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Operation "pimple" is ready for testing.


daro48

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Hi Rico,

Thank you for feedback, I'm glad that you have found a time to test this mission :)

Of course I'll fix the graphcs issues, but righ now I'm working on the script, to get it work propertly in stealth version. Anthony were right about wrong working trigger, and right now I have found a bug.

The text on the switch you mention- this is standard game object and I can do something with this but, I can not change the text, at least i don't know where I can do this.

I'll try to release next version in this week. This time it will be well working version ;).

Thanks again, for feedback,

Cheers,

Daro

Edited by daro48
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Hey Rico,

If you can resize your screenshots to around 1024pix wide (game screenshots can be large so resizing them will make them quicker to upload) you can use the "Attach Files" button when you are posting, this feature will allow you to attach images as well.

The other option is to open a photobucket account then upload your pictures there then copy the link and add it to your post.

Hope that helps,

John

Thanks John, I just made a photobucket account, so now I'm gonna try to upload the screens.

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Hi Daro,

I finished my 2nd round of the test and this time with default weapons. No lag or other issues, but I found a few other things.

Maybe not worth mentioning, but in the building where you spawn I noticed that the trailer and the construction of the catwalk isn't connected to the ground. They are floating.

It's not really important for the gameplay but I thought that I should tell you what I see. I also made a few screens of that and if you want me to I can upload them.

There is also one building which has partly no texture. It looks like it was painted plain grey, without any texture.

Again I tried to do everything as stealthy as I can, but as soon as you reach a certain point in the map all hell breaks loose and you can forget about stealth :wacko: lol.

The snipers are well placed and triggered well, but some of the AI could be triggered faster, or more agressively, because I could approach some of them up to a few yards and they still didn't move.

Or maybe I was "real stealthy" at those moments...dry.gif

About the point where it says: "Take Cover". Maybe "Hold your position" would be better. It indicates that more AI will be coming. I moved around a littlebit at the extraction to trigger the AI.

Cheers,

Rico

Edited by Rico686
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Hi Daro,

now the emap is getting more interesting for us :rocky:

When we failed and walked to the extract at the wall we shoot a couple AIs in between which was mostly inactive.

After the wall we had to shoot some bulks of AIs which was mostly inactive (coffee break?)as well:

stealth.jpg

Also at the bridge we have seen a couple times that AIs spawned in front of us or was inactive behind some metal walls.

I guess it is because our systems are a bit smaller as needed with the new scripts.

It's not our dedi server because I tested it using the dedi on a 2.4ghz core duo and there was no different.

Today I bought a E8400 to replace my Client 2: E4400@2670

After that I will replace my dedi server 1.6Ghz Centrino M with the previous E4400@2670

Next I will see if the fps increased at the E8400 (3ghz core duo) and then I will see if I can buy a better CPU for my client1.

It will take a while before I can take a look for different graphic adapters as well.

This means until the first changes are in place it make no sense for me to test the missions with these scripts again because the results can't be trusted. Will see. May be we get a different idea in between.

With greetings from Erika and me :)

Current system:

Dedicated LAN-only server: 1.6Ghz Centrino M (1.6ghz single core duo, CF flash as HDD bild in at a laptop consumed 20 watt total)

Client 1: E6750@2920+HD4870/512+4GB - 22" 1400x1050

Client 2: E4400@2670+HD3780/512+4GB - 20" 1280x800

Edited by kaapo
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Hey kaapo.

After the wall we had to shoot some bulks of AIs which was mostly inactive (coffee break?)

I think they want more money :/

I don't know on which side of building it was. At left side I need do change a type of AI, because at first time the player couldn't walk that way. And for that reason I didn't create the AIgraph and all AI were sets as guards. Right now I think the next problem you mentioned

Also at the bridge we have seen a couple times that AIs spawned in front of us or was inactive behind some metal walls.

is fixed.

The scripts which we are typing needs a powerfull CPUs as server, if you remember the offline game there were no 200 enemies at one map and they werent very active, but i'm not saying that my scripts are so well that they should working in 100% in every conditions, I'm trying to push them to limites of mine equipment and mine skills (this is my 3rd map lol), that why yours comments are necessary and very valuable.

I am currently in the middle of home renovation, so i'll try to release the fixed map asap :thumbsup:

Thank you very much for feedback :)

Cheers,

Daro

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Hi Daro,

"I don't know on which side of building it was. " >> it was at the right side which is the opposite side of the wall break side where we came in.

"I am currently in the middle of home renovation" >> I hope you don't use the same wallpaper as John has :rofl:

(we hope that John find no way to program a "kill kaapo by 20 snipers" script :wacko: , may I should stop talking bad about his wallpapers :blink: )

Best regards :rocky:

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Hey kaapo,

I hope you don't use the same wallpaper as John has

I had exactly the same, that why I removed them :rofl:

But out of jokes,

Here is the latest version of map, I did changes which you were reported, unfortunatelly I did nothing with sleeping AI as kaapo reported, because I found one bug more :/

in short:

1) It may be a good idea to remove all the AI from the city once the players have blown the wall which leads to the bridge and to extraction. I doubt any players will head back into the city at that point and removing any remaining AI might help with any lag issues that other players may have.

done

2) I don't know what you meant by "raise a point of escape". Maybe you meant "find an escape point" or "find a means of escape" or "hurry to the escape point".

need to be checked by native speaker

3) Once I got onto the bridge and triggered the "exit check 5(abc)" patrols I was able to see them spawn in front of me (they were behind the bus on the bridge). You may want to put a fence there so that I cannot see that happen.

i think it is done

4) Once I made it to extraction I was told to "take cover". I sat behind the sand bags and waited for more AI to be spawned but they never did. It wasn't until I made my way back down the bridge that "Defend A ..." and the following triggers actually happened. This is somewhat confusing since "taking cover" means to sit where you are, however, what the players would really need to do is move back down the bridge. I'm not really sure that these triggers are even necessary though. I think that once the players reach the extraction point that they have had enough. You should probably just trigger a blackhawk to come in and end the mission there.

the last trigger has been removed

6) Too bad you couldn't make the alarm sound. Bummer!

emm more/less it is working now

Haven't managed to go undetected yet even though the last time I only killed one AI and then got called an idiot for getting Rosen killed. You can't win everytime. Unfortunately I have been experiencing quite severe lag from early on even at times when there seemed to be very few AI around.

script fixed, but the general still can call you an idiot, i tried to talk with him about this, but he is rude

In the ending credits, could you add my TAW tags to my name? It helps with getting people to join the clan. My in game name looks like this: TAW_Rahnman

done

Rico I tried to fix all graphics issues, but i think there are still few, if you could repot it to me i will be greateful :)

the mission is calling now coop_daro48_pimple_v1_2 i changed the mission files names, so this is new name for dedicated server.

One more thing: Consultation props code: John TC02 is this is correct? google said it is :wacko:

I changed number of AI in stealth mission, now you have 5 kills, with this score i finished this mission, but right now i'm thinking there is missing something, i'm thinking about 5 spots to failed what do you think? 5 kills or 5 spots (both in mission of course) it is a good idea? or just left it as it is?

link to the map:

coop_daro48_pimple_v1_2

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Hi Daro,

I just finished the map again, with default weapons and alone on my online created server.

No crash or lag or whatever and I tried to start the map as stealthy as I can (a few times) but every time 'my presence got made'... :angry:. Is it even possible to do all the missions without 'your presence being made'??

The tangos I killed didn't even see me, nor did the ones close by. They had their back to me. I noticed that when you come within a certain radius the alarm goes off.

I didn't got killed until I detonated the C4 and the AI start coming in.

I also noticed that you relocated the alarm switch and it still says the same: "Press X to activate", but you don't need that anymore because the alarm switches off automatically now.

This time I haven't seen so much AI anymore and as soon as I approach the area of the extraction the game is over and the message appears with the names. There's no "last fight" anymore behind the sandbags.

I had the feeling that there was less resistance from the AI when I approached the extraction. So I'm curious if everyone ended the map the same way I did.

In the previous version I really had to watch out for snipers at the end and there was quite some resistance before the game ended.

I saw a minor graphical thing, but I don't think that anyone else would see that. One of the buildings is still "floating" a little. Not that much, but it came to my attention while sneaking on my belly. If you go prone or on your knees, you can hardly see it.

I saw that the building I mentioned in my previous comment had a nice texture now and that the other things were more connected to the ground, so you fixed that very nicely.

I also like the agressive way the AI react :o=:thumbsup:

Cheers,

Rico

Edited by Rico686
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Hi Rico

I tried to start the map as stealthy as I can (a few times) but every time 'my presence got made'... . Is it even possible to do all the missions without 'your presence being made'??

The tangos I killed didn't even see me, nor did the ones close by. They had their back to me. I noticed that when you come within a certain radius the alarm goes off.

If you were set the map on dedicated server- i have no idea because i haven't test it on this kind of server.

With the Rahn's idea: now you can kill only 5 enemies no matter if you are spotted or not, if you will kill 5 of them the mission will fail.

And yes it is possible, because i did it xD

This time I haven't seen so much AI anymore and as soon as I approach the area of the extraction the game is over and the message appears with the names. There's no "last fight" anymore behind the sandbags.

I had the feeling that there was less resistance from the AI when I approached the extraction. So I'm curious if everyone ended the map the same way I did.

Yes everyone ended this map in this same way, because as i said before the last triggers has been removed. In my humble opinion same as Rahn's it wasn't natural to spawn the enemies near you right after you cleared the path. But if you want firefight at the end, I can restore those triggers.

In the previous version I really had to watch out for snipers at the end and there was quite some resistance before the game ended

[\quote]

I didn't change anything except those last triggers, maybe this time you were in good shape or more carefully?

Edited by daro48
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Hi Daro,

I tried the new version and loved it! I actually achieved an objective before I got spotted, LOL! The alarm went off ..... I'm glad that you were able to get it to work because it makes things much more realistic. The onslaught at the end is AWESOME! The only thing I saw was that an objective was misspelled. It is the "Headquarters" objective. I am talking about the green square that highlights the location of the objective. Other than that I didn't see much worth reporting, I was too busy getting my butt kicked!

Great Job!

Rahn

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New version:

coop_daro48_pimple_v1_3

Changes:

Two way of stealth mission runned by a switch at spawnpoint.

Standard version - switch disactivated: 4 kills mode

Switch activated: 5 spotts mode

you have 30 seconds to change the mission mode. Once the mode has been changed you can not change it back.

This time I was testing this mission on my virtual pc 2007 win Xp with dedicated server. On that small machine are problems with AI, because their reactions are to slow. All stealth triggers are working well.

objectives are added before mission start, so you will not see big white signs like find rosen etc...

It is possible to finish this map in both stealth modes, at least i did it.

The extract way - ass kicking - has no changes.

Edited by daro48
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Hi Daro,

v1.3 is much better. We took "5x see" and we did it almost in the stealth mode as well. 70m away from Rosen we was detected but we don't know from who (Erika was always behind me and sometimes she watched the wrong direction, may be that's why). All other objectives was completed already.

This time we had better fps and the AI at the big building was not that lacy as they was last time.

Also the way out is amazing.....yes, a ass kicking way out , great!!!

All in all a superb mission with great new ideas!

Well done :yes:

Greetings from Erika And Klaus (Kaapo), cheers :)

Edited by kaapo
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Hi Erika and Klaus,

Thank you for testing and support :) it is good to know that this time almost all was well.

Those lasy guys you mentioned, are quite live in my comp, that's why i did nothing with them, besides as i wrote ealier, i have found a bug. I'm glad you haven't duck hunt this time :)

P.S.

When you will mount your new CPU? ;)

Many thanks,

Daro

Edited by daro48
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