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Author Topic: Solar plant RMA map 2.0  (Read 38937 times)

Offline H-Hour

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Re: Solar plant RMA map 2.0
« Reply #30 on: November 23, 2012, 05:39:43 pm »
/base/maps/solarplant @ our repository on GitHub.

Offline H-Hour

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Re: Solar plant RMA map 2.0
« Reply #31 on: December 10, 2012, 08:03:55 pm »
I just played Solarplant in my campaign the other night and had a suggestion. What about making doors between the rooms, rather than just along the hall? I found that my guys were just hanging out at the entrance and that first main room. They would hide, then move into the hall, shoot at any aliens that appeared, then move back. The hall was far too risky to advance down it, so I just sat at the entrance the whole time. And of course I had that message playing over and over again every time one of my guys entered/exited the hall.

If the rooms themselves had been connected, I would have had to watch my flank for fear of aliens. Even better, I could have sent a second squad through the rooms to flank any aliens rather than just waiting for them to come down the hall.

Overall a nice map. Kind of oversized, to be honest, but still nice.

Offline ShipIt

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Re: Solar plant RMA map 2.0
« Reply #32 on: December 10, 2012, 08:49:14 pm »
Are there light stripes visible between the tiles for you?

Offline H-Hour

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Re: Solar plant RMA map 2.0
« Reply #33 on: December 10, 2012, 09:33:59 pm »
Are there light stripes visible between the tiles for you?

I think I did notice that. Need some lightclips?

Offline ShipIt

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Re: Solar plant RMA map 2.0
« Reply #34 on: December 11, 2012, 07:54:51 am »
I think I did notice that. Need some lightclips?

They shouldn´t be there. I could not find what is different on this map from e.g. the base map. And compiling without the -soft parameter makes them disappear.

Offline Latino210

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Re: Solar plant RMA map 2.0
« Reply #35 on: December 14, 2012, 11:14:34 pm »

Overall a nice map. Kind of oversized, to be honest, but still nice.

Thanks!

Sorry, but I have a problem: I have downloaded the .map files from https://github.com/ufoai/ufoai/tree/master/base/maps/solarplant and I cannot open them with Radiant! The Radiant simply does nothing when I load the files...

Offline DarkRain

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Re: Solar plant RMA map 2.0
« Reply #36 on: December 15, 2012, 01:27:41 am »
Make sure you are downloading the raw version: click on the file and then click the 'raw' button by the top right corner.

Offline Latino210

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Re: Solar plant RMA map 2.0
« Reply #37 on: December 15, 2012, 02:54:59 pm »
All right, I fixed the holes in the wall, reverted the "laser wall" to a normal concrete wall, added some clutter in the main hallway, removed the message because it became a pain after a couple of times. Can somebody upload the files to the master?

By the way, I do not think connecting the rooms would do anything useful. Aliens have no idea what a flanking attack is.

Offline Anarch Cassius

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Re: Solar plant RMA map 2.0
« Reply #38 on: December 15, 2012, 09:50:34 pm »
Can we get a trigger once setting for messages? In Quake2 they were always trigger once by default.

I started messing with Radiant and was reminded a lot of Quake2 and was wondering if there are plans to re-implement more of the Quake2 triggers types? It was really the first 1st person shooter where you could write complex enviroment scripts.

Offline ShipIt

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Re: Solar plant RMA map 2.0
« Reply #39 on: December 16, 2012, 09:15:05 am »
Can we get a trigger once setting for messages? In Quake2 they were always trigger once by default.

I started messing with Radiant and was reminded a lot of Quake2 and was wondering if there are plans to re-implement more of the Quake2 triggers types? It was really the first 1st person shooter where you could write complex enviroment scripts.

If you think this should be implemented, you should make a feature request. Here it will get lost.

Offline ShipIt

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Re: Solar plant RMA map 2.0
« Reply #40 on: December 16, 2012, 11:28:18 am »
There are some changes that might not be intended in your latest version.

Offline Latino210

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Re: Solar plant RMA map 2.0
« Reply #41 on: December 16, 2012, 02:18:14 pm »
What the hell happened to the textures? Gonna fix it now...

Problem solved. Map ready.

« Last Edit: December 16, 2012, 02:42:26 pm by Latino210 »

Offline ShipIt

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Re: Solar plant RMA map 2.0
« Reply #42 on: December 17, 2012, 08:18:18 pm »
... Can somebody upload the files to the master? ...

Done.

Offline DarkRain

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Re: Solar plant RMA map 2.0
« Reply #43 on: December 17, 2012, 08:43:18 pm »
Have you guys noticed this?
Code: [Select]
<...>
Using RMA2 seed: 19 for <default>
tiles: -solarplant/sp_ +craft_drop_firebird +main +west +east +northwest +northeast
pos: -16 0 0 -16 -32 0 -48 -32 0 16 -32 0 -48 0 0 16 0 0
tiles: 6
CM_LoadMap: "-solarplant/sp_ +craft_drop_firebird +main +west +east +northwest +northeast" "-16 0 0 -16 -32 0 -48 -32 0 16 -32 0 -48 0 0 16 0 0"
Rerouted for RMA in   1.0s
<...>
load material file: 'materials/solarplant.mat'
World model: 53664 triangles
R_FindModel: Could not find: 'models/objects/motor/Motor.md2'
R_FindModel: Could not find: 'models/objects/motor/Motor.md2'
R_FindModel: Could not find: 'models/objects/motor/Motor.md2'
R_FindModel: Could not find: 'models/objects/motor/Motor.md2'
R_FindModel: Could not find: 'models/objects/motor/Motor.md2'
R_FindModel: Could not find: 'models/objects/motor/Motor.md2'
R_FindModel: Could not find: 'models/objects/motor/Motor.md2'
R_FindModel: Could not find: 'models/objects/motor/Motor.md2'
R_FindModel: Could not find: 'models/objects/motor/Motor.md2'
R_FindModel: Could not find: 'models/objects/motor/Motor.md2'
R_FindModel: Could not find: 'models/objects/motor/Motor.md2'
Starting the game...
darkrain has joined team 1
<...>

Offline Latino210

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Re: Solar plant RMA map 2.0
« Reply #44 on: December 17, 2012, 11:22:02 pm »
Someone forgot to upload the .md2 models I have made for the map. Here there are. Both zips must be unzipped into the "base/models/object/"  dir.