Mister_Prophet wrote:Not to be a Debbie downer, but in my experience it is when people rebuild everything separately that leads to problems in levels later. But I shall abide.
Honestly, you have loads more experience in this matter than I, so I would tend to trust your judgment. But after a few sections were added (at least before UB's addition) I clearly remember MY section getting screwed up with a "build all" in UED 2.0... and the problem disappeared when rebuilding everything separately. Alternatively, I would use UED 2.1 and "build all" would work just fine. I have not rebuild the map since UBerserker's addition, because frankly his upload is about as clean as it gets. I only rebuild what people upload if there's a blatant HOM or BSP issue that I notice and want to try and get rid of...
The current build has three minor visual "bugs/issues" I want to get checked before the final version is released:
- makemeunreal's section has a dodgy flickering light: after a minute or two, it stops blinking, for whatever reason (admittedly, a lot of people won't notice). Two actors very close to each other are actually responsible for the blinking, so I might try and see if replacing them with a single actor somehow solves the "problem" (oh, and the hanging cables here must be "rehanged");
- the first room of Doublez-Down's section has a HOM reflected on the floor, very visible (somewhat less so now than with previous builds) when you step out of the crate with the DP. He already gave his blessing to change the floor to non-reflecting if necessary, but I'm sure I can get rid of this HOM without resorting to that;
- the sky is already beautiful, but the stars don't go all the way down to the horizon/mountains. Moreover, I can (slightly) see the edges where two of the backdrop planes meet - unless my gaze is perpendicular to said planes. This is a problem common to a lot of skyboxes which didn't exist when I used D3D (using EXUOpenGL now), and yet I know it can disappear (because equally, a lot of skyboxes don't have this problem). When I'm on holiday, I will try different ways of improving these things: make the horizon planes be one plane per side, and maybe make the 360° horizon render on a cylinder (number, length of sides to be determined) rather than on the 4 sides of a box, and as for the stars, I may look at a way of making a "dome" (or half a sphere) so that their distribution becomes isotropic.
Mister_Prophet wrote:As for the message box, I had no problems with the messages I just noticed the text overlapped and didn't know if you guys discussed importing the bigger (ONP) trans window for UT. I'm of the mind that maybe all the messages could be shortened to fit the default trans window. I can help with this if I have permission to mend the logs in previous sections.
A bigger translator display would be welcome, but I don't know how to do that. It's trivial enough for quite a few people here, so if we go down this road, I'll just say we need a file that can be used with both UT
At the moment, only UB's first trans log "jumps" the window.
UBerserker wrote:Prophet, on what difficulty you played the map on? (and on what platform?)
Not sure why the boss is getting stuck in the corners, perhaps it's due to the extensive pathnoding?
The enemies in my section, by the way, have generally modified properties: higher ROF, more aggressive, etc...
The Minigun runs out really fast if you plan to use it against the enemy group after you cross the green portal. Also yeah, decrease the Pupae's health.
UBerserker wrote:Teleport points should be fine, they're placed over the middle of the iron floor borders (not over the glass floor), when I play on Unreal difficulty she always jumps out of them and starts shooting at me. Perhaps I could never notice this bug because on Unreal difficulty you have to deal with a lot of Pupae (80 of them) and the Queen becomes a secondary problem.
Her Aggressiveness is unchanged but I decreased her CombatStyle of 0.2 points so she would decide more commonly to shoot you instead of chasing you for a melee - which makes the fight fairer as it's a bad idea having waves of Pupae surrounding you and an overly aggressive Queen.
Perhaps having an Easy/Medium only Queen with regular CombatStyle would be better? Pupae aren't in those difficulties.
I don't play test as much as you guys, but I've fought the Queen in this map at least 4 times on the Medium difficulty setting and she never ever got stuck. I think her properties don't need to be changed from what they are now: she almost killed me the first time and that's good!
I think the minigun is great as it is, the map isn't done yet so we'll have plenty of more fighting to do with it.
If you decrease the Pupae's health, then yes please make them faster - otherwise it's too easy!
I'm not sold on the elevator going down to the Demon's Grave, either, but it works for now until we can get the initial concept to work properly.
UBerserker wrote:Oh and yeah I think that's ok if you take the green path.
I have a plan with the red path which would "wrap" the map. Assuming other people will ever join, though.
Interesting... and don't worry, other people will join
(and again, I certainly intend to add something again myself this summer)