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fishmonger

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Everything posted by fishmonger

  1. new map "Gauntlet" crashes all clients when loading second round on dedicated server with this error on the client end: Crash in application version: grpcrc1.35 data\lib\script_network\gametype\gametypempcoop.dsf(-1): cant find member: base in type <void> any ideas? I double checked and there is nothing wrong with game type, zones, etc - the map works fine for round one... simiar to Grasslands - big map, but this one is same size as Longest_Kilometer and that works fine. smaller in all other respects
  2. human AI can move far away from the human AI graph - on Grasslands I ran out of memory putting the AI graph on the large map, so I changed the final few hundred meters to graphs that didn't cover the entire map, but just where I wanted them to go. There are 40-50 meter gaps between those graph paths, but the AI will wander across those zones just fine - well outside the green circles. I have never seen them move where there is no graph for them to actually start on - like on buildings that are not connected to the ai graph
  3. like I said before - props will not render a shadow on a static unless you actually render them WITH the statics in the same render. I tried it, looked really weird and unrealistic compared to just doing props and statics together in low qual.
  4. original game maps come with a 512x512 pixel 24 bit tga file, about 1mb in size. I'm sure you can drop it to 8 adaptive palette and not lose much image qual and lose 600kb in the process.
  5. medium is as high as you can render just about any map. Number of passes has nothing to do with the RAM use. If you can't do medium, you drop props and low def static tile content from the world.xml until you can, or you go low. The step down to low qual is what will instantly free up a few hundred megs. I only rendered a map once for "HIGH" and it turned out to look like a goofy wonderland with purple checker boxes all over the place, but it did render (as it was very small) Anyway, I usualy render at medium 5 pass - makes sure that there's no black spots. Low qual will get you some black road pieces quite frequently and I have no idea why. I saw that on Island2 and I think there's a section on my tango_dont_surf map as well that don't look right, but there was absolutely no way to render that map in medium. will try ditching trees from my south_park update - the map is buggy and I have to-re-release anyway. Maybe I can get the RAM use down for a medium render. Low is all I could get going without getting radical in props removal.
  6. in GRAW1, the ai.gph file is created during export from the human aigraph data in the world.xml. It contains all the nodes for the human AI graph. The vehicle graph has nothing to do with it and must sit in the world.xml and can be changed after that aigraph export. I very frequently change the vehicle graph long after I have rendered the human graph (which I also remove then from the world file to save file size), and as long as your vehicle graph doesn't have too many errors (solo nodes, separate "islands" of nodes" everything works just dandy. Bascially, do your human AI graph, export the map with AI graph, save that bin file for the rebundling later, ditch the human AI graph from your world file - it will do wonders with that slow 5-min autosave delay. My current map project pushes this a little further, as I am putting a vehicle graph where the GRAW editor won't let you put one. HAve tested it and it works - and obviously, I am not exporting this from GRAW, as it would immediately fbreak the graph I want exported. The solution was to make a human graph on those objects, save world.xml, edit in text editor and simply move that human graph to the vehicle graph section for final export. Works like a charm! anyway - vehicle graph needs no render/export, but human graph gets compiled and it will not work without that. Bundling does not create the binary AI graph file for humans, so that still needs to be exported, however, if your light maps are already done, just export the map without lightmaps and check the ai graph box - take the bin file and rebundle your mapw the the previously exported lightmaps and the new ai.gph file.
  7. probably minimized the render window during the export - stupid software only works right when it's on your screen... have to test the trees, bushes, etc - this could really help with some of the original grin maps where I'd like to use different lighting in medium qual
  8. anything you can kick and move around in the game can be removed, since there's no shadow being rendered, as it would stay put once the object is moved. trees have shadows on their trunks, in addition to the dynamic shadow from the leaves. There may be some smaller trees that do that - have to investigate. I am going to take a look inside of quick.bundle to see if there's some definitive value for each object that states if it renders or not - then make a list for future use.
  9. just ran into something that may be of use to others I just finished the landscape for a new map and had no luck rendering it in medium quality, even though the world file was rather small (770kb). first I thought it had to be the complexity of larger objects (large industrial buildings, lots of them), but then I tried something different - dropped all the objects that don't render a lightmap anyway from the world file (that is all wood fences, all spansk_ryttare, all large "tile" pieces on the outside perimeter). I already had ditched from teh world file the electrical wires, all cover, and whatever was already done in human and areas. The dropping of the big perimeter tiles and additional items in small props did it - apparently these things do eat up a lot of memory duriong render, because the out of memory number was big (1.4GB) and when it was rendering, the ram use wasn't even close to 1GB, which is where things start getting iffy.
  10. Different idea this time - keep a low profile and you will have less resistance to deal with. Stealth is your friend, but if it doesn't work out, you can still beat the map. Very adaptive - I've finished it once alone with 7 kills - last night we had to kill 156 to get to zulu using a large team. get the latest version here: http://www.thegamerplanet.com/forums/showthread.php?t=19152
  11. two versions - South_Park is meant for single death servers, south_park_spawn for those who like to die a lot. Adding a note for those who don't play on our servers with teamspeak: There are only three passages from south to north. One is blocked by a panhard that sometimes can be blown with C4 - if there's no C4, only the two remaining routes are an option. Those routes requires that you find a sewer entrance that allow you to go below the blocked surface route. Graphics glitch at the west sewer entrance - I know how to avoid it, but every time I rendered the map in a "fixed" state it crashed as soon as I started walking on it. So I adapted the AI not to wait for you on the other side of those "black curtains" - just walk through the black stuff - you'll be ok. Another thing we noticed is that sometimes when a lot of stuff explodes, the map will crash. This is probably a memory limitation or just random. Most of the time, the map works just fine. None of the crashes have been repeatable, and I think they only happened once or twice with dedicated server. More often when LAN hosting (bigger RAM hog) more info and even a fly-over video in the forum post below http://www.thegamerplanet.com/forums/showthread.php?t=19115
  12. cool - Unitsequence is what blows up buildings in GRAW1 (and works very reliably online, too) based on what you posted above, I think I should try to stuff one of these into a GRAW1 mission - probably works just fine. thing about 3DsMax - I don't have it nor much time I could devote to actually learning how to use it properly. Sure would love to make some new 3D terrain, but that's most likely above my pay grade. Suppose I can unbundle GRAW2 stuff with the same tool I use in GRAW1? I don't have GRAW2 installed any longer
  13. I gave up on the separate renders - objects that don't sit on top of statics when you render those don't throw shadows. Basically, the map looked a lot better when everything was rendered in low than statics on medium and props on high combined. Was a waste of time.
  14. it can't be done unless it is already in the game parts. Some objects have multiple "variations" and when they do you have a pulldown menu to change it. Cisterns for example come in dark, light, and destroyed, kiosks and containers are available in 4 or 5 colors, etc you can't change anything regarding textures unless already provided
  15. given I saw a lot of 7.5 meter pipes in your lightmaps, I assume the roof route means a lot of balancing on pipes? ) re lightmaps - I was wondering about those props that drop - I think I did exactly what you are suggesting - rendered the entire map in low qual, then just the statics in medium, and now I am combining. Lots of editing - guess I will have to sort that stuff in a spreadsheet to save myself some work...
  16. FWIW, in GRAW1, I have made a few maps with IEDs - using pretty much vehicles as the detonator and fuel cisterns below the map surface to add explosive punch. In the map Operation Buttmunch, you'll find a few vehicles that occasionally appear on the map, which do not move. They may or may not be surrounded by a trigger area, which has "low sensitivity" to make it more random, e.g. the delay time before triggering the explosion may be a few seconds, allowing folks to wander through the zone many times without the trigger going off. Also, some zones require at least 2 players to be in the area to cause the big bang. The explosion itself always works - vehicle blows with explode vehicle command, and then the stuff nearby that can blow goes up with it. If you play maps offline only, you can use compositions such as mortars or F15s to drop ordinance on top of hidden fuel cisterns, or parked dynamic objects such as panhard cover or vehicles to trigger the explosion. The problem with the compositions in GRAW1 is that they only work in round one of an online match. You could also use a building explosion as a trigger, because those can be triggered easily with just one command, and they will blow up things within a certain perimeter. No idea if there is such a thing in the GRAW2 set of things you can mess with. regarding making custom objects - how do you get them into a map? You are essentially talking about a mod, which makes your map not playable on standard game installations. I would love to create custom stuff for GRAW1, but apparently the moment you build your own buildings or custom textures, all this has to sit somewhere in the game directories other than custom_levels. Maybe I am missing out on a few tricks one can use in the bundle of a map, but I have never seen a map that actually used any custom landscape or even tiny object that's not part of the game's "Lego blocks"
  17. what roofs? I didn't even get to the first bend in the road, so I guess it may need some instructions to find them if there's a way to go up higher before the first right turn in the road. Been sniped and blown up by that point about 4 times and that is on "easy" setting which we don't play online as for big maps - I have the same problem right now with my current project- either gotta render the thing in low or do what you did. I've only once rendered sections of a map separately - any suggestions on the process to do this like you point out, or is it just as simple as running the world file with just props and then again with just statics, combining the lightmaps in the xml through texture scope and with whatever tells the game where to find the dds files? I may need to do that. also, you can always add wooden fences after you're done rendering, since they don't require lightmaps. same with spansk ryttare, heavy weapons like the mk19, and obviously the invisible helper_mover barrier, but that wouldn't hide anything of that void. The fences that retain a barrier after being shot up probably would keep players from falling into the big hole
  18. no such thing as teleporting anyone on the map, enemy or friendly. Perhaps for single play in the stryker, but then that's a different thing. As for mortars, they work exactly the same way in GRAW1 - you can get a headshot with them and nothing will happen to you (same for weapons fired by F15s at you). However, youc an pinpoint a target very well and place something there that will blow up. I have used this in several maps. Undergroun fuel cisterns, or vehicles like a Panhard or Stryker blow up nicely (and injure kill bystanders when too close) without the "explode vehicle command" thing is, you can't rely on this stuff to work to complete a particular mission objective, because compositions like mortars or F15s only work in the first round a map is hosted online, so if it is critical that something gets blown up, you need to resort to C4 or the explode vehicle command as backup. I'd bet money on the fact that the same is true for GRAW2
  19. it'll take more than a good team - you'll need one that knows where your snipers are placed or at least plays the map often enough to learn that. I gave up a single player test after about 60 kills and plenty of deaths. I didn't even make it around the first street turn yet. Doesn't look promising for single death operation. We may give the map a spin on a respawn mod night, though, beacuse there's no way we'll learn and get through this map without first playing it the respawn way. Also - is there any reason for the big hole behind spawn so that folks can try to see the map from below as they drop into the void and crash their game? It was the first thing I did - doh )
  20. Dragonfly reloads fine on our dedicated server - I didnt change a thing about the map objects when I modded it for single death
  21. another thing I didn't think of in my first responses: are you hosting these on a dedicated server? if not, then you probably have maps with the "industrial" texture set. Those ALL crash on reload for the second round when hosted without a dedicated server. Happens on every map I know that uses Industrial, however, this is no problem when hosted on a dedicated server, as it doesn't need to load any textures
  22. Milking the Cornholio story some more - from the intro screen: Cornholio's fanatic supporters have been pushed back into the old city. This faction of extremists is ready to defend Cornholio's shrine to the death. Enemy forces have pulled together all their remaining armor north of Cornholio's shrine at Casa Buttmunch. Artillery and anti-air forces a ground assault to clear the area from ADATs and IEDs. Long-range AWACS have pinpointed major air defenses on your mission map. Destroy them so Apache gunships can assist in breaking the defenses at Casa Buttmunch. (adaptive difficulty map with random spawns by Fishmonger. 65-185 enemies. 12-07-2008) Basically, this is an enlarged Kiss_the_ground world, but played in reverse. Some areas are changed, light is better, but enemies are just as nasty. Similar objective, with ADATS in the same location as before. However, the defenses are better organized around each ADAT, less so in between Two versions released - one adaptive, one hard for the respawn fans. A very noisy map when compositions work (first round only), but good fun. up to date download links to both maps in the first post of this forum thread: http://www.thegamerplanet.com/forums/showthread.php?t=19054
  23. "lagfree" does not exist. It is just a matter of how you can control it, and it doesn't always have something to do with spawns. There are small maps like Engpass that have massive lag whenever something happens that involves physics. Vehicles moving is the normal short lag, but stuff like the slow motion grenades on that map for example have their root in other game problems. I think on that map it's that trailer leaning on a tree in unstable state, and whenever something blows up in its vicinity, physics on the server switch into overdrive and a frag will literally hang in the air as the game runs at 10fps for 20 or more seconds.
  24. same type of script I use, but since I have noticed that a lot of enemies will not step out of their safe spawn location evne if the orders in the editor are clear, I usually don't have my trigger condition set to "all" - that allows a respawn to happen before all enemies of that group are down. I set it to 75% of the enemy count usually. The reason is that by doing that, I avoid that enemies are sitting in a building spawn location waiting for you to advance. When you get there and shoot them, you'll be in a place where the respawn then may happen right in your face. Basially, plan ahead for the possibility that not all the enemies you spawn will be visible targets until you advance to the spawn location. I had that problem occur on cholesterol_hill and scumbags_noath.
  25. you need a fast server and a team that stays together, otherwise it will lag like hell. I am sure there can be up to 50 guys running around at one time if you stick together. Helos generally don't cause the lag - you can have 8 or more going on at one time without any real lag, at least on our server. Bottom line - that map is just there for those who like to shoot 400 guys in a small map. I don't recommend this version unless you have a very fast server and a team that stays in one area of the map. 20fps is about what I saw once. The proper map for respawners is scumbags_whatever, as it only spawns one of three scenarios, so 1/3rd the opponents you see on the holy crap version. Only reason I did that one was to see what happens - it spawns three maps at once, basically, and it has no adaptive features, so even one player will cause all this to trigger. We only play scumbags_noath, which is the map I had in mind when I created it. The other maps only took me minutes to create by changing a few trigger conditions and removing the sceneario selector. oh, and to explain the lag - the map has respawns based on kills, but it turns out that some of these AI guys don't listen to orders and hide in the bunker. That means, once they are triggered, you got entire clusters of bad guys sitting around in hiding, rather than come out and shoot. That then lets players advance towards the bunker and spawn another round of bad guys on top of those already on the map. In additon the big transport trucks spawn at that point, which causes the most severe lag if there's a bunch of action already on the map. again, it was more a "let's see what happens map" than a serious effort to make a respawn map. I don't make those maps as my primary objective. So when I release a version with more spawn because I keep getting asked to do it, take them with a grain of salt. I don't test them, I don't optimize them. Not my kind of game play.
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