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Posted: Tue Jun 06, 2006 9:38 pm
by Master_Kale
Jonas wrote:That is by far the most interesting bug in a while. Pray tell: Did it spot you? Is it pissed at you or is it still just trying to patrol?
It reached the top of the wall in its quest to mow me down in a hail of gun fire. So yeah, it saw me ^_^

Posted: Wed Jun 07, 2006 7:45 am
by Jonas
Hmm... well, there's a pile of rubble on the other side of the wall, so I guess it just walked up that.

Still, I wouldn't expect a big metal security bot to be able to climb a pile of rocks, so I'll just throw a blockmonster actor on that rubble, then it should be fixed :)

Posted: Thu Jun 08, 2006 2:53 pm
by that guy
what's curious is that the bot made it all the way along the wall to that spot. I would have expected the ai to tell it that that simply wasn not possible given the lack of pathnodes up there and the thinness of the wall.

got internet back btw O_o

Posted: Thu Jun 08, 2006 3:56 pm
by Jonas
Nah the rubble pile is right on the other side of the wall from where the picture was taken.

Posted: Thu Jun 08, 2006 4:05 pm
by that guy
hmm ok

Posted: Thu Jun 08, 2006 9:52 pm
by Jonas
Fixed most of the feedback I've got so far and uploaded a new version of the map.

http://tnm.offtopicproductions.com/team ... _06_06.rar

I also completely rebuilt the area with the silo and the helipads, it was made up of some very bad brushwork. I want to do the same to that series of other cylinder thingies where the mechanic is, but I couldn't be bothered tonight, we'll see if I get around to it before we duplicate the map.

Still need to fix that elevator door Trestkon pointed out, the one that doesn't open and close like it should.

Posted: Mon Jul 10, 2006 7:09 pm
by Jonas
okay, here's the current form of the M20 and M22 versions of the slums. After duplicating the map, of course I found another BSP error. Luckily, fixing it once and copy/pasting all the changed geometry was relatively painless; had to recreate the silo without being lazy this time though, so it's now made with the 2DSE and all its vertexes align nicely with the grid! Man, I rock so much.

http://tnm.offtopicproductions.com/team ... _07_06.rar
http://tnm.offtopicproductions.com/team ... _07_06.rar

The M22 version isn't done yet though, it's maybe 75% complete. I still need to add a transition to the sewers and get everything to work. If any of you know your way around triggers, please have a look at the demolition sequence where a WC commando is supposed to blow up the gate to the helipad; the trigger that's supposed to fire when he's in the right spot doesn't seem to work at all, which is a little weird as identical setups work in other places. If you want to see how far he gets in the sequence, set the flag QR_MAIN_KidnapKevo to TRUE, then travel to the level, summon a weapon, and frag Kevo-sama. That Guy will send you a PM and the demolition guy will appear out on the street and move into position (I placed him close to the gate to make testing faster).

You'll need the latest TNMText package though.

Next up for pre-duplication quality assurance: The corporate sector.

Posted: Tue Jul 11, 2006 1:41 am
by Trestkon
Nice, Jonas:D

Which flags should be set to get 22FCSlums to work properly, though? The DXO crew were in the subway but there were no WC guys around.

Posted: Tue Jul 11, 2006 8:22 am
by Jonas
Depending on whether you want WC people or PDX people to spawn, you must set the either of the flags ALLIED_PDX or ALLIED_WC. Each alliance flag will produce the opposite enemies, of course.

Check it out and see if you think there should be a ladder from the excavation site and back up to the silo area.

Oh, and I'm not sure the snipers work yet, I may need to increase their sight range.

Posted: Tue Jul 11, 2006 2:49 pm
by that guy
note that this requires Jonas' MS.

Posted: Wed Jul 12, 2006 4:19 am
by Trestkon
Hmm, I gave it another quick test (because I need sleep) but still nothing happened.

I used the new mission script, opened 20_FCSlums, ran around and advised YB to sell, set ALLIED_PDX to TRUE and then opened 22_FCSlums, but nobody seemed to be around.

I might just be doing something stupid, though. I have Thursday/Friday off, so I'll have time to catch my mistake.

Posted: Mon Sep 04, 2006 7:13 pm
by Jonas
Mission 22 map status (w00t colours):

22_FCDowntown - FUCK! FUCK THIS BSP ERROR! FUCK IT!!!
22_FCCorporate - Needs a bit of scripting and balancing.
22_FCCorpSewers - Not started.
22_FCSlums - Alpha-ready.
22_FCSlumSewers - Alpha-ready - possibly needs balancing.
22_LlamaTemple - Not started.
22_SolsBar - May need tweaks.
22_WeaponShop - Needs BSP tweaks.
22_VoodooShop - Not started (pretty minor changes though).
22_WC01 - Alpha-ready.
22_WC04 - Alpha-ready.
22_WCSublevel - Not started (pretty minor changes though).
22_PDXHQ01 - Alpha-ready.
22_PDXHQ02 - Alpha-ready.
22_GoatCity - Not started (pretty minor changes though).
22_GoatTemplae - Not started.
22_DXO - Alpha-ready.
22_DXEditing - Needs minor tweaks and additions.
22_FCATC - Needs minor tweaks and additions.

Posted: Sun Jul 22, 2007 1:30 am
by Jonas
OMG ANCIENT ALPHA THREAD REVIVAL!

We're closing in on Alpha 1.7.5 (yes I know, just ignore the list in the first post), and we need a list of stuff that must be completed before the build can be released. First of all, here's a revised Alpha plan:

A155: All maps up to DXI playable (Released)
A175: All maps playable
A200: All cutscenes implemented

And now a list of what remains to be done until A175 can be compiled and uploaded:
  • Finish Downtown Sector (completed)
  • Duplicate Downtown for mission 22 (completed)
  • Duplicate Corporate sewers for mission 22 (completed)
  • Fix OSC03 crash (completed)
  • Finish Resident Evil Hallway trap in OSC02 (completed)
  • Set up the insanity sequence in OSC04 (completed)
  • Implement Goat City-side of Goat portal (completed)
  • NSC - Goat City transition (completed)
  • Implement internal NSC elevators (completed)
  • Athena fight (completed)
  • Implement Raving's thugs in 22_FCCorporate (completed)
  • Double-check DXI for completeness (completed)
  • Finish Space Station Security and Command modules (completed)
  • ABI Labs - Space Station transition (completed)
  • Fix the BSP error in the Partyzone aquarium (completed)
  • Duplicate weapon shop for mission 22 (completed)
  • Duplicate WC Sublevel for mission 22 (completed)
  • Implement ABI Exterior intro (completed)
  • Implement the Space Station intro (will probably have to wait)
  • Place the glove upgrades (completed)
  • Place the last easter eggs
Before we can output our final alpha build, we still have some datavault images to conjure up. Most difficult will probably be the 3D maps (see the modelling thread), but we also need images of the Downtown sector and the ABI exterior. Guess I'll do those :?

We'll need some car models - particularly for the intro - but Trest is on that.

This list will be kept up-to-date.

Posted: Mon Jul 23, 2007 9:14 am
by Jonas
Aw shite, so it seems I'll be at work Saturday and Sunday because the last and largest of our institutions are moving to the new system and what have you. I'm going to copy all the WIP TNM stuff to my laptop (which already has DX and UEd installed) and try to get as much done on TNM at work as possible, according to plan I'll only be there to let the IBM consultants in and out of the building and test some of the things they set up anyway, so there should be plenty of time to finish A175. I hope.

Oh yeah and I get off at 4 pm anyway, so I'll be home by the time you North American types come online. Anyway, let's get as much done as possible Tuesday, Wednesday, and Friday :)

Posted: Mon Jul 23, 2007 4:05 pm
by NVShacker
What a shameless triple posting spree!

I'll be helping Jonas with any scripting stuff he needs and doing some other minor stuff, plus I plan to put some work in on the insanity trigger (I have some ideas)