[WIP] HaloMD Zombies Gametype
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Re: [WIP] HaloMD Zombies Gametype
>The problem with doing that is that some weapons have either word in them and they end up being not the energy sword, which means that it could possibly give the wrong weapon to the zombies.
That's just so improbable, man. I bet 10$ that a script like that would work in any CE map that you'd (reasonably) choose to play in your mapcycle.
Even better, check if any of the itmcs use a weap tag with energy and/or sword as its dependency; and if yes use that weap as the one to give them.
Chances are that it'll always work when there's an energy sword. Find me another CE weapon that has "sword" in its name, dude.
If there is, then find me one that has both "energy" and "sword" in its name, and isn't an energy sword.
If there are more than one kind of energy swords, the script should be written to find out which one is spawned in the scnr; or just pick one at random.
I think it will work.
That's just so improbable, man. I bet 10$ that a script like that would work in any CE map that you'd (reasonably) choose to play in your mapcycle.
Even better, check if any of the itmcs use a weap tag with energy and/or sword as its dependency; and if yes use that weap as the one to give them.
Chances are that it'll always work when there's an energy sword. Find me another CE weapon that has "sword" in its name, dude.
If there is, then find me one that has both "energy" and "sword" in its name, and isn't an energy sword.
If there are more than one kind of energy swords, the script should be written to find out which one is spawned in the scnr; or just pick one at random.
I think it will work.
- TaxiService! Shitposting since 2007!
Re: [WIP] HaloMD Zombies Gametype
This is actually pretty trivial. Any setting that is specific to a particular mod should be treated as data, not code. Thus, you have a file in some sort of format with a list of maps, and under each map lists exactly what tag in that mod to use. You could even specify nothing for some maps, which will use the "default" option (oddball). You don't even have to check for a tag's existence, because you know it exists if you listed it in the data file that will be parsed. Similarly, you can add other options like time limit, which locations users should not access, and whatever else - all settings that depend on particular map being played. If somehow parsing this file is a bottleneck, you can cache what you need to cache.
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Re: [WIP] HaloMD Zombies Gametype
Please add my latest map to zombies: Concretely Cemented, Completely Demented.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: [WIP] HaloMD Zombies Gametype
I'm getting a ton of graphics glitches on that map, like chunks of the map disappearing at certain camera angles.
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Re: [WIP] HaloMD Zombies Gametype
If the map is made out of scenery, you might wanna check the render bounding radius and the bounding radius of the scenery objects, in Eschaton...
Expand map --> Expand Scenery tag class --> Expand the scenery tag --> Floats ...
The radii must be bigger then the actually object, if it is not, then from certain angles a player will not see the full object.
Expand map --> Expand Scenery tag class --> Expand the scenery tag --> Floats ...
The radii must be bigger then the actually object, if it is not, then from certain angles a player will not see the full object.
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Re: [WIP] HaloMD Zombies Gametype
RIPz beat me to it but yeah, that!
*grows dick a little*
*grows dick a little*
- TaxiService! Shitposting since 2007!
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Re: [WIP] HaloMD Zombies Gametype
TaxiService wrote:RIPz beat me to it but yeah, that!
*grows dick a little*
SUCK IT! LOL
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Re: [WIP] HaloMD Zombies Gametype
But yeah, the render bounding radius is basically the radius of which an object is rendered. The bounding radius is the radius of something getting picked up or entered, but can also be for different things...
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Re: [WIP] HaloMD Zombies Gametype
I had decided to not set the render bounding radius. The bounding radius was set. Both were intentional. And after investigating, it appears both are already set correctly. This suggestion is not the answer.
I did limit the number of scenery visible at each angle, and the vertical walls help limit certain views, but decided to not have every view limited. I also decided to not run the radiosity again.
I did limit the number of scenery visible at each angle, and the vertical walls help limit certain views, but decided to not have every view limited. I also decided to not run the radiosity again.
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Re: [WIP] HaloMD Zombies Gametype
So basically the map cannot be played, because of how you cannot see the scenery objects from certain camera angles?
Also the
Also the
is not a real url but just underlined and colored text if you noticed...rEsTnPeAcEz wrote: http://www.halodemomods.com/
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Re: [WIP] HaloMD Zombies Gametype
How does that help Sparky?rEsTnPeAcEz wrote:Also theis not a real url but just underlined and colored text if you noticed...rEsTnPeAcEz wrote: http://www.halodemomods.com/
Grow up. You're not helping at all.rEsTnPeAcEz wrote:SUCK IT! LOL
Anyway, I'll add Concrete to the mapcycle if it's fixed. The map is pretty cool.
Re: [WIP] HaloMD Zombies Gametype
11:45:04 <[MT]_Sparky> if (map_file == "concrete_1") { echo "item collections\single weapons\plasma pistol"; echo "<br>"; echo "item collections\single weapons\shotgun"; }
11:45:27 <[MT]_Sparky> put such a php script on a server; you could use the halodemomods.com server
11:45:53 <002a> left
11:48:42 <[MT]_Sparky> then just go to the web page, loading the map file name as a url argument, like ….index.php&concrete_1
11:45:27 <[MT]_Sparky> put such a php script on a server; you could use the halodemomods.com server
11:45:53 <002a> left
11:48:42 <[MT]_Sparky> then just go to the web page, loading the map file name as a url argument, like ….index.php&concrete_1
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: [WIP] HaloMD Zombies Gametype
This is an issue with the map hitting the BSP poly count.002 wrote:I'm getting a ton of graphics glitches on that map, like chunks of the map disappearing at certain camera angles.
Apparently it's fixable, but I don't know how yet.
Re: [WIP] HaloMD Zombies Gametype
In my case, because it was a scenery map, it's the same situation as your problem: the game is rendering too many faces using the same shader tag. To fix it, either duplicate the shader tag and apply it to some of the other faces, or otherwise have fewer visible faces with the same shader tag -- change their shader tag or use sealed portal planes so that fewer faces are rendered all at once. If it's a simple metadata edit you're after, try duplicating the shader tag and scenery tag and using half of the one scenery and the other half of the duplicated scenery which references the duplicated shader.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: [WIP] HaloMD Zombies Gametype
Oh, is that what causes this problem? Do you think that's the cause of the BSP issue as well? Just too many faces with the same shader tag, not too many faces in general.Sparky wrote:the game is rendering too many faces using the same shader tag
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