UFO:Alien Invasion

Development => Mapping => Topic started by: Latino210 on November 12, 2012, 12:45:59 am

Title: Solar plant RMA map 2.0
Post by: Latino210 on November 12, 2012, 12:45:59 am
I've added some nice effects, a new md2 model and a material file, now the map is more beautiful than ever! Is there any way to have it included in the next release? I am including some snapshot of the exterior and interior. Any fellow mechanic or factory electrician will recognize the typical configuration of the heating/vent motors.

Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on November 12, 2012, 11:31:54 am
I added the map to the repo, so it is now available in Skirmish mode in the current developement version. I like the setting, and gimmicks like the animated screens are always nice. Good work. There are some issues that need to be fixed, though. In no particular order.

The motor model was not included in the .zip, so it is missing on the map right now.
In order to use the map in campaign, it needs to support all dropships.
The texture you added (I saw only one so far, not sure if thats all) needs to be moved into an appropriate folder and maybe it should get a more meaningfull name, too. And you need to verify it is properly licenced before we can add it.
Running
Code: [Select]
ufo2map -check maps/solarplant/sp_main.map returns some technical problems like:
Code: [Select]
---- ufo2map 1.2.5 ----
---- endianness initialization -----
found little endian system
path: 'maps/solarplant/sp_main'

---- filesystem initialization -----
Adding game dir: ./base
Added packfile ./base/0base.pk3 (15 files)
Added packfile ./base/0maps.pk3 (686 files)
Added packfile ./base/0media.pk3 (11 files)
Added packfile ./base/0music.pk3 (64 files)
Added packfile ./base/0pics.pk3 (1168 files)
Added packfile ./base/0shaders.pk3 (26 files)
Added packfile ./base/0snd.pk3 (356 files)
Added packfile ./base/0videos.pk3 (1 files)
Adding game dir: C:\Dokumente und Einstellungen\1\Anwendungsdaten\UFOAI/2.5-dev/base
using ./base for writing
...map: 'maps/solarplant/sp_main.map'
  ent:0 brush:30 - inside brush 1 (entity 0)
  ent:0 brush:22 - inside brush 29 (entity 0)
  ent:0 brush:4 - inside brush 120 (entity 0)
  ent:0 brush:0 - z-fighting with brush 120 (entity 0). overlap width: 1 units
  ent:0 brush:0 - z-fighting with brush 129 (entity 0). overlap width: 0.998 units
  ent:0 brush:1 - z-fighting with brush 30 (entity 0). overlap width: 4 units
  ent:0 brush:2 - z-fighting with brush 33 (entity 0). overlap width: 1 units
  ent:0 brush:2 - z-fighting with brush 34 (entity 0). overlap width: 1 units
  ent:0 brush:10 - z-fighting with brush 132 (entity 0). overlap width: 1 units
  ent:0 brush:19 - z-fighting with brush 118 (entity 0). overlap width: 1 units
  ent:0 brush:19 - z-fighting with brush 130 (entity 0). overlap width: 1 units
  ent:0 brush:20 - z-fighting with brush 119 (entity 0). overlap width: 1 units
  ent:0 brush:20 - z-fighting with brush 131 (entity 0). overlap width: 1 units
  ent:0 brush:22 - z-fighting with brush 29 (entity 0). overlap width: 8 units
  ent:0 brush:22 - z-fighting with brush 29 (entity 0). overlap width: 2 units
  ent:0 brush:22 - z-fighting with brush 29 (entity 0). overlap width: 2 units
  ent:0 brush:29 - z-fighting with brush 22 (entity 0). overlap width: 4 units
  ent:0 brush:29 - z-fighting with brush 22 (entity 0). overlap width: 1 units
  ent:0 brush:29 - z-fighting with brush 22 (entity 0). overlap width: 1 units
  ent:0 brush:30 - z-fighting with brush 1 (entity 0). overlap width: 4 units
  ent:0 brush:33 - z-fighting with brush 2 (entity 0). overlap width: 1 units
  ent:0 brush:34 - z-fighting with brush 2 (entity 0). overlap width: 1 units
  ent:0 brush:118 - z-fighting with brush 19 (entity 0). overlap width: 1 units
  ent:0 brush:119 - z-fighting with brush 20 (entity 0). overlap width: 1 units
  ent:0 brush:120 - z-fighting with brush 0 (entity 0). overlap width: 1 units
  ent:0 brush:120 - z-fighting with brush 128 (entity 0). overlap width: 3.75 units
  ent:0 brush:120 - z-fighting with brush 128 (entity 0). overlap width: 8.09 units
  ent:0 brush:120 - z-fighting with brush 128 (entity 0). overlap width: 5.42 units
  ent:0 brush:120 - z-fighting with brush 128 (entity 0). overlap width: 5 units
  ent:0 brush:128 - z-fighting with brush 120 (entity 0). overlap width: 3.36 units
  ent:0 brush:128 - z-fighting with brush 120 (entity 0). overlap width: 8.09 units
  ent:0 brush:128 - z-fighting with brush 120 (entity 0). overlap width: 5.5 units
  ent:0 brush:128 - z-fighting with brush 120 (entity 0). overlap width: 5 units
  ent:0 brush:129 - z-fighting with brush 0 (entity 0). overlap width: 0.995 units
  ent:0 brush:130 - z-fighting with brush 19 (entity 0). overlap width: 1 units
  ent:0 brush:131 - z-fighting with brush 20 (entity 0). overlap width: 1 units
  ent:0 brush:132 - z-fighting with brush 10 (entity 0). overlap width: 1 units
  ent:2 brush:-1 - Not defined in entities.ufo: origin in misc_message
This needs to be cleaned up for all tiles.
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on November 12, 2012, 11:48:24 am
Some more notes.

I think you should remove the doors to get rid of the weird lighting problem. It takes away much of the atmosphere from the map.
Adding some sounds will make the map even better.
On the floors I think it would be good to have some obstacles for the soldiers to hide behind.
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on November 12, 2012, 08:12:25 pm
Thanks for the points, I will get to that. I've already removed all func_door, recompiled all the maps and the weird lighting problem is still there! I know it looks horrible, but I can find no way to remove it. Any help would be appreciated.

I am including the motor model. It must be put into the models/objects dir. It is a big motor, about 4 hp. It can be found almost anywhere in any factory setting.

Hell, I've only used the ufo2map -fix for the glitches, not the -check. I thought that the -fix would be enough. What's the problem with some ovelapping textures? They cannot even be seen by human eye! However, I will fix them ASAP.

The textures are free to use, included in the blender site. I will move them to the materials directory.

The obstacles idea is fine. Thanks.
Title: Re: Solar plant RMA map 2.0
Post by: Sandro on November 12, 2012, 09:52:39 pm
Thanks for the points, I will get to that. I've already removed all func_door, recompiled all the maps and the weird lighting problem is still there! I know it looks horrible, but I can find no way to remove it. Any help would be appreciated.

Universal solution is not found yet. Something in the lightmap rendering code creates broken lightmaps, and nobody found the exact failure point so far.

What's the problem with some ovelapping textures? They cannot even be seen by human eye!

It depends. 3D rendering hardware (GPU) typically cannot make a firm decision about what texture is in front (since both are at the same place), so result typically depends on FP rounding errors.

Usually, it looks like ripples moving when camera moves. Looks bad, very bad.
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on November 12, 2012, 09:54:53 pm
Thanks for the points, I will get to that. I've already removed all func_door, recompiled all the maps and the weird lighting problem is still there! I know it looks horrible, but I can find no way to remove it. Any help would be appreciated.

I will take a look at this.
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on November 13, 2012, 10:10:41 am
I made some adjustments to the Firebird dropship tile, fixing the technical problems. There are some more changes, so you might want to take a closer look.
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on November 13, 2012, 11:04:44 am
Some more notes.  ::)

In the text files, please use tabs instead of multiple whitespaces.
We prefer .png for the pictures and skins.
For the motor model texture, what is the source of the textures you used for the skin?
For the texture names, please use lower case letters and underlines, just like for the map tiles, to fit the naming conventions.
If you use textures from external sources in your map (or model skins), you need to verify they are properly licensed. We cannot add them to our repo if not. For textures, this usually means they have to be released under the GNU General Public License 2.0 or later (GPL2 or later) or the Creative Commons Attribution-Share Alike 3.0 (CC-BY-SA 3). We will not make compromises here. Tutorialsforblender3d.com misses a clear statement about a licence. "The textures are royalty-free and can be used in both commercial and noncommercial projects." hits our requirements very hard imo, so it might be a good idea to just mail them and ask.



Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on November 13, 2012, 01:45:11 pm
All right, I've removed the textures from tutorialsforblende3d.com, I do not want to give any trouble.

I've added another model, a simple support with a ball bearing, found anywhere in factory setting. It must be unzipped in a models/objects/joint folder.

I've fixed the -check errors. I cannot see any difference in performance or in graphics, but I fixed them anyways.

Fixed the dropships, now they work.

For the motor texture, I've heavily modified some free textures. That texture is an original creation by me, now.

Fixed all the graphical glitches, now the map looks quite different. Thanks for the pointers, this is the sort of feedback I was looking for!
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on November 13, 2012, 02:58:09 pm
The textures from burningwell.org are missing in the .zip.
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on November 13, 2012, 04:04:26 pm
Here there are.
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on November 15, 2012, 01:49:25 pm
I made an attempt fixing the lighting problem, with at least partially success.
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on November 16, 2012, 02:45:05 pm
This looks fine. May I know what procedure have you used? I wish to apply the modifications to the updated map.
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on November 16, 2012, 04:46:57 pm
This looks fine. May I know what procedure have you used? I wish to apply the modifications to the updated map.

It would be best if you could just use the maps I attached above, because that is what we have in game atm.

Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on November 16, 2012, 06:42:01 pm
Well, I'd like to know the procedure in case I want to fix another map with the same problem...
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on November 17, 2012, 12:35:59 am
All right, I managed to give the "procedure" to my map. The only problem is that as soon as I put a door underground the weird effect starts again. Strange bug, I wish I could do something for that. Now I understand why there are no underground maps! Could you put this in the release, please? I will add the doors as soon as anyone figures how to fix that bug, in the meantime I've put some fake sliding doors, they will suffice.
Title: Re: Solar plant RMA map 2.0
Post by: Anarch Cassius on November 17, 2012, 11:37:14 pm
I just had a Corrupter shrug off my attacks again and this one set down at a Solar Plant so I'll be giving you some feedback on play soon :)
Title: Re: Solar plant RMA map 2.0
Post by: Anarch Cassius on November 19, 2012, 12:21:13 am
It's very good, but it is quite hard and feels a little spacious. I'd consider reducing the size of some rooms or adding more stuff to some of them.

The entrance is just far enough from the dropship to be a real pain and that long hallway is deadly. I like the challenge and it makes sense but the current setup results in a lot fighting in the halls and the fighting will be largely over by the time you make in to either wing of the complex.

I love the little message you get but it has a tendency to keep going off as you move around the opening and I tend to spend most in the  opening since there's no where to take cover until you can clear the halls.

And finally, what are the holes in either side of the map? I can think of 3 possibilities, an oversight, future blast damage points, future connections for underground maintenance tunnel tiles. I'm imagining another area with more solar panels and an alien ship on the surface and the access tunnel beneath. This would give you another way inside instead of the shooting gallery hallway, you could move on the ship first and then drop down and come in through the tunnel.
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on November 19, 2012, 11:26:57 am
Thanks for the feedback, Anarch! I hope you have downloaded the last version of the map, ShipIt had worked a lot to help me with the shadow bug. That long hallway is supposed to be deadly, but it can be less deadly with a sniper shooting through the floor. However, the map is still supposed to be brutal and deadly. I haven't tried the "auto mission" with it, I wonder what results will I get.

About the holes, well, I still have the mad idea of building a total conversion mod. I will post something about that as soon as I can cobble together a working version, then maybe somebody more skilled than me will help.

Now that I think about that, the map needs some downed UFOS. I will get to that.


EDIT: I've modified the East tile to include some landed or downed ufo. Can anyone tell me how to set up the .ump for that? My idea was to include several assemblies made this way:

Code: [Select]
assembly supply
{
size "12 8" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
*rm_drop +craft_drop_firebird "1 1"
+northwest "1 1"
+northeast "1 1"
+main "1 1"
*rm_ufo craft_ufo_supply "1 1"
+west "1 1"
}

assembly fighter
{
size "12 8" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
*rm_drop +craft_drop_firebird "1 1"
+northwest "1 1"
+northeast "1 1"
+main "1 1"
*rm_ufo craft_ufo_fighter "1 1"
+west "1 1"
}


And so on. I hope it works! What should I do to include an assembly without an UFO?
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on November 20, 2012, 12:03:39 pm
modify maps.ufo

Code: [Select]
//////////////////////////////
// SOLARPLANT RANDOM MAPS  //
/////////////////////////////

mapdef solarplant_noufo
{
map "+solarplant"
description "_Solar Power Plant"
param "noufo"
maxaliens 16

aircraft
(
craft_drop_firebird
craft_drop_herakles
craft_drop_raptor
)

ufos
(
// any
)

terrains
(
"desert"
"wasted"
)

cultures
(
// any
)

populations
(
"village"
"rural"
"nopopulation"
)
}

mapdef solarplant_ufo
{
map "+solarplant"
description "_Solar Power Plant"
param "ufo"
maxaliens 16

aircraft
(
craft_drop_firebird
craft_drop_herakles
craft_drop_raptor
)

ufos
(
craft_ufo_supply
                // extend this list by available UFOs
)

terrains
(
"desert"
"wasted"
)

cultures
(
// any
)

populations
(
"village"
"rural"
"nopopulation"
)
}

modify solarplant.ump

Code: [Select]
// e= east, UFOs

tile +craft_ufo_supply
{
6 6
0 g g g g 0
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
0 g g g g 0
}

assembly noufo
{
size "12 8" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
+east "1 1"
+main "1 1"
+northwest "1 1"
+northeast "1 1"
+west "1 1"
*rm_drop +craft_drop_firebird "1 1"
}

assembly ufo
{
size "12 8" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
+main "1 1"
+northwest "1 1"
+northeast "1 1"
+west "1 1"
        *rm_ufo +craft_ufo_supply "1 1"
*rm_drop +craft_drop_firebird "1 1"
}

Beside that, please make sure to base all your work on the maps we have in master.

edit: attachement added
Title: Re: Solar plant RMA map 2.0
Post by: Anarch Cassius on November 20, 2012, 12:42:26 pm
That looks great, almost exactly what I was thinking.
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on November 20, 2012, 01:27:08 pm
Awww, please, man! I have spent hours working on modifications... Can you upload this as a new master? It would save a lot of time for the both of us!

I have drawn tiles for the following ufo, making all ufo's empty and sometimes closed and unaccessible. I want the action to take place underground, on this map.

Scout
Crashed scout
Supply
Fighter
Harvester


I will not add support for the other ufos, they are too big for my 1024 X 1024 tiles. I was able to fit the Harvester in, but just barely.

I have modified the .ump as follows, please tell me if that's ok:
Code: [Select]
// e= east, UFOs

tile +craft_ufo_supply
{
6 6
0 g g g g 0
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
0 g g g g 0
}

tile +craft_ufo_fighter
{
6 6
0 g g g g 0
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
0 g g g g 0
}

tile +craft_ufo_scout
{
6 6
0 g g g g 0
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
0 g g g g 0
}

tile +craft_ufo_harvester
{
6 6
0 g g g g 0
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
0 g g g g 0
}

tile +crash_ufo_crashed_scout
{
6 6
0 g g g g 0
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
a +e +e +e +e a
0 g g g g 0
}



assembly noufo
{
size "12 8" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
+east "1 1"
+main "1 1"
+northwest "1 1"
+northeast "1 1"
+west "1 1"
*rm_drop +craft_drop_firebird "1 1"
}

assembly ufo
{
size "12 8" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
+main "1 1"
+northwest "1 1"
+northeast "1 1"
+west "1 1"
      *rm_ufo +craft_ufo_harvester "1 1"
*rm_drop +craft_drop_firebird "1 1"
}


And the map as follows:

Code: [Select]

mapdef solarplant_ufo
{
map "+solarplant"
description "_Solar Power Plant"
param "ufo"
maxaliens 16

aircraft
(
craft_drop_firebird
craft_drop_herakles
craft_drop_raptor
)

ufos
(
crash_ufo_crashed_scout
craft_ufo_supply
            craft_ufo_fighter
craft_ufo_scout
craft_ufo_harvester
)

terrains
(
"desert"
"wasted"
)

cultures
(
// any
)

populations
(
"village"
"rural"
"nopopulation"
)
}
Title: Re: Solar plant RMA map 2.0
Post by: H-Hour on November 20, 2012, 01:49:08 pm
If you rotate a UFO or craft, you will destroy it's pathfinding. Many areas are going to be inaccessible.
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on November 20, 2012, 03:07:13 pm
Quote
If you rotate a UFO or craft, you will destroy it's pathfinding. Many areas are going to be inaccessible.


That's not important, I've sealed the UFOS and removed all alien spawn points inside. I want underground action in my map, not fighting inside the UFO.
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on November 20, 2012, 03:20:52 pm
For the crashed Scout it should read craft_crash_scout. Beside that the defs seem ok to me.

About the UFO tiles I am not sure. I think right now they would add nothing to the map other than a somewhat different look. That seems to be not worth the additional MBs it would add to our installers. But we could provide them as a part of a mod for v2.5. I thought about moving parts of my good ol´ Mansion map that way and include some nice animations MCR did some time ago. Maybe doing a map exclusively for this mod.

I cannot revert the changes I made and keep the map in the game. Most of those changes were necessary to either solve the lighting problem or to make the map fit the technical part of our mapping conventions. And I will not spend time to backport this. You always need to base your work on the maps we have in master. What we have now is already very good, although I would really like to see some aliens on the surface, the holes in the outer wall plugged (those fit your mod idea, but not the game) and some cover or niches for the soldiers to hide behind in the long hallways. I know you want the map bloody, but a lot of players will simply auto the map if the risk for their soldiers is too high.

Did you ever think about not extending the map, but the theme? Maybe there is some Com-station nearby the prospector camp, or some water distillation.
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on November 20, 2012, 03:31:50 pm
Quote
Did you ever think about not extending the map, but the theme?

Explain yourself, please. I do not understand what you mean.

Quote
That seems to be not worth the additional MBs it would add to our installers

It's your choice to make, not mine. Do as you like. I will not add any other ufos, if you think it's not worth it.

Quote
Most of those changes were necessary to either solve the lighting problem or to make the map fit the technical part of our mapping conventions

I've worked on the map you gave me after the modifications and I kept them, apart for the solar panel textures (you put it in a "solar" dir, while I put it into a "burningwell" dir). Can you check if my last .zip respects the mapping conventions and the lightbug? In case, I will plug the holes, obstruct the corridors, put the solar panel texture in the directory you prefer and give it to you to reupload as a master.
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on November 20, 2012, 04:03:39 pm
Explain yourself, please. I do not understand what you mean.

I just think the solarplant map is really good as is. There are the points I mentioned above, but it is up to you to follow this opinion or not. So I thought, instead of adding UFOs to your map without much gain, doing a similiar map (same desert theme, same ground textures, other building) and adding UFOs there would be better.

It's your choice to make, not mine. Do as you like. I will not add any other ufos, if you think it's not worth it.

My personal opinion in this case may be different from the team. I just cannot promise you those additional tiles will make it into the game.
If I manage to make the mod I want to do, we can put them in.

I've worked on the map you gave me after the modifications and I kept them, apart for the solar panel textures (you put it in a "solar" dir, while I put it into a "burningwell" dir). Can you check if my last .zip respects the mapping conventions and the lightbug? In case, I will plug the holes, obstruct the corridors, put the solar panel texture in the directory you prefer and give it to you to reupload as a master.

I will check this, needs some time, though.
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on November 21, 2012, 11:14:31 am
@Latino210

There are some glitches (like visible nodraws) in your version, that are already fixed in master. The textures are not a problem.

I still have the the light fence on the map, because it looks very cool and gives a futuristic touch.
I changed the direction for the solar panels so all of them have the same orientation - that seems make sense from the technical pov, at least to me  ???. I wanted to change change the sunlight direction to fit the orientation of the solar panels, didn´t finish this, though.

The latter two points are not technical, so I will revert these changes on demand. So you should be able to use the maps from master without losing something.
Title: Re: Solar plant RMA map 2.0
Post by: Anarch Cassius on November 21, 2012, 10:47:17 pm
If anyone cares, I'm actually pretty torn on the ships.

They look awesome but if they aren't adding to the map tactically it seems like we could just they they're off screen. I'd actually really like to see some fighting around the panels myself, I suppose there's always multiplayer.

If they were made real UFO sites you could possible reduce their spawn points to encourage more fighting below. I rarely see more than a skeleton crew by the ship on most levels in 2.5 anyway.

Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on November 23, 2012, 03:54:05 pm
@Latino210
The latter two points are not technical, so I will revert these changes on demand. So you should be able to use the maps from master without losing something.

LOL, I thought that the light fence was an abomination! Please remove it, since it's too futuristic for the map, it has a lot of errors and it slows the play horribly (too many light sources and polygons). For the solar panel, your idea is much better. Can you remove the light fence on the master, so I can work on that. By the way, where is the master to download?
Title: Re: Solar plant RMA map 2.0
Post by: H-Hour on November 23, 2012, 05:39:43 pm
/base/maps/solarplant (https://github.com/ufoai/ufoai/tree/master/base/maps/solarplant) @ our repository on GitHub.
Title: Re: Solar plant RMA map 2.0
Post by: H-Hour 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.
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on December 10, 2012, 08:49:14 pm
Are there light stripes visible between the tiles for you?
Title: Re: Solar plant RMA map 2.0
Post by: H-Hour 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?
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt 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.
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 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 (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...
Title: Re: Solar plant RMA map 2.0
Post by: DarkRain 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.
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 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.
Title: Re: Solar plant RMA map 2.0
Post by: Anarch Cassius 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.
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt 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 (http://sourceforge.net/p/ufoai/feature-requests/). Here it will get lost.
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on December 16, 2012, 11:28:18 am
There are some changes that might not be intended in your latest version.
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on December 16, 2012, 02:18:14 pm
What the hell happened to the textures? Gonna fix it now...

Problem solved. Map ready.

Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on December 17, 2012, 08:18:18 pm
... Can somebody upload the files to the master? ...

Done.
Title: Re: Solar plant RMA map 2.0
Post by: DarkRain 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
<...>
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 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.
Title: Re: Solar plant RMA map 2.0
Post by: H-Hour on January 07, 2013, 07:02:46 pm
Hi Latino210. I went in to fix this bug (http://ufoai.org/forum/index.php/topic,7474.0.html), and I noticed that a lot of the objects in your map are poorly aligned to the grid. Have a look at the image of the couch in sp_east.map (attached). Because the areas of the couch so poorly align to the grid, there are a lot of grid spots where a player might think he could put a soldier, but where he shouldn't be able to, because the couch overlaps more than 4 units into that grid. You should try repositioning and resizing the couch so that it fits better into the grid system and provides more expected behaviour on which grids are and are not accessible. You should do this with all the objects in your map.

And then you should add actorclip brushes to make sure soldiers can't stand on top of objects they shouldn't be able to, as shown in the forum post linked at the start of this post.
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on March 23, 2013, 02:11:04 pm
Sorry for not answering before, I had a lot of RL problems. I think you are talking about the grid X 32, right? I just forgot to align the couches in the recreation area...
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on March 23, 2013, 05:16:19 pm
I fixed some of this in between, so you need to check out the actual version before working on this.
Title: Re: Solar plant RMA map 2.0
Post by: Latino210 on March 25, 2013, 01:30:19 am
Yes, I see that you have already put the Actorclips where needed. Too bad that the lighting bug is here again, the edges of the tiles show daylight seeping through the ground. What the hell...
Title: Re: Solar plant RMA map 2.0
Post by: mikehg on May 27, 2014, 04:49:21 am
Excuse the necropost, but I'm not sure if there's anywhere better to report this minor map bug, probably doesn't really warrant a bug report.

There is a tile just in front of the forklift lying on its side in the long hallway that a squad member can get 'stuck' in - they can walk in standing up, but only get back out crouching, and there's no visible reason why.

Nice map though (nice game too!)

Cheers.

(compiled from git master (I guess that makes it 2.6-dev) on Debian 64, used the update.py script to download the maps, so it all should be near enough the latest)
Title: Re: Solar plant RMA map 2.0
Post by: ShipIt on May 27, 2014, 06:52:18 am
Excuse the necropost, but I'm not sure if there's anywhere better to report this minor map bug, probably doesn't really warrant a bug report.

You can use the bug section(s) in our forums to report stuff like this. OC it still runs the risk of getting lost, so our tracker would be best.

There is a tile just in front of the forklift lying on its side in the long hallway that a squad member can get 'stuck' in - they can walk in standing up, but only get back out crouching, and there's no visible reason why.

Fixed it. Thanks for reporting.
Title: Re: Solar plant RMA map 2.0
Post by: mikehg on May 27, 2014, 02:07:28 pm
You can use the bug section(s) in our forums to report stuff like this. OC it still runs the risk of getting lost, so our tracker would be best.
...

Noted for the future - thanks for the quick fix.