top of the crates and looked through the 2 windows there was a floor texture in it.

Ill look for some more here later today!
.:c|H|EE|TO|H|s|:.
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Cheetohs
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Post by Cheetohs »

Ok guys, i found some more!
Some of the ss i got to work, but some didnt so for those i will explain...

-starting off, i found this nifty ladder and thought i might be able to jump over the fence... nope, clip wall. But when i got on top of the ladder and on the ledge of the outlook place, i ran and jumped and softly landed on the clipped wall, leaving me free for jumping all the way over.
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-*As the oh-so-smart Cheetohs pressed the elevator button and crouched in the elevator pit, he looked up and noticed that the elevator was dropping fast onto him. Frantically he tried to escape but to no avail. The elevator got him, Slowly he lost life.. slowly... Full of Fear and panic, Cheetohs turned every which way and pressed the use key... Suddenly, that sparked an ingenious idea, he faced the button outside of the elevator and pressed use.. no, didnt work, than cheetohs ligned himself up with the button inside the elevator and pressed... bzzzz... the elevator went up. And the hero was saved.. but was the Elevator?*
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I'm afraid not. I threw the elevator out of wack and now it doesnt go down all the way.. and well.. as you can see it goes up to far.
oopsies :oops:

Returning to the Outside world i tried one of the many tricks in my bag... and it worked! I was at the console place i was talking about earlier and i walked out the only door it had, quickly, i jumped on the rail and reversed my direction, jumping on the open door's top before it closed, than up ontop of the builing and finally over and onto the egde.
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Also, the door that i came out, i would put a texture on the side where the hinges would be because you can see through it and when it opens it can give wallglitches a better chance!

-Ok, here is one of the places i didnt get the ss to work.. In one of the many crates (like the one with the 2 windows).. this one was on the ground. It was next to the fence (parallel with it) and no other containers were touching it. I know that when you are looking at the doors into it, in the background you can see the watertower thingy in the air. I hope that helps for the location of this one but anyhoo, its nothin big except that some light leaks into it around the edges on the inside...

-Model Madness! Ok, on that very same crane, i advice putting a clip on the top of it to prevent nades passing through it.. Same goes for the sentry gun, somehow. You can shoot and throw nades through it. And thirdly the radar on the top of the building, parts of it you can still walk through it. (the seat on the outside, and the 2 'brace-like' things attached to the dish).

-Houston.. we have a problem. When i was allies, i tried to achieve ONE goal.. and that was to seal myself into one of the containers :twisted: ... I got so close!
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But, i think you might want to fix this because i could easily spawn kill all containers because the guards don't shoot through that window im looking through. I think giving the scientist a pistol to pull out might fix this problem. Hehe, the way i got down here was simply genious ;) . First, i jumped down the ladder of the tiny utility room which landed me right in the container 2nd floor. Wall glitching to see where the 2 2nd floor guards were depended on what i would do next. most of the time the guards were right at the corner so i couldnt go out. But when i threw a grenade, the guards would put their arms in the air and wave them while running away (when they cant even get hurt by them!) this bought me some time to make my get-a-way. I jumped over the edge and ran straight for the scientist office... No persuaders. tee hee.

-You can jump through the tops of the allie spawn trucks... Probably had to do this for when you spawn but this could cause some 'unscene enemy' problems.
.:c|H|EE|TO|H|s|:.
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Cheetohs
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Post by Cheetohs »

hehe, i love exploring maps, its so fun. I think your guyses' map is almost clean now! i'll keep lookin. It's a great map guys, beautiful work!
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wacko
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Post by wacko »

wow, Cheetohs, u'll get a contract as the chief bug reporter for our next map :D
thanks for all the time u spent jumping and fighting through our lil map.
Some things are already done (container bottom face, crane thingie, switch box in sci's office for example...), and I'll check out the rest later today (still working :cry:).
Thanks again, m8, youre a big help!! 8-)
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Cheetohs
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Post by Cheetohs »

Hold on, i got more... im gonna edit this post though so get ready!

oK, all of these SS work this time cuz i took about 10 ss of each problem and well.. took the one that worked ;).

-Ok, at the same 2window crate, i found a.. well.. Hazard. You get trapped if you jump down here:
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-Somehow when i was axis in the container room.. i broke the container door. I don't know how, but take a look:
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It was basically backwards.. i'll look into that and see what i did. heh.

when i mentioned before of how i used the grenade as a distraction.. this is a problem. i was access and throwin nades around for no reason.. and the guards would scream and get scared.. run in a random direction (opposite of the nade) and ya. Well, when the nade exploded they would get up and walk through the objects that are in their path to their original spot or to the next point they were going to (i don't know how bots work so i don't know how to fix this)
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ok, i was just walking around the level when a lil dark spot caught my eye. I looked at it and couldnt make out what it was... here is a look at it from Spec.
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It is located next to one of the 'doorways' to axis spawnpoint. Right behind it was the watertower... i hope that gives you the right location.

haha, and to top things off...
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hehe. That was crazy! NOTE that i am Allies and IN the container!!!
Last edited by Cheetohs on Mon Jun 07, 2004 5:49 pm, edited 2 times in total.
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panTera
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Post by panTera »

Am I the only one who is having serious performance issues here and does everyone else have a monster pc or what?
Ironically the only part of the map that ran pretty smoothly for me was the cellar. Whenever I'm above ground I can hardly move at all due to fps being in the red. The weird thing is I can run larger maps (like Traktor Works, Canal) which probably have a higher polycount, but for some reason I can't run this one. It might be something scripting-related, I don't know.
The same thing happened when I tried to play Seere's latest map, but from the reactions it seemed I was the only one with issues. I find that rather hard to believe. I got an Athlon 1800+ with Asus GF2Ti 32. I know the card is the bottleneck but if a map's fps stay in the yellow and red I think there's something wrong.
@ Jv_map; you are still using a voodoo3 right? If you read this can you tell me what's your view on this?

On the positive side: the map looks great and the lighting is spot on. How did you guys manage to create such wonderful shadows? Just pointlights or some other trick? I too like exploring maps but unfortunately I can't give much feedback as it wouldn't run properly. Perhaps you could find some others with slower vid cards to test it?
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Cheetohs
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Post by Cheetohs »

panTera.. that is weird. When i had my tnt2 (16mb..hehe) i always had crappy fps, even with low settings on. On the Crossroads and Remagen i was nearly always in the Reds and Yellows.

I'm sure you have your settings turned to the lowest?
.:c|H|EE|TO|H|s|:.
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Krane
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Post by Krane »

Thanks Cheetohs, the official bug-reporter... :lol:

I can say something about the sentry. When he's going back to the patrol routine, he always go thru brushes until he finds his waypoint. From there, he goes fine..it's a game issue (the dam patrol script), but I'll see if telling him exactly what to do produces better results...

And pantera, I'm even shame to say that I have a GeForce MX 100/200, one of the most outdated and slow cards and my only problem is on the lab...What's your vidcard? It's worst than mine :shock: ?

The glass of the tube going backwards can be caused by the left tubes reading the thread of the right tubes...dunno how this happenned...We'll double check.

Oh, the scientist is not an idiot, he just don't care about you, he cares only about science...btw, that was a FFA? If that was a TDM, how did u past thru the sentry?

btw2: when you hide in the lab's office room to spawnkill, did u try giving 1 shot? Here, if I shot 1 time the sentry comes to kill me...

Thanks again, m8s :D
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panTera
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okay, ignore my previous post Krane & Wacko.

Post by panTera »

panTera wrote:...Asus GF2Ti 32
The only thing I had on high was the 'texture color depth', the rest was already on pretty low settings. I simply forgot that that setting would make the difference between playable and unplayable :wink: . You see I use these settings for quite some time now and never had such significant slowdowns. I guess this means it IS about time to upgrade...
But I just don't like to set everything on low just to play a certain map you know, I like to see some textures. For the record, setting 'texture color depth' to 16bits made it run a lot better than before.

Right, now that I can move around the map I must say that it's quite a piece of work. Nice touches like the gunturret, the whole idea with the sentrys, the atmospheric shadows, the sounds and attention to detail. Good stuff!
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Cheetohs
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Post by Cheetohs »

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Ok, this image (which isnt going to show for awhile :evil: )... Check out this senty! I'm teaching him how to read... boy does he love his makers!
Last edited by Cheetohs on Mon Jun 07, 2004 10:15 pm, edited 1 time in total.
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wacko
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Post by wacko »

Cheetohs, I dont see a single pic from u anymore :cry:
Even those I saw before and ur sig is gone :cry: :cry:

PanTera, ur performance issue is quite weird... How much RAM do u have? Maybe its the background music... :? Do u have bad fps even in buildings or outside the surrounding walls?
panTera
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Post by panTera »

Outside the high walls and in most of the buildings it's good, or did you mean outside the low metal fence with the steel plate texture? I assume you used a visgroup for the stuff that is behind it in the middle of the map? It seems to work as I see a lot of stuff disappear when I noclip halfway up and then slowly move down in the air.
I have 256ddr, I admit it's no fat machine but enough for mohaa. As long as I use 32bits texture depth it's no good, no matter where I'm standing. After I change the texture depth from 32 to 16 I got reasonable and playable fps through out the map, so that video setting seemed to be the wrong-doer in my case.
Now for my question, how did you create such sharp and detailed shadows, I really like the way it looks.
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wacko
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Post by wacko »

Pantera, read this thread: Density
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Cheetohs
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Post by Cheetohs »

Lmao... i exceeded my upload size limit at ripway when i was gettin those screenshots! Ill look into that and see what i can do... sorry bout this guys.
Our system has detected that your usage over the last 24 hours has exceeded your daily download limit. Download links to your files are temporarily unavailable.As soon as your 24 hour total usage drops below your daily transfer limit, public access to your files will be restored
tee hee... So um.. its gonna be a good 6 hours or so before they appear again!
.:c|H|EE|TO|H|s|:.
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