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Old 05-11-2004, 12:41 AM   #161
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I ran into a trigger_print fatal error when I attacked the loose panel in the prison area. It sounds like you don't have a debounce timer on that trigger.


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Old 05-11-2004, 12:49 AM   #162
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??????? Loose panel prison area?
Can you post a pic or be more specific?

Also - the main problem as far as bot routing the level goes is the lifts/elevators.


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Old 05-11-2004, 03:12 PM   #163
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It was the back wall on the second or third floor of the prison sector.

Secondly, my TAB bots can handle elevators fairly well, and I could make them work for your siege map fairly easily. Is it a push button thing or do they just have to wait for the elevator?


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Old 05-11-2004, 10:37 PM   #164
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The elevators are all push button.


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Old 05-12-2004, 04:32 PM   #165
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That should be no problem then.


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Old 05-25-2004, 04:26 PM   #166
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In order to take care of some of the major problems, (Most notably the lifts), I'm working on a more comprehensive redesign to allow for larger lifts that should be able to hold up to 4 people.
Reworking the objective flow a bit more as well.

While the feedback has been pretty positive, I really thought a rethink of much of the design was in order.

To this end, the Jedi team will not find itself starting locked in the prison as before, but this time the prison will be at the TOP of the tower.

Most of the rooms will stay as before with a slight change in order.

The guard/torture room will now be under the prison chamber.

Some of the objectives will be changed/altered.

Redundant areas such as the hanger & entry hall are being removed/reworked.

I will post screenshots wen I've done a bit more work.
This should be the final release version with a post release update planned to take care of any unforseen problems.


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Old 05-26-2004, 09:21 AM   #167
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glad to hear you are still working on it, monsoontide
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Old 05-27-2004, 01:45 AM   #168
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New Features!

Here's something interesting!

Remember the turbo laser towers you have to deactivate as one of the objectives?

Remeber the hanger full of ships you couldn't fly anywhere?

Well, now you can! And to complete the turbo laser objective, you will need to fly one of the fighters around the castle and attempt to blow up the 8 turbo Laser cannons!




Objectives will now be completed in a 90% Linear fashion to eliminate confusion, starting at the top of the castle and moving down.


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Old 05-27-2004, 05:32 AM   #169
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d00d, did you updated the anakinjsf with the 1.1 version i've just released ?
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Old 05-27-2004, 08:22 AM   #170
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Re: New Features!

Quote:
Originally posted by monsoontide
Here's something interesting!

Remember the turbo laser towers you have to deactivate as one of the objectives?

Remeber the hanger full of ships you couldn't fly anywhere?

Well, now you can! And to complete the turbo laser objective, you will need to fly one of the fighters around the castle and attempt to blow up the 8 turbo Laser cannons!




Objectives will now be completed in a 90% Linear fashion to eliminate confusion, starting at the top of the castle and moving down.
don't wanna sound like a "fanboy" - but this is really awesome
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Old 05-31-2004, 04:56 PM   #171
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That's an awesome change monsoontide. I know for sure when this map is out ill play JA lots again


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Old 06-04-2004, 11:17 PM   #172
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Should have some WIP progress pix of the changes posted tomorrow night.


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Old 06-05-2004, 09:58 PM   #173
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looking forward to it
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Old 06-08-2004, 07:09 PM   #174
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Unhappy

OK, Pix tonight for sure. Sorry for the delay. Was hoping to get the lighting phase compiled but its taking just too long.


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Old 06-09-2004, 03:22 AM   #175
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Hello again Monsoon. I'm still working on Endor. Although now it's a CTF Tactical as I just do NOT have the time to SIEGE it. But it is READY for SIEGE gametype. I have all the tree models tweek'd and ready. I have the objectives ready but will be FFA or disabled for now. I am scripting a few things for this map. Like the log roll trap for the ATST....etc. etc. I have a nice portal_sky to accent my new skybox! portal_skies RULE!! And thank ydnar for the ability to ASE!! I looooooove ASE files. It's just stupid they were not available before. I happen to glance at part of this thread that mention not being able to rotate MD3 models....which is NOT TRUE. I have seen it done in JK2. You should be able to do it in JA as well. Don't forget...entities func_rotate...model to also draw.
I also have an endor holomap. I made an MD3 and a shader for it. I have not tested whether it rotates yet or not. Maybe it needs scripting I don't know yet. Only difference is mine has the deathstar in orbit. Looks cool in Radiant :P


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Old 06-09-2004, 04:09 AM   #176
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Post Updated Pix (Final Build W.I.P.)

Working on final build as I have mentioned, taking into account all previous feedback, I've had to drastically rework the lift system. Should be a lot better now - no stupid lift deaths (Well, not like before anyway .

You can now fly the starfighters around the castle to destroy the turbo laser cannons.


Reaching the cell-block at the very top of the castle will now be your primary objective (Apart from one other thing)


Meditation chamber is much as before and still contains an objective switch to activate.


Control Deck, now a large level with four lifts up and four down. Also access to the manual gun turrets.


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Old 06-09-2004, 04:14 AM   #177
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Post Pix Cont...

These Four rooms have seen few major changes, only the way the lifts work around these rooms has been changed.

And it wasn't a problem getting an md3 to rotate it was getting a md3 to start/stop rotating when triggered in MP - but that was taken care of long ago with much help from lassev.


This map glows and rotates slowly




Though the meeting room will soon have a new central table based on some concept artwork from Ep2. AOTC


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Old 06-09-2004, 04:21 AM   #178
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Last 3

The interrogation room has been revamped and moved next to the cells - there are still some doors to go in here that lead to the catwalk outside.


Once the power to the castle is restored (First objective) the Turbo Lasers will come on line again and must be destroyed by starfighter.


These turrets can be used against starfighters and players/NPC's running along the bridges!


There's a bunch more stuff I haven't shown you yet, including the reworked lava well, the revamped workshop and the secret Sith Temple!! (Much bigger now!)
Everything is progressing smoothly but alas very slowly as I have had little time to work on it of late.
Hope you will find the changes an improvement.

NOTE: This is still W.I.P. so none of the lighting has yet been done in case you were wondering why the screenshots are so dark!


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Old 06-09-2004, 01:01 PM   #179
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Re: Updated Pix (Final Build W.I.P.)

Wow...looking good man. I don't really know when my map will come out Mon. But yours looks closer to finished than mine does.

What's the deal with all this bright yellow? Is that supposed to be ONE bright color like that?

Quote:
Originally posted by monsoontide
You can now fly the starfighters around the castle to destroy the turbo laser cannons.
If that's the case this REALLY looks silly. Sorry but does that look good to you? Everything else looks UBER to me Mon....except the ENDOR holomap. That is ENDOR is it not? Can you please explain to me why ENDOR is in this map? Also would you like to see my holo map to see maybe if you need some changes? I mean yours looks like a kids toy (no offense).


My kung fu is also very weak
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Old 06-09-2004, 02:42 PM   #180
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nice changes!

Yeah the downpoints are the overly bright yellow lava, and that you can see immediately you're in a big box


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Old 06-09-2004, 03:30 PM   #181
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Yeah... still working on a solution to that.

As for the lava, I wanted it to NOT be the usual boring red everyone else uses.
It's more like molten metal than just molten rock.

But since the rest of the map is more important, I'm working on getting that all done first, then I'll take care of the aesthetics.

Not sure if a portal sky would help much either.
It's a pity you can't set the ground as an infinite plane.


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Old 06-09-2004, 04:24 PM   #182
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Wow! That's certainly a change from the previous betas. Will there be another beta, I've said this before but this map looks Sweet I agree with the lava problem, maybe a little less bright might help and the Endor map is a bit basic (no offence) but otherwise, I can't see much else that is totaly wrong in the map (the Endor map is mostly a secondairy concern, the lava is bit more important). Great map though.


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Old 06-09-2004, 04:50 PM   #183
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Bah! I'm going to have to get my RETAIL disc to get rid of CL_parsePacketEntity warning. I'm using a patch and it just keeps kicking me.

I'll have to take out your scripts for now and add FFA to the arena file so I can devmap it and explore without adding bots.


My kung fu is also very weak

Last edited by lauser; 06-09-2004 at 05:14 PM.
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Old 06-11-2004, 11:03 AM   #184
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very nice improvements, monsoontide

the more linear structure might also help to solve a few problems (such as the relatively long time it takes for a new player to "learn" the map). if all turns out like I think it will, this map will probably become the most played custom Siege map
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Old 06-14-2004, 11:44 AM   #185
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Post Temple Of Doom?

Here is the new and improved? Sith Temple under construction.
Tha face is supposed to be Padme's as a reminder to Vader one of the reasons he turned to the dark side (Episode 3 spoiler!!!)







I have much more to do in this room.
Safe to say it will be an objective room - drain the lava to retrieve the Sith Holocron.


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Old 06-14-2004, 04:26 PM   #186
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Wow. That's simply astounding!


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Old 06-15-2004, 02:46 PM   #187
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^ What he said. I love the Padme idea.


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Old 06-15-2004, 03:15 PM   #188
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Tell me, monsoontide, wouldn't it be easy to turn this also into an SP map after you have released the siege? You could probably use many of the objectives as they are. Basically you would just place NPCs to sensible places, build waypoint networks (when needed) and place point of combats. Then throw in a few cinematics and other scripting suitable for SP (maybe some more complicated puzzles), and it might turn out to be a really memorable SP map...


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Old 06-15-2004, 06:56 PM   #189
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Monsoon...next thing should be a correction on that yellow lava..it's just hideous. I think a tc modscroll of yellow lightning over top of a Dark orange with a brown cracked edge texture would be appropriate here. I know exactly what you're looking for...I think. The Dark orange texture should be a PNG with the ALPHA marked right where the edge of the orange is for an effective q3map_lightscale glow.


My kung fu is also very weak
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Old 07-27-2004, 03:43 PM   #190
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Post Updates & A Question For You!

Finally, after lots of sh*t at work, a holiday in the Bahamas and discovering I only have six weeks to get my stuff together and move country, I finally have had some time to work on the map again and have it about 85% working.
Thanks to lassev, I've made progress on some scripted events that revolve around two of the objectives.

Still to do: Finishing the scripting for the second objective. Working in all the spawn points and moving them around as objectives are completed. Oh... and the lighting needs a lot more work (It's a bit dark at the moment.) Nevertheless, I should be looking for a final testing group in about a week!
(Especially anyone who tested the map before! - Though I imagine everyone will be busy playing DOOM3 in the next week or so!)

Also a Question or two:

1: Should I release the previous version of this map - as a bonus with the new map. (Since this new version is almost entirely different)

2: I've been thinking about releasing the 'map' file with the final distribution - so anyone who's interested can see how it was made and perhaps do a single player/ffa/ctf map with it.


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Old 07-27-2004, 04:19 PM   #191
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Quote:
1: Should I release the previous version of this map - as a bonus with the new map. (Since this new version is almost entirely different)
I'd say it depends on if you feel the original version was good enough for public release.

Quote:
2: I've been thinking about releasing the 'map' file with the final distribution - so anyone who's interested can see how it was made and perhaps do a single player/ffa/ctf map with it.
I'd probably keep the .map private. If anyone used it, it would result in multiple "unofficial" versions of the map floating around and confuse the crap out of players.


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Old 07-28-2004, 06:16 PM   #192
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Perhaps then I shall make it so anyone who is REALLY interested in developing different game type versions can contact me.

Still, I have to get it done first.
Nearly everything is in place now. Just a few more things need to be taken care of.

Won't be sure how certain elements actually work until the map can be tested though.

Certain characters in the Blue team will be better at certain objectives than others.


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Old 07-28-2004, 08:53 PM   #193
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sounds good.


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Old 07-28-2004, 09:15 PM   #194
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We'll help you out with testing again if you want

Although we won't be able to let your map run 24/7 on our server this time because we are currently participating in a cup and need the server for training purposes
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Old 07-28-2004, 11:13 PM   #195
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Sounds Good...

I think I will put it out as a public BETA on PCGAMEMODS.COM, just 'cos I only have four weeks until I move to the other side of the planet (& might not get another chance to release it any time soon in any form) and I'd like to get as much feedback as possible.


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Old 07-29-2004, 10:17 PM   #196
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Lassev, check your PM - I have a further question reguarding Setting up multiple Nav Goals in the script.

Thanks


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Old 07-31-2004, 04:24 PM   #197
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OK - Finally have the navgoal thing all working, so now the Jedi Team can complete ALL their objectives.
HOORAY!

I also put in all the Sith spawn points and they seem to work fine as well.

So just a few more minor tweaks and adjustments to things and a bit more in the way of lighting + botrouting and item/weapon placement and we should be ready for public BETA middle of next week.

Will be interesting to see how it plays, as I have yet to test against live opponents!!!

Let's just say the JEDI TEAM will definitely have their work cut out for them!


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Old 07-31-2004, 06:16 PM   #198
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Great news
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Old 08-05-2004, 06:47 PM   #199
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Public BETA V1.0

O.K., I've pk3'd it all up and it's nearly ready - just have to test it all to make sure everything is in place (Nothing missing from the pk3 - though there invariably is!)


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Old 08-06-2004, 06:21 PM   #200
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I'll be uploading it tonight after work.

Please can you post comments and feedback to this thread (or on pcgamemods if you have to).

Don't forget to read the readme.

Also let me know ASAP if something isn't working!


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