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Messages - Deathwhisper

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1
Suggestions Corner / Re: [Spoiler] Final_Boss's Heirloom Models Library!
« on: August 15, 2012, 01:33:59 pm »
Weird, just downloaded the pack and the +3 looms didn't look exactly like these screenshots (less gold / silver), at least with openBRF. Has the mod been updated since these screenshots?

Edit : it seems the bolts textures are also missing.

2
Suggestions Corner / Re: Gamemode suggestion, 1 life siege.
« on: August 14, 2012, 12:13:09 pm »
This would require a pretty big numerical advantage for attackers and / or specific maps where attackers won't get slaughtered in the first waves (i.e not forest attack).

3
Actually its not San, even though it should be.  Pretty terrible rules for something that supposed to be a team play game.

http://forum.meleegaming.com/announcements/official-server-rules/
Quote
No intentional teamwounding/teamkilling during a round


Quote
"first rule of em all: common sense"
    ~ chadz

Do not come crying "it's not prohibited in the rules" if you invent a new creative way to be an idiot and get punished.


4
Scene Editing / Re: Need props, castles? (collaboration)
« on: July 20, 2012, 01:51:22 am »
we kinda need some more keeps/buildings with interiors dont we?

You can actually very easily add castle interiors (the ones you see when you enter a castle in SP) as scene props. There's already one of the khergit castle interiors avaiable, I don't know why taleworlds didn't add the rest though (There are also prison interiors and some "tutorial scene" interiors that don't seem to be used in-game).

For example, if you want to add the interior of castle_keep_b (the big rhodok keep, seen in greipenfurt castle for example), just paste this at the end of your scene_props.txt :

spr_castle_h_keep_b_interior 0 0 castle_h_interior_a bo_castle_h_interior_a 0

and don't forget to increase the number of props by 1, at the beggining of scene_props.txt

Of course teleporting doors would have to be added in order to use these interiors, but they're worth it and there are like 100 of them in common res that could be used.


5
General Discussion / Re: EU Agility Poll
« on: July 15, 2012, 07:02:31 pm »
3

12 PS ftw

6
no offense deathwhisper, but that is rather large for siege or any other gamemode.

also, that is a LOT of props, and some are being stretched a lot etc....might be causing issues.

Yes, I know, I first intended to release it for single player but thanks to Ozin's custom round time it could be made playable for MP (with a lot of players obviously). I'd of course remove all the useless parts (like the village in the 3rd screen) and most details (like banners, torches) in order to favour FPS.

When editing maps of similar size like these ones

(click to show/hide)

I don't get any issue, so I fear a corrupted SCO file may be the cause (especially since, as I said earlier, the crashes started when the map was still rather small). If that was the case, would there be a way to fix it?

7
Can you get us a picture of your map, so we can see if there really is way too much props placed.

Have you tried to start your map by using blank_1-200? Does your pc crash then? What kind of pc you are running?

(click to show/hide)


So there are indeed a lot of props (there's also an underground dungeon which obviously can't be seen on the screenshot), but I'd like to add the game started crashing from time to time when the map was still rather small (about 1/10 of what it is now, when the central keep was only partially done). It didn't happen often back then, so it didn't bother me much. But right now it's just unbearable (I must save every 20 sec if I want to make any progress).

I've been using Kong's easy multiplayer scenes and have used some graphical packs (cinematic compilation) and added a few props, but crashes started before I added them so they can't be the cause.
I've tried using a blank scene as you suggested, but sadly I still get the crashes.

It doesn't come from my PC either, it's powerful enough to run 1000 battlesizer battles with resource heavy mods like PoP or Floris. I've also had these crashes on 2 other PCs.

I fear it might come from a corrupted sco file or another bad thing... Here's a download link anyway if anyone would like to test (there will be 2-3 missing props since I've been using some that aren't included in cRPG) :

https://docs.google.com/document/d/1BTtKEuCaOs3RpoOSv8a008NNZl1r2ZkBEYtAdJwcIdM/edit (txt)
https://docs.google.com/file/d/0B8JSbGOeAxwhdF82V1A3MzVVUWs/edit (sco)

To make the game crash click on add an objet, then select something (like an arabian wall) and move it around (don't make it spawn). Try elevating ground too, it will almost certainly crash rather fast.

Thanks for your help!




8
I get crashes very regularly when trying to add new scene props (but never when moving already existing props) or when elevating ground. Lowering my settings and forcing single threading doesn't change anything.

Could it be related to the amount of props in my scene? There are a lot, and the game doesn't crash anymore if I delete all of them. If that was the case, would there be a way to fix this issue (without removing half the props, obviously)? Am I the only one who experienced this?

9
Scene Editing / Re: Mappers Guild
« on: June 23, 2012, 12:09:53 pm »
I'm in!

10
Game Balance Discussion / Re: Buff staves
« on: June 19, 2012, 01:22:39 pm »
Agreed, Qstaff is fine just buff Iron staff.

11
Scene Editing / Re: Optimization
« on: June 18, 2012, 01:02:08 pm »
Regarding particle systems, couldn't players who have lag because of them simply disable particle systems in the options?

These scene props can make a map look much better if well used, so this way people with a powerful enough computer could still enjoy them.

12
Scene Editing / Re: Mapmaking Question - Doors
« on: June 18, 2012, 12:49:28 pm »
Hopefully I can have a test server up and running in about 2-4 weeks from now, but it's hard to say really, who knows what bugs will pop up.
Nothing is set in stone yet, needs testing, but I'll tell you how I think it will be. Attackers must capture all the flags to win the round. There will be a special scene prop that will act as a spawn point (same as entry point), each spawn point must be linked to a flag, and the team that has control of a flag can spawn on said flag (selects a random spawn point that is linked to the flag). There will be a spawn menu that you can access while dead where you can select your preferred spawn flag.

As for the flags, the map maker will have some choices. I'm adding the option to group flags into layers, where the map maker can place as many flags as he wants into a layer, and as many layers as he wants (can also place all flags into just one layer). If there are more than one layer, the attackers must capture all the flags in the first layer before they can start taking flags in the 2nd, and so on. If you add only one flag per layer, and have a lot of them, the map would be a bit tug-of-war'ish and linear for example.

The map maker (most likely), will be able to set the round time limit as well, so that's another way to balance your map. In general, I'm hoping for longer round times than we have in the current siege mode.

There will be more features in it, but I think the details above is enough to give you a rough idea of how it will play.

This sounds great! The 6min time limit on EU2 was way too short and was severely restricting the possibilities of map makers, now we'll be able to make better and more diversified maps.

Also, while we're talking about doors, does someone know how to make "teleport" doors? (Instead of opening the door when you activate it, you get teleported to another door, which allows you to add interiors to buildings. Play Deaf Blind Dave's maps on US_GK_siege if you want to see what I mean) I guess some scripting is needed, but sadly not everyone is good at it  :cry:

13
Scene Editing / Re: Black ground
« on: May 10, 2012, 05:04:11 pm »
Thanks for your answers.

I tried changing the polygon size to 2 and the bug affected almost the whole map so it's even worse.

Is there be a way of fixing this that wouldn't involve removing everything or reducing the size of the map? I probably wouldn't have enough space then to do what I planned...

14
Scene Editing / Black ground
« on: May 10, 2012, 11:43:10 am »
Hi,

I'm working on a map and have an issue with the ground on some parts of the map being totally black :

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I've tried changing the color back to normal, it worked perfectly, but after saving then restarting the map the black color re-appeared exactly the same as before. Same results when I tried to lower this part of the map, so there's no way I can get rid of it.

I heard somewhere you had to increase the polygon size when using the map generator, but it's already at 5 meters. I also tried using the terrain code of native maps, but I've still got the same black ground issues. The map is big but I can't really reduce its size without being forced to take some things I had planned out.

I've seen only 2 topics about this on taleworld forums and they were all made 3 years ago, so would anyone please know how to fix this issue for Warband?

Thanks.

15
Game Balance Discussion / Re: Armor
« on: May 10, 2012, 12:36:17 am »
What part of «real tincan» you do not understand? You can have 68 body armor with overall weight 19kg. It's not a tincan weight.

You can have 69 at most without heirlooms. 68 with only 19kg would mean lordly lamellar armor with heavy gauntlets, so that's 6 looms. You can't balance the game around gen 10+ characters only (people usually loom their weapon before armor).


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