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Posted: Thu Jan 27, 2005 7:34 am
by ViPER
I love this map! Had to have it in spearhead. Spearhead does not like the prep_poles thread. Comment it out, import the sounds and you have a spearhead compatible version.

Posted: Fri Jan 28, 2005 3:57 pm
by Rookie One.pl
Man, the way it cheats the player is just evil... :twisted: :twisted: :twisted: There's only one thing that beats this - jv_map's helicopter. :P Awesome job, man! ;)

tutorial

Posted: Mon Feb 21, 2005 2:53 am
by ViPER
Will there be a tutorial on the moving scenery? That would be great!

Posted: Mon Feb 21, 2005 3:03 pm
by Master-Of-Fungus-Foo-D
its just scrolling textures buddy and trees moving down the path and zooming back up outta sight....

Posted: Mon Feb 21, 2005 3:08 pm
by At0miC
Yes i did it with scrolling textures using this in the texture's shader:

tcMod scroll 3 0 //the first count is the speed, the second cound the direction.
tcMod scale 1 1 //the scale

The moving objects was done by waypoints and scripting.
That's the big trick, the train doesn't move, only the surroundings does.

Posted: Tue Feb 22, 2005 7:14 am
by Grassy
WOW :shock:

I am mainly SH but I loaded up AA and just had a quick jaunt in your map, well done fellas! Smooth as and very slick with the scrolling textures and other objects, sounds etc.

One small detail, would have looked cool with an AI dude driving the car along the side of the track instead of a driverless car going by.. but if your like me, I hate working with AI, they are more trouble then their worth sometimes.

So what's next in the works? Ya gotta top this one now ya know! :D

Grassy

Posted: Tue Feb 22, 2005 7:51 am
by Grassy
Viper, no no noo...
love this map! Had to have it in spearhead. Spearhead does not like the prep_poles thread. Comment it out, import the sounds and you have a spearhead compatible version.
The pole thread runs fine in SH.
Tom I just had to move all the thread calls below waittill spawn , otherwise you get a NIL listener for the pole origin setup.

Edit: I just looked at the log again in more detail and realised the error is happening because the thread is looping before the map starts, so the entities are not found at first, once the map starts the NIL listener errors stop.

What is actually causing the script to fall over is all the scriptmaster stuff, SH don't like it unfortunatly, to make it SH compliant you just need a custom ubersound. Problem is if you have too many maps in your main with custom ubers SH becomes unstable and will crash with a stack overflow error. This is SH's biggest weak link.

Other than that the map runs fine, maybe with minimal sounds it will work well in SH.

Grassy

Posted: Tue Feb 22, 2005 7:47 pm
by lizardkid
One small detail, would have looked cool with an AI dude driving the car along the side of the track instead of a driverless car going by.. but if your like me, I hate working with AI, they are more trouble then their worth sometimes.
...
I hate working with AI, they are more trouble then their worth sometimes.
...
they are more trouble then their worth sometimes.
:shock: :x :o :? :!:

OK make an AI in rad, and hit the little plus and minus buttons til you hit the driving state. glue with offset to truck, and youre done.

Posted: Tue Feb 22, 2005 9:39 pm
by Mj
lizardkid wrote: :shock: :x :o :? :!:

OK make an AI in rad, and hit the little plus and minus buttons til you hit the driving state. glue with offset to truck, and youre done.
Lol, some people dont know this stuff, be patient with the scripting/mapping/ai newbies :wink:

Posted: Wed Feb 23, 2005 6:31 am
by Grassy
Hmm it looks like I have to spell it out in plain english, I dont use radiant, hate it! I was refering to adding AI to maps that were never intended to have AI, thus all done via scripts.
I was just saying AI for multi player maps is just not worth the trouble a lot of the time.
And bite yer tounge MJ who you callin a newbie? :evil:

Posted: Wed Feb 23, 2005 8:33 am
by ViPER
Grassy,

I see what your saying about the sound, i did create a custom uber for Train after I got the thing to work. It didn't occur to me to recheck the thread with the sounds imported - you know what they say if it aint broke...... The important thing here is this great map will work in sh.

When making a map pak for sh or running custom maps with your sh - i recomend this. any custom maps with additional sounds or ubersound files in the pk3 do this.

1 - identify if the uberfile carries any new sounds - check the properties for file size. you will find most of the uberfiles in all the different maps are redundant - so delete them.

2 - If the uberfile does carry new sound info do this
save the sound information that is specific to the map (that is - delete the standard sound info that is already in the ubersound if there is any) give it a unique name like "train" and put it in the ubersound file. Oh, ofcourse if its an aa map it wont have an ubefile but you can get the sound info from the script or precache and put it in your new uberfile.

3 - there should only be one ubersound file named "ubersound" and i don't even think it should be in a map pak. ?? if you add it make a note in your instructions that youve done so.

that's it -

you could clean out all the redundant ubersound files from your mainta if you've got alot of custom maps in there. would probably put a stop to what did you call it? "overflow errors" just be sure to check that the files are redundant.

easy man - mj wasn't calling you a noob.

Posted: Wed Feb 23, 2005 9:33 am
by Mj
:oops: Sorry if i caused offence, I didn't mean to, i was just saying people often know less than you do... and therefore may seem like noobs... bleh

Posted: Wed Feb 23, 2005 11:40 am
by Grassy
Yeah sorry MJ I just got home from a shitty day at work in the heat.. :oops:

Viper, all what you said is good advice and I have been there done that ages ago. My dilema with SH is related to dedicated servers for clans. Each time someone makes a cool map they think they are doing the right thing and add yet another uber in their pk3, so you end up with either too many custom sounds or duplicate aliascache entries.

What I ended up doing was make a new complete ubersound in a standalone pk3 for the server, I removed all campaign specific entries from it, this freed up 100's of aliascache entries.

A tip for new SH multi player map makers, please please try to use standard aliases for your sounds, I know it's tempting to have a lot of cool sounds but the fact is SH in it's standard form has very little room left for extra sound aliases, and on a 20 slot server that's full the engine runs out of space when trying to alocate room for sounds. The end result is a crash with a 512 stack overflow error that mainly happens on the server, not so much client side.

((Actually the jury is still out on wether this error is caused by too many cached entries or too many sounds playing all at once in certain maps.))

If you need to add custom sounds try to keep them small short sounds, avoid large looping sounds, and avoid having too many looping all at the same time. For eg, you might want to have a looping sound for a pump, a few localised ambient sounds for crickets, wind in some trees. Then the smart scripter will create a thread for handling all these sounds and have them timed, so that each object will loop the sound for a period of time then stop the loopsound, start the next looping sound on another object etc etc, you get the idea.. I know it's not very realistic but it will avoid lots of looping sounds clashing with each other, and this becomes more critical on a large server when there are a lot of players in it.

BTW, sorry for getting off topic on this thread. :?
It seems there are more SH ppl out there nowadays, so maybe a few sticky threads for hints n tips that are SH related might be in order?

Grassy.