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daro48

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Hello,

New map coop_daro48_forest_v1 is ready for testing.

Your mission is destroy 4 ADATS and escape from the forest.

You have one switch to change mission type from "walkers mode" to "campers mode" only different is in behavior of the AI.

In first mode they should run in most of causes, so you can spot them easier, in 2nd mode they should hidding in the bushes, behind the trees and shooting from the cover.

The lightmaps hasn't been done, because the forest looks awfully after creation process.

requiments:

loads of patience :whistle:

and about the forest: lots of trees can make problems on small graphics cards like GF8800 gt and similar.

The map was created under "Windows 8 Consumer Preview b.8250". This system management in litttle different way

his hardware resources, so I have no idea how it will works on win 7, vista or xp.

The map wasn't testing on dedicated servers.

Little innovation in world.xml file:

because of change of AI values I decide to link 2 other files with <human> tags, it was working well during the tests, but if you will have an issues, I wil have to back to standard way of scripting.

The map doesn't have:

new props,

new buildings,

new ideas,

It is just a small forest with trees and bushes…

here is the link:

coop_daro48_forest_v1

Cheers,

Daro.

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Hi Daro,

Sonia and myself tried your mission using my dedicated server.

Although the map looks amazing there is a reason I don't make these dense forest style maps, the AI have an unfair advantage of being able to see through the bushes, as there are so many of them it makes it very difficult to see who's shooting at you.

Anyway, we didn't get to finish the mission as the server crashed in the same place both times we played. We headed for Adat A and were about 60m from it when the server crashed.

Crash in application version: 30899.3048

Out of memory allocating 1244292 bytes

Renderer : threaded

Physics : normal

Looking at your map I noticed you have used a lot of dynamic bushes/plants, using the xag vegetation can cause problems on a dedicated server.

While heading to Adat A we hit trigger 02 or 03 (sorry can't remember which one), after that the game started to lag quite badly, my frame rate dropped to around 30 which for me is very low, after a while it improved and went up to 50, when we started the mission I was getting around 120fps.

I would look at the amount of dynamic vegetation in the mission and remove every bush/plant and tree where the name begins with wind_ or xag_, there is no need to delete them from the editor you can just search for wind_ and xag_ from within the world.xml and remove that part from the name of each prop.

I know some people have been asking for a forest/jungle type of mission but as I said the downside to this is that the AI can see through the vegetation but the players can't, if you had a AI's view of the map it would look empty to them apart from the buildings and tree trunks. I would also consider removing some of the larger bushes to give the players more chance of seeing who is trying to kill you.

IMO, you need to render the lightmaps as this making the map look a bit odd as there are no shadows or dark areas, if you are having problems with them I can take a look for you if you wish.

Cheers, :thumbsup:

John

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Thanks guys,

John, I had to put them because static bushes I found were bulletproof :(

Now I see I need to change them for something different …

I haven't test this map on dedicated server that why I have no idea if it will work at all.

Edited by daro48
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Hi Daro,

I always use static bushes in my missions and never found any that are completely bulletproof, there are some that have a larger collision in the centre of the bush than needed but I haven't seen any that you can't shoot through, can you tell me which ones these are so I can avoid using them. :P

I forgot to mention that I think you need to add more cover at the initial spawn point, I found myself getting killed a few times when spawning.

I'm not entirely sure what caused the dedicated server to crash, it may have been the xag props or it could have been the server was running low on resources due to the lag.

Cheers, :thumbsup:

John

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Hi John,

maybe i said it wrong, those ones which I wanted to put on this map :P

here is one of them :

vgt_tropicalplant_static

that why I hanged it on this ones:

vgt_tropicalplant_static_wind

but now I will have fo find something new :/

I will remove few AI groups maybe it will reduce the lag, and I will delete larger bushes.

The main cause of lag in trigger 2 are 2 cars running in one time to points and quite large numper of AI.

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HI daro.

Im trying to see map ingame but cant.

I downloaded the map, put it in custom level, but nothing shows ingame.

It happened with some of Annibale and mexbob missions before, never been able to resolve.

Anyone have a clue?

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Hi pagey,

Unfortunatelly, i can't help you, all code needed to show map on the list is a standard code and can not be modified, so it is this same code which John and other map makers are using.

If you unpacked the map and an archive wasn't damaged, probably you should reinstall your game :/

Cheers,

Daro

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Also need the password to be able to move it into custom_levels folder with WIN7.

Im at latest patch, and i unlock the zipfile with PW.

Its in customfolder, just doesnt show in maplist.

Ill try remove maps ( ive got a bunch there) and reinstall...hope itll work...

EDIT:: Im alwaqys running Rahnman 2 or 4.01...anyone tried it with weapon mods?

Edited by pagey
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Had no problems here with it showing up in the map list.

Mission played ok using the Brettzies weapon mod.

I would do as you suggest Pagey, we have seen a few problems arise if there are to many custom missions installed, plus it increases the games loading time.

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Hey Daro...

I've tried map for 3 times and have the same crash just when I blow Adat A and go up to hill for Adat B......

Here is crash log:

Crash in application version: 30899.3048

data\lib\managers\worldmanager.dsf(-1): No logic named t_trigger3_h was found running

SCRIPT STACK:

data\lib\managers\worldmanager.dsf(0)

data\lib\managers\eventmanager.dsf(0)

data\lib\managers\eventmanager.dsf(0)

data\lib\managers\eventmanager.dsf(0)

data\lib\managers\worldmanager.dsf(0)

data\lib\managers\worldmanager.dsf(0)

data\lib\managers\worldmanager.dsf(0)

data\lib\managers\worldmanager.dsf(0)

data\lib\setups\setup.dsf(0)

data\level\level.dsf(0)

Renderer: threaded

Physics : threaded

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Hi All,

Thanks guys for testing and raports I'm really grateful :)

here is the next version of this map:

coop_daro48_forest_v1_1

Changes:

Crash mentioned before is fixed, now you will able to finish the map.

The numer of AI is reduced, which makes map easier.

I did lightmaps this time, but I had to combine to make it looks well,

At first time an extaction vehicle was blackhawk, in four test my dedicated server crashed 3 times, so I changed it on something different.

The maps is in forest, I have been in a forest and I know that there are many bushes, anyway I reduced the numer and size of them to minimum and repleaced every physix on static.

Only one vehicle is moving.

Probably you will see few hotspawns but... it's hard to hide them when i had to remove bushes.

dedicated server hardware/software:

Intel Core 2 Duo 2,6 GHz,

DDR2 866 GHz 4GB,

windows vista pro. x64,

dedicated server run as administrator and windows xp sp.3 comatibile mode, 2 cores affinity

I think it's all for now.

I hope you will like this one :thumbsup:

Cheers,

Daro

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Hi Daro,

we could not test your map yet because we are often in a animal shelter to visit one of our next family member. It's a very scared cat without other chance to get a nice new home. This, my job and the nice biker weather eats up my time but I hope to test yours soon as well.

Before you ask, no, there was no time to install my new CPU because a different board was needed as well. Now I got everything except time :wall:

Later..... skol.gif

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Just gave it a look with Brettz's 3.02 and 3rd person, everything worked fine, no crashes/bugs, but you should make more spawns up on the hills after blowing up adats, It will become so annoying to run up there all the time, when going up from the middle you always seem to get sniped by someone you can't see, unless you go round. Anyway, I liked the map and mission good work.

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Hi Daro...

I've tried your updated version of the map with my friends. It's working good now, no crash. We noticed that you take out some of the vegetation and enemies too.... It seem to be too much easier now. If you just can get back those settings for more enemy spawn (something like HARD button), it will be much better. Or you can just put 50cal. machine guns in there with bunkers on some hard points, or more snipers in trees (yea I do like those snipers in trees, that's something new, :thumbsup: ) so that can increase a difficulty. Because if you have more then 4 guys in the game it's TOO MUCH EASY....

As I said before it's very good map and I like it much, keep up good work......

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And yea....

I forgot to tell you.... We're playing with RAHN mod and when I was blow that Adat with Zeus, we could not finish the map, because marker for objective was still there. I tried to plant C4 on that wrack Adat but no luck....... so we have to restart server and play it from beginning, but this time I did not use Zeus and it was ok.... so my suggestion is that when they explode (no matter which way, does the C4 or Zeus or RPG) to complete objectives.... if you can really do that.....

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Hi kaapo, Blame, Mille,

Of course if you want harder map I can do it, but last time lag was reported, so I think there can be a problems…

I'll try to update the map with new buton and mission script for hard level, I can add few helis if you want, but don't ask me for mines, because the map has already loads of objects :/

We're playing with RAHN mod and when I was blow that Adat with Zeus, we could not finish the map, because marker for objective was still there

Probably this same issue will be with RPG, I'll take a look at this code

Thanks for testing :)

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  • 2 weeks later...

Hi Daro,

sorry, but we are off line for a couple weeks because the cat we get from the animal shelter is very very scared and has her safe place behind our two Team-PCs in a corner at the floor. Our cat room is also our computer room so I can not power them on to play any missions. Just my "every day" PC can now be used after 12 days off time so we are back online for communication but not for gaming :rolleyes:

This is just if you and John are wondering where we at.......

We wish all of you great Easter holidays!

Kaapo_Klaus+Kaapo_Erika

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