ascottk on 24/8/2005 at 18:08
I didn't alter the gamesys in Beta 0.4. The briefings work alright. I think there is an issue with restarting the mission though.
ProjectX on 24/8/2005 at 18:17
Quote Posted by ascottk
I didn't alter the gamesys in Beta 0.4. The briefings work alright. I think there is an issue with restarting the mission though.
that was it, mission restarts, or ai still hating you through level transitions or something
ascottk on 24/8/2005 at 18:57
Crap! Performance is still lousy in the throne room & outside. Is it me or is Flesh terrible at zoning? It's still rendering rooms you can't physically see. It renders the zone next to the zone you're in. If you have zone portals on both sides of a door then Flesh pretty msuch ignores it & renders the larger zone.
I even experimented with poly flags: right click a brush, Properties>Brush>PolyFlags. Then I compared them with brushes in unrealed (UnrealEngine2 Runtime & ut2003 editor) and they are the same.
T3 & UnrealEd
Regular adds & subtracts: 0
Invisible Collision Hull: 33
Masked Decoration: 10
Masked Wall: 10 (same as above, why?)
Semisolid Pillar: 32
Transparent Window: 12
Water: 67108876
Zone Portal: 671008873
UnrealEd Anti-Portal: 134217737
When I apply the Anti-Portal PolyFlag to a brush it changes color but acts like a regular brush in T3Ed.
ProjectX on 24/8/2005 at 19:29
In UT2004 antiportals are a type of volume, so I think they were removed for some hitherto-unkown and probably drug-induced reason
GlasWolf on 24/8/2005 at 20:26
Yay, finished! :thumb: Another small round of bugfixes/improvements (spoilers galore)...
* The chalice should appear on the statue once placed
* The 3 corners ritual shouldn't be readable (somehow) until the sleeper is done, as you have to go back and read it after you get that objective
* The pagan priestess obj. was never cancelled, unlike the other two
* I pushed the box at the foot of the plant out of the way, which confused the objective - nail it to the floor!
* There's both a note and an obj. for "release the 3 corners..."
* Make the floating notes a little more noticable - light source or sound effect perhaps?
* The moving platforms don't always carry the player, so you have to creep along with it
* Throne room performance, as you know... playable on mine though
* Remove the loot and special loot objectives at the loadout
* The "Find out what happened to.. obj. never checks off
* I can't find the Krellek route out of the maze, only the 3 corners room exit
* Put a fire arrow in the throne area somewhere (in one of the torches?) for us poor saps who didn't have a fire arrow and couldn't get back over the platforms
* Sound effects at the end :)
I'll PM you some subjective ideas rather than put them here. Meanwhile - most enjoyable. :D
ProjectX on 24/8/2005 at 21:43
Quote Posted by ascottk
Not if you apply the scripts to the archetypes (if you're willing to alter your gamesys of course). There's one advantage to inheritance. I'm wondering if we don't need to distribute the gamesys with our maps since we're not influencing the OMs just our maps? Should be compiled with the ibt.
have you found the property for the arrow's speed? I've searched through all plausible archtypes and can't find a thing!
Once again I'm stuck relying on another kind helper's superior knowledge :erg: , thanks for all you're doing mate.
ascottk on 24/8/2005 at 21:43
Quote Posted by GlasWolf
The chalice should appear on the statue once placed
The 3 corners ritual shouldn't be readable (somehow) until the sleeper is done, as you have to go back and read it after you get that objective
The chalice has been revamped. It'll actually be an inventory object you can manipulate (throw into the fountain, place on the statue, etc.)
Quote Posted by GlasWolf
The pagan priestess obj. was never cancelled, unlike the other two
There was a typo on the script for that :oops:. Instead of canceling the object with PaganPriestess I canceled a non-existing PaganPrincess . . .
Quote Posted by GlasWolf
I pushed the box at the foot of the plant out of the way, which confused the objective - nail it to the floor!
I'll probably revamp that room.
Quote Posted by GlasWolf
There's both a note and an obj. for "release the 3 corners..."
Some of my notes and objectives are sharing the same file. Shouldn't happen but
this is T3Ed afterall . . .
Quote Posted by GlasWolf
Make the floating notes a little more noticable - light source or sound effect perhaps?
There is a light that comes on but I know what you mean.
Quote Posted by GlasWolf
The moving platforms don't always carry the player, so you have to creep along with it
I'm not sure how to resolve that yet. I think it's a physics thing.
Quote Posted by GlasWolf
I can't find the Krellek route out of the maze, only the 3 corners room exit
The maze only leads to the mages
Quote Posted by GlasWolf
Put a fire arrow in the throne area somewhere (in one of the torches?) for us poor saps who didn't have a fire arrow and couldn't get back over the platforms
I got rid of the torches to limit emitter use. I'll think of something.
Quote Posted by GlasWolf
Sound effects at the end :)
I thought there was too many . . . The emitters in the crypt have their SFX on all the time (until now)
ascottk on 24/8/2005 at 21:55
Quote Posted by ProjectX
have you found the property for the arrow's speed?
There's not a property for arrow speed but I would look at Action>Properties>Set [WeaponVelocity] to [?] on linked objects [MYSELF]
just to see if it'll do anything. Otherwise I don't know yet.
GlasWolf on 24/8/2005 at 23:36
Found the Krellek path, thanks - seems I can't even follow walkthroughs properly! :erm: Cool and disorienting, though I did get stuck between the lamp and the wall at the first "drop" after the main room and had to reload. Also, re. my sound effects comment - I meant an earthshaking rumbling whooshing end-of-the-world type thang when you drop Krellek's body on the plinth.
Ziemanskye on 25/8/2005 at 14:11
Just a quick suggestion for ProjectX and the slow-time - maybe what you need is to slow the physics simulation (there's a load of properties floating about, and in the cheat menu, and I think there's a script Action that lets you run command lines as though from the console) so maybe you can fudge it all that way?