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New build for map makers!
https://www.geneshift.net/forum/viewtopic.php?f=5&t=3618
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Author:  Nightfall [ Thu 18 Jun 2015, 06:10 ]
Post subject:  Re: New build for map makers!

======= Start Loading Mutant Factions v1.09 ===========
File Path: C:\Users\Ben\Downloads\MutantFactions\
Exe Name: MutantFactions.exe

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C:\Users\Ben\Downloads\MutantFactions\data/textures/penumbra.png
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C:\Users\Ben\Downloads\MutantFactions\data/textures/mapTextures/bencelot_01.png
C:\Users\Ben\Downloads\MutantFactions\data/textures/mapTextures/fructdw_01.png
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Setup Map Editor
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Customising Weapons...

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Author:  Speculation [ Thu 18 Jun 2015, 11:36 ]
Post subject:  Re: New build for map makers!

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

Attachments:
log.txt [10.25 KiB]
Downloaded 135 times

Author:  bencelot [ Thu 18 Jun 2015, 15:25 ]
Post subject:  Re: New build for map makers!

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

Author:  Speculation [ Thu 18 Jun 2015, 21:25 ]
Post subject:  Re: New build for map makers!

most of my map is black. like int he second screen shot.

Author:  bencelot [ Thu 18 Jun 2015, 21:28 ]
Post subject:  Re: New build for map makers!

Could you send me the map file when it does that? Do you have ANY lights in your map at all?

Author:  Speculation [ Thu 18 Jun 2015, 21:42 ]
Post subject:  Re: New build for map makers!

this is what downtown looks liek Image



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

Author:  bencelot [ Thu 18 Jun 2015, 22:22 ]
Post subject:  Re: New build for map makers!

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?

Author:  Speculation [ Fri 19 Jun 2015, 00:25 ]
Post subject:  Re: New build for map makers!

heres my latest log

Attachments:
log.txt [13.09 KiB]
Downloaded 112 times

Author:  bencelot [ Fri 19 Jun 2015, 00:26 ]
Post subject:  Re: New build for map makers!

spanks

Author:  Speculation [ Fri 19 Jun 2015, 00:33 ]
Post subject:  Re: New build for map makers!

Oi papi!! (;

Author:  bencelot [ Fri 19 Jun 2015, 03:20 ]
Post subject:  Re: New build for map makers!

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

Author:  STM1993 [ Fri 19 Jun 2015, 03:38 ]
Post subject:  Re: New build for map makers!

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

Attachments:
File comment: Fade Issue?
STMResidence.sub [220.62 KiB]
Downloaded 130 times

Author:  bencelot [ Fri 19 Jun 2015, 03:44 ]
Post subject:  Re: New build for map makers!

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.

Author:  Nightfall [ Fri 19 Jun 2015, 07:19 ]
Post subject:  Re: New build for map makers!

My problem has been solved! Thanks bence!

Author:  STM1993 [ Fri 19 Jun 2015, 14:53 ]
Post subject:  Re: New build for map makers!

Found a sound-related bug!
Image
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.

Author:  bencelot [ Fri 19 Jun 2015, 15:55 ]
Post subject:  Re: New build for map makers!

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.

Author:  bencelot [ Fri 19 Jun 2015, 19:36 ]
Post subject:  Re: New build for map makers!

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

Author:  bencelot [ Thu 25 Jun 2015, 05:08 ]
Post subject:  Re: New build for map makers!

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]
Downloaded 124 times

Attachment:
Barn.sub [351.68 KiB]
Downloaded 112 times

Author:  STM1993 [ Thu 25 Jun 2015, 05:38 ]
Post subject:  Re: New build for map makers!

Downtown secret alley guide.
Image
(blue is collision, green and red are jumps.)

Looking okay so far.

Author:  chross [ Thu 25 Jun 2015, 14:00 ]
Post subject:  Re: New build for map makers!

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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