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 Post subject: Re: New build for map makers!
PostPosted: Thu 18 Jun 2015, 06:10 
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======= Start Loading Mutant Factions v1.09 ===========
File Path: C:\Users\Ben\Downloads\MutantFactions\
Exe Name: MutantFactions.exe

Loading Params
Cores: 4
Searching Directory
C:\Users\Ben\Downloads\MutantFactions\data/translations/
ini
Loading Language: English
Initializing GLFW
GLFW Initialized
GLFW Window Created
Initializing OPENGL
Loading Images
OPENGL VERSION: 4.0.0 - Build 10.18.10.3958
Extensions: 1, 1, 1, 1, 1, 1, 1, 1
Texture Units: 8
Texture Coords: 8
Max Texture Size: 16384
Allow VBOs: Yes.
Creating Shaders...
Shadow Compiling...OK!
Vertex Shader Compiling...OK!
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Vertex Shader Compiling...OK!
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Shadow Compiling...OK!
Vertex Shader Compiling...OK!
Shader Linking...OK!
Shadow Compiling...OK!
Vertex Shader Compiling...OK!
Shader Linking...OK!
Shadow Compiling...OK!
Vertex Shader Compiling...OK!
Shader Linking...OK!
Shadow Compiling...OK!
Vertex Shader Compiling...OK!
Shader Linking...OK!
Shadow Compiling...OK!
Vertex Shader Compiling...OK!
Shader Linking...OK!
Shadow Compiling...OK!
Shader Linking...OK!
Shadow Compiling...OK!
Shader Linking...OK!
Allow Shadows: Yes.
Loading Textures:
C:\Users\Ben\Downloads\MutantFactions\data/textures/penumbra.png
C:\Users\Ben\Downloads\MutantFactions\data/textures/menuTextures.png
C:\Users\Ben\Downloads\MutantFactions\data/textures/tileTextures.png
C:\Users\Ben\Downloads\MutantFactions\data/textures/tileTextures2.png
C:\Users\Ben\Downloads\MutantFactions\data/textures/modelTextures.png
C:\Users\Ben\Downloads\MutantFactions\data/textures/chemicalFlame.png
C:\Users\Ben\Downloads\MutantFactions\data/textures/fog.png
C:\Users\Ben\Downloads\MutantFactions\data/textures/bevelSheen.png
C:\Users\Ben\Downloads\MutantFactions\data/textures/flagTextures.png
Searching Directory
C:\Users\Ben\Downloads\MutantFactions\data/models/
obj
Loading Models:
Loading ALUT
Begin ALUT Loading Sequence
Set ALUT Context
Sounds Loaded! Setting Listener
Creating Sys Tray
Loading Sounds
Loading Sounds...
Display Heartbeat Logo
Initializing ENET
Loading Network...
Initializing CURL
Setup Curl
START SETUP
Setup Texture List
Searching Directory
C:\Users\Ben\Downloads\MutantFactions\data/textures/mapTextures/
png
C:\Users\Ben\Downloads\MutantFactions\data/textures/mapTextures/bencelot_01.png
C:\Users\Ben\Downloads\MutantFactions\data/textures/mapTextures/fructdw_01.png
C:\Users\Ben\Downloads\MutantFactions\data/textures/mapTextures/swiss01.png
Setup Map Editor
Setup Console
Setup Missions
Setup Skills
Setup Weapons
Customising Weapons...

Setup Vehicles
Setup Chemicals
Setup Profiles
Setup Game
Setup Menu
Searching Directory
C:\Users\Ben\Downloads\MutantFactions\data/maps/
sub
Searching Directory
C:\Users\Ben\Downloads\MutantFactions\data/textures/mapTextures/
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Searching Directory
C:\Users\Ben\Downloads\MutantFactions\data/profiles/
guy
Setup Background Map
Searching Directory
C:\Users\Ben\Downloads\MutantFactions\data/maps/backgroundMaps/
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Loading Map: C:\Users\Ben\Downloads\MutantFactions\data/maps/backgroundMaps/HydroBack.sub
Reading Tile Properties
Loaded 676 unique tile types.
Assigning Tile Properties
Padding Tile Properties
LOADING MAP: preparing logical elements
LOADING MAP: background load 1
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LOADING MAP: background load specularity
LOADING MAP: background load 2.5
LOADING MAP: Calculating Ambience 2
LOADING MAP: Calculating Ambience End 1
LOADING MAP: background load: smoothing ambience
LOADING MAP: background load 3
LOADING MAP: Calculating Lighting End 2
LOADING MAP: Started Creating Bevel Rects
LOADING MAP: Finished Creating Bevel Rects
LOADING MAP: Optimising Map Segments
LOADING MAP: Creating Light Maps
Creating Light Maps
LOADING MAP: Creating Vertex Arrays
Map Loaded in 2.046s
Finished Loading Background
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C:\Users\Ben\Downloads\MutantFactions\data/backups/

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Searching Directory
C:\Users\Ben\Downloads\MutantFactions\data/textures/mapTextures/
png
Searching Directory
C:\Users\Ben\Downloads\MutantFactions\data/maps/myMaps/
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Map Error: Empty Filename: filename: expectedFileSize: -1 expectedTextureSize: -1 expectedMapKey: -1 myMaps: 1
Checking Window
Resizing Shadow Map
FBO created successfully!
Checking Time
========= Finish Loading Sequence =========
Connected to MFN!
Searching Directory
C:\Users\Ben\Downloads\MutantFactions\data/profiles/
guy
Searching Directory
C:\Users\Ben\Downloads\MutantFactions\data/textures/mapTextures/
png
Searching Directory
C:\Users\Ben\Downloads\MutantFactions\data/maps/myMaps/
sub
Map Error: Empty Filename: filename: expectedFileSize: -1 expectedTextureSize: -1 expectedMapKey: -1 myMaps: 1
Loading Map: C:\Users\Ben\Downloads\MutantFactions\data/maps/Downtown.sub
Reading File Data
Reading Tile Properties
Loaded 2993 unique tile types.
Assigning Tile Properties
Padding Tile Properties
LOADING MAP: preparing logical elements
LOADING MAP: Generating Tile Geometry
Restarting Match
LOADING MAP: Mapping Textures
LOADING MAP: Mapping Specularity
LOADING MAP: Calculating Ambience
LOADING MAP: Calculating Ambience 2
LOADING MAP: Calculating Ambience End 1
LOADING MAP: Smoothing Ambience
LOADING MAP: Calculating Lighting
LOADING MAP: Calculating Lighting End 2
LOADING MAP: Started Creating Bevel Rects
LOADING MAP: Finished Creating Bevel Rects
LOADING MAP: Optimising Map Segments
LOADING MAP: Creating Light Maps
Creating Light Maps
LOADING MAP: Creating Vertex Arrays
Creating Shadow Rects
End Shadow Rects 1
End Shadow Rects 2
Minimap Created!
Map Loaded in 33.438s
Creating Map Models
Map Loaded Successfully
Game Ready
SERVER: Let the battle begin!
Resizing Shadow Map
FBO created successfully!
Resizing Shadow Map
FBO created successfully!
Resizing Shadow Map
FBO created successfully!
Resizing Shadow Map
FBO created successfully!
Resizing Shadow Map
FBO created successfully!
Resizing Shadow Map
FBO created successfully!
Resizing Shadow Map
FBO created successfully!
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 Post subject: Re: New build for map makers!
PostPosted: Thu 18 Jun 2015, 11:36 
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eh. cant rtest my map if i cant see it lol..
how i shud be able to see my map so i can see if i scaled things right..
Image





now when i test my map its.

Image


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 Post subject: Re: New build for map makers!
PostPosted: Thu 18 Jun 2015, 15:25 
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Spec I'm not too sure what I'm looking at here. Could you provide the entire screen? If you run around Downtown do you notice any bugs? If Downtown is working fine then it's not a game issue, and just an issue with your map.

From the look of that screenshot I'd say that you've got a spawn zone randomly sitting on the edge of the map or something. But I don't really know what's going on there :p

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 Post subject: Re: New build for map makers!
PostPosted: Thu 18 Jun 2015, 21:25 
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most of my map is black. like int he second screen shot.

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Last edited by Speculation on Thu 18 Jun 2015, 21:41, edited 2 times in total.

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 Post subject: Re: New build for map makers!
PostPosted: Thu 18 Jun 2015, 21:28 
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Could you send me the map file when it does that? Do you have ANY lights in your map at all?

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 Post subject: Re: New build for map makers!
PostPosted: Thu 18 Jun 2015, 21:42 
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this is what downtown looks liek Image



and yes.. i have directional light.. as seen in my first screenshot above..

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 Post subject: Re: New build for map makers!
PostPosted: Thu 18 Jun 2015, 22:22 
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Thanks Spec, will take a look.


Guys I've just uploaded a new exe file here: http://mutantfactions.net/downloads/pla ... ctions.exe

Could you take a look and see if it fixes or doesn't fix any of your bugs?

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 Post subject: Re: New build for map makers!
PostPosted: Fri 19 Jun 2015, 00:25 
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heres my latest log


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 Post subject: Re: New build for map makers!
PostPosted: Fri 19 Jun 2015, 00:26 
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spanks

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 Post subject: Re: New build for map makers!
PostPosted: Fri 19 Jun 2015, 00:33 
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Oi papi!! (;

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 Post subject: Re: New build for map makers!
PostPosted: Fri 19 Jun 2015, 03:20 
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Hey guys, I *think* I've fixed everyone's bugs now. Here is a new exe file that should fix everything:

http://mutantfactions.net/downloads/pla ... ctions.exe

If you have any more bugs let me know. Thanks heaps for all the feedback and running around taking screenshots for me. Couldn't have fixed it without you guys :D

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 Post subject: Re: New build for map makers!
PostPosted: Fri 19 Jun 2015, 03:38 
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Blood decal/Radiate issue fixed.
Black lines issue fixed.

I'm still lacking fade.
Image
Image

Also, I found that this spot on Residence in my recent change has been flickering whenever I walk or alter my mouse position to a sufficient degree.
Image


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File comment: Fade Issue?
STMResidence.sub [220.62 KiB]
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 Post subject: Re: New build for map makers!
PostPosted: Fri 19 Jun 2015, 03:44 
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Thx STM, glad to hear that your lines and blood decals are fixed now. Also you actually do have fade. If you look at the side wall that's darker than your screenshot yesterday.

As for the flickering, that's a view shadows related glitch. Thanks for reminding me, I'll try get it fixed :)

EDIT: It was just a flickering decal. You have to be careful about using decals and trying to make them look like the map. If they line up completely flat with the wall you'll get z-fighting which is a common problem in all 3D games. Best to avoid it, especially as the new lighting system gives specularity to the map. The decals will stand out too much.

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 Post subject: Re: New build for map makers!
PostPosted: Fri 19 Jun 2015, 07:19 
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My problem has been solved! Thanks bence!

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 Post subject: Re: New build for map makers!
PostPosted: Fri 19 Jun 2015, 14:53 
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Found a sound-related bug!
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1) Have an empty Flamethrower
2) Buy a Bazooka. Stand at the top of the garden stair in STMResidence and aim at the water as indicated in the screenshot.
3) Fire the Bazooka. Notice that the sound is cut off abruptly.

Bazooka firing sound plays x2 times if I drop the empty flamethrower but keep my loaded USP, and instead attempt to do a Bazooka Jump by jumping and shooting at my feet.

EDIT:
Sound cut-off abruptly only seems to happen to Flamethrower, regardless of whether its empty or not. However, I do note that Bazooka firing sound tends to change on volume depending on where you aim.

EDIT2:
I can't figure what V.Range is for. It doesn't matter what value I set, my particles never sound louder or softer.

EDIT3:
Very annoying that you can't buy Base upgrades when already carrying a chemical.

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 Post subject: Re: New build for map makers!
PostPosted: Fri 19 Jun 2015, 15:55 
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Nightfall wrote:
My problem has been solved! Thanks bence!


Wooooo!


STM1993 wrote:
I can't figure what V.Range is for. It doesn't matter what value I set, my particles never sound louder or softer.


It's the vertical range of the sound. So if the sound source is at ground height and you're also standing at ground height you won't notice any difference. But if the sound is WIND for example and you set the height to 32m in the air, then the vertical range will become important. If you set the V range to 10m you'll only start hearing the wind once you climb up to 22m or higher. This in general is a good bit of polish as it adds a sense of height and scale to your maps as you climb higher and higher. The V.Sound controls the intensity of the sound and over what range.

Also I'll try reproduce your sound bug.

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 Post subject: Re: New build for map makers!
PostPosted: Fri 19 Jun 2015, 19:36 
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Updated the bencelot_01.png file with texture requests from STM. If anyone has any texture/model/decal requests just let me know!

Whenever I update I will simply overwrite these files here. I've put these links in the first post incase you forget.
http://mutantfactions.net/downloads/playtest/MutantFactions.exe
http://mutantfactions.net/downloads/playtest/bencelot_01.png

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 Post subject: Re: New build for map makers!
PostPosted: Thu 25 Jun 2015, 05:08 
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Hey guys, I've updated the exe with a few changes. Off the top of my head:

1) Bullets now pass through invisible walls (green). Might need to redesign parts of your map because of this.
2) Pressing the + key to zoom in on the map editor will now set the zoom to the height as if you were standing where the mouse pointer is located. This is useful for getting view fog looking right. If you want to know how it will look when you're standing on top of a building for example, hover the mouse on top of the building and press + and the zoom will reset as if you were actually standing at that height in game.
3) Placing checkpoint zones can now be done with shift clicking. As in you can place the ends of the zone EXACTLY up against the wall with shift click. You could already do this before but lining the zone up with the wall would make the checkpoint beam come from the very top of the wall, now it comes from the base as expected.
4) Fixed a few graphical bugs with shadows and made a few optimisations (more to come).

Download it here: http://mutantfactions.net/downloads/pla ... ctions.exe

Also I've attached Downtown and Barn. If you're map making you should check them out because they're damn sexy and give you an idea of what maps will need to look like to be made official. Notice how many decals I use.. make the map look ALIVE!!

Attachment:
Downtown.sub [428.66 KiB]
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Attachment:
Barn.sub [351.68 KiB]
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 Post subject: Re: New build for map makers!
PostPosted: Thu 25 Jun 2015, 05:38 
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Downtown secret alley guide.
Image
(blue is collision, green and red are jumps.)

Looking okay so far.

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 Post subject: Re: New build for map makers!
PostPosted: Thu 25 Jun 2015, 14:00 
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Could you add a shortcut to rotate models in 90° increments (preferably R). The point is that on some screen resolutions, it is very hard to accurately set a certain value using sliders. So maybe just add an editable number field for every value in addition to the slider.

Anyway, I really like the changes, they add a lot of depth to the game.

Also, is there any chance, that you will add a render button to the map editor to instantly see how the map will look like without saving, exiting, creating a host, joining, leaving, starting the editor, etc...

Cheers
chross

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