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RTNP 225 Coop Project
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Mon May 11, 2009 6:05 pm    Post subject: RTNP 225 Coop Project Reply with quote

Yep it's official, curse be damned...

The conversion is WELL under way with almost half the maps done and looking very good....this project is aimed at keeping the content as close to the original as possible while making it a fluid CoOp gaming experience. Scripted Pawn Spawnpoints are also being added (as they should be) for server admins to take full advantage of monster spawners such as those in DZMapM. All maps will have unique names and the spinner, predator and the marine are a "built-in" package so conflict is not an issue.
Also I have created custom texture packs so that will not be an issue as well. The texture packs, along with the needed system file is not so large that a connecting client cannot complete a D/L before a map change.
Tentacle Hunter and myself are working hard on this conversion and I'm sure it will blow away anything that has been done to date....WHY? because this one will WORK :-P

Well that's all for now guys just thought I would let you guys know....

Bass
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Tue May 12, 2009 2:46 am    Post subject: Reply with quote

That's great news. :- )

When you write about spawn points are you refering to creature factories triggering the spawn of scripted pawns? DZMapM v2.2+ supports optional creaturefactory changing per ReplacePawn entry, but path nodes are what it takes advantage of for its monsterspawn feature.

I didn't know there was texture package issues with RTNP maps. Are some 3rd party maps using mismatching texture packages?


-Zombie
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GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Tue May 12, 2009 3:01 pm    Post subject: Reply with quote

Zombie wrote:
That's great news. :- )

When you write about spawn points are you refering to creature factories triggering the spawn of scripted pawns? DZMapM v2.2+ supports optional creaturefactory changing per ReplacePawn entry, but path nodes are what it takes advantage of for its monsterspawn feature.

I didn't know there was texture package issues with RTNP maps. Are some 3rd party maps using mismatching texture packages?


-Zombie


Glad someone is excited about it besides us :-)

I may have misspoken there Zombie sorry about that, I was referring to additional path noding for the proper spawning of scripted pawns using your monster spawner...sorry about that. I specifically added those because I like DZMapM and plan to use it as I currently do, plus I think it's the best one out there :-P

There are problems that needed to be addressed, for instance...the size of the langs.utx package is 27 megs...that's too large for on-line d/l, there is also issues with packages like GenEarth.utx which are not the same for Gold and 225, in fact they vary by 103 megs. So in short, all textures that were used in the original maps (226b) that are NOT in 225 have been stripped out into separate packages so package mismatch is highly unlikely. Also we are NOT using UPak.u, we feel there will be too many possible problems with that as well (other mappers doing this conversion and so on...) so we have created a unique system package as well...

Bass
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Tue May 12, 2009 8:16 pm    Post subject: Reply with quote

Hmm. My Langs.utx file is 2.76MB. I think it was directly copied from a 226b-Gold CD ISO. The Langs.utx file provided in other conversions is the same size too. Some mission pack to Gold difference or mistaken size? I see now about the other map textures.

There are no expectations to use the UPak.u package since it has a dependancy to the UPak.dll file. Plus, there are years of online conflicting and mismatching problems associated with it.


-Zombie
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srbassalot



Joined: 16 Sep 2004
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Location: Earth

PostPosted: Tue May 12, 2009 9:03 pm    Post subject: Reply with quote

LMAO...yea mine is too but you know what langs.utx is 27 megs?
yep S3TC textures :-)
No I'm not mapping with those I just did a quick look at that file because I was at work and that's what I have loaded in my texture directory :-P

The size of that wasn't the biggest issue it was the possibility of "other mappers" using the langs.utx package and altering it, so as I said we just want to be sure to create "unique" packages...plus as I was adding more and more textures they were getting too large for one package so it was split into several...


Thanks for catching that Zombie, guess I should be more careful before I speak :-)

Bass
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Thu May 14, 2009 6:29 pm    Post subject: Reply with quote

UPDATE>>>

TH and I loaded the finished maps (half are pretty much done) on his server this past weekend and played through them and they ran GREAT.....I have high hopes for the one's left to finish, with most of the hard work done, CrashSite2, all Scripted Pawns and texture packs finished, debugging and converting what's left should prove to be simple compared to what we have done already :-)
In fact they have ALL been converted to 225f we just have to debug the last half of the pack....

Get your Unreal On>>>>>>

Bass
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Fri May 15, 2009 2:38 am    Post subject: Reply with quote

Nice. I do have two pieces of advice about mover settings for the polishing phase. TH likely knows this although it's good to let others read.

First, I'd double-check movers that are one-time opening (bTriggerOnceOnly but never meant to close), and make sure they are not ME_ReturnWhenEncroach. Setting to ME_IgnoreWhenEncroach is usually done. It's a common mistake mappers made that can lead to situations where the mover is obstructed by some object causing a critical pathway to never open. Second, there may be a few instances in RTNP where elevator/lift movers logically should have been set to ME_CrushWhenEncroach because of their slow heavy-duty design or set to ME_IgnoreWhenEncroach for critical pathways traveling upwards (Foundry & Toxic). Observe for yourselves if an elevator/lift should have such a changes as a precaution against active player abuse.


-Zombie
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srbassalot



Joined: 16 Sep 2004
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Location: Earth

PostPosted: Fri May 15, 2009 12:04 pm    Post subject: Reply with quote

Yep good advice indeed and I have already implemented all those changes thanks for the support Zombie I appreciate it :-)

I do have a quick question I haven't run by TH yet....I came across a command within a dispatcher "outevent" I believe is invalid for co-op, it is a "destroy" trigger command and I don't believe that will work...any thoughts?
I have ways around it but thought you may know this :-)

Thanks,
Bass
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Fri May 15, 2009 11:34 pm    Post subject: Reply with quote

What map and where? Do you mean some KillTrigger or DyingTrigger? Those are from UPak.u package and are designed to kill all pawns of a specified name when triggered. They can be imported into a custom U package.


-Zombie
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srbassalot



Joined: 16 Sep 2004
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Location: Earth

PostPosted: Sun May 17, 2009 12:25 pm    Post subject: Reply with quote

I'm aware of the UPak custom triggers like the KillPoint, KillTrigger etc...but that wasn't my question :-)
I came across an unusual event name in an "OutEvent" of a dispatcher and wasn't sure if it was possible to "execute" commands from there...like delete a trigger, after talking with TH it is NOT we can't find anyway it's possible by looking at the dispatcher code AND we did finally find the "tag" for that weird ass named event.....It seems the author of the map chose to use the term "delete" when in fact that of course is not possible...heh..I personally would have used "disable" :-)
I know......a really simple thing actually BUT I'm not willing to take chances on ANYTHING I don't know for sure :-)
Better safe than sorry......as ALWAYS thanks for your input Zombie.
I don't know how TH feels about this BUT I would like to include someone else besides ourselves to beta test this once it's completed and fully tested before any official release and my personal vote is on your server or Hyper's if you or Hyper are willing...Chime in and let me know how you guys feel about that...

EDIT>> I'll take the lack of response as a no thanks Bass...NP
It will be thoroughly tested in 2 server environments (mine and Tent's) and I'm sure that will suffice...

Thanks,
Bass
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Thu May 21, 2009 3:12 am    Post subject: Reply with quote

I did not have much time to think about it. I would probably not want to beta test it on the public DZ server, but I would test it on a private server with a friend.


-Zombie
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srbassalot



Joined: 16 Sep 2004
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PostPosted: Thu May 21, 2009 2:30 pm    Post subject: Reply with quote

Perfectly understandable and we will accept your gracious offer ;-)
Thanks for the support, as always Zombie.....

Bass
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Tentacle-HunteR



Joined: 28 Nov 2004
Posts: 6

PostPosted: Thu May 21, 2009 4:43 pm    Post subject: WOW!!! Reply with quote

The RTNP project is back online? And I'm working hard on it?

WHY DIDN'T ANYONE TELL ME???

he he.. just kidding!

Actually, when I started this coversion project three years ago, I got the basic packages with actors worked out fairly well with little problems.

However, I quickly got discouraged by the immense workload. Not so much with the actors, but with the BSP isues. 226 is so much more forgiving in that respect.

Apparently BSP hell is a real place where you are sent for killing a Nali Priest, and, I am convinced that is where the Crashsite map (Approaching UMS Promethius) came from!

That's where Bass has come in. He got me off my Unreal Rump & has taken over the importing of maps, fixing BSP issues, textures, setting & such. He is doing a bang-up job of it too and getting these maps knocked out very quickly!

Its all I can do to try and keep up with him on this project. He deserves a real Rip Roaring cheer for what he's already done!


This lets me concentrate on (and freak out over) the 226 actors that need to be dropped and/or replaced with existing and/or new 225 actors that work properly.

One example is the 226 DyingPoint actor in the Crashsite map. It simply would not act properly in 225 and when the nali walked across the bridge, the bridge would collapse, but the nali would just stand there in mid-air. So I simply made a new MakeNaliFall trigger that works consistently.

The CrashSite2 map with all the marine stuff will be my next big challenge to tackle.



For now,

Cheers to everyone!


T.H.
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Thu May 21, 2009 8:03 pm    Post subject: Reply with quote

Ahh it's a piece of cake, I still say we replace all the marine pawns with FemBots :-)

Bass

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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Sat May 23, 2009 12:13 pm    Post subject: Reply with quote

hmm.. delicious that would undoubtly make the game more interesting XD
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