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Pikachu
PostPosted: Tue Jul 02, 2013 1:06 pm    Post subject: Reply with quote

Dretch
Dretch

Joined: 02 May 2013
Posts: 82

Some updates...

So I swapped the elevator for a series of wind tunnels (2 up and 1 down on each team side). Also made a new room that holds them, including a ramp for rants to get up in to base easily. The wind tunnels right now are a series of tubes (patch meshes) with a gravity of 0 inside and target_push for directional push. It all works quite nicely. The 0 gravity isn't needed, but it makes it slightly smoother. Some parts of the pipe are transparent others opaque. I even had to fix some invisible hangups that (rarely) occured between the structural parts with some invisible player_clip fittings inside the pipes. I've hit some snags though, firstly wallwalking aliens are not transported correctly using target_push (they simply stick to the wall) and jetpacks can simply hover inside. Needless to say that'll turn into a pesky hiding spot for both sides. The alien bit is easily solved by using a 'slick' shader, but the jets are more problematic. I could slap on slick and disallow jetpack buying, but that would be a lazy solution. And though the map has a jetard problem I think I can have some alien solutions that would actually make aerial combat fun.
I'll probably keep the wind tunnel concept but try to make some invisible elevator that forces stuff through. Gonna try making it so it's impossible for stuff to get crushed, we'll see...

Here's some screenshot. Graphics are still wip. I kind of regret slapping on those textures early on, it slows down the layout process. From a mapping perspective there's certainly upsides to only using 1 texture Wink

















Don't know when I'll release the next version, I need to fix the tunnel thing first, and soup up the outside area somewhat.
The babyblue (lol) textures are for humans, aliens will have red.
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Weed
PostPosted: Tue Jul 02, 2013 1:30 pm    Post subject: Reply with quote

Marauder
Marauder

Joined: 04 Feb 2013
Posts: 384

i can't see the screenshots..
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Pikachu
PostPosted: Wed Jul 03, 2013 7:47 pm    Post subject: Reply with quote

Dretch
Dretch

Joined: 02 May 2013
Posts: 82

Hmm, anyone else have that issue? They should just work...
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Lancer
PostPosted: Wed Jul 03, 2013 8:06 pm    Post subject: Reply with quote

Tyrant
Tyrant

Joined: 26 Jun 2011
Posts: 807

They work
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Care to check out Jucaspel?

http://on.fb.me/16BFTKE
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some noob1
PostPosted: Thu Jul 04, 2013 4:38 pm    Post subject: Reply with quote

Dretch
Dretch

Joined: 23 May 2012
Posts: 24

PIKA PIKA!
i love the map concept, and its starting to look sweet as hell too
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http://tremulous.net/forum/index.php?topic=8039.0
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Pikachu
PostPosted: Thu Jul 04, 2013 6:25 pm    Post subject: Reply with quote

Dretch
Dretch

Joined: 02 May 2013
Posts: 82

Thanks Smile

Tunnels still kinda bugging me, I think I can do it with invisible elevators but that will cause waiting times (for the elevators to reset) which might not be desirable when trying to rush. Ideally I'dd have a volume in which jetpacks turn off and that would solve the issue... but I have no idea how to do that.
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imp
PostPosted: Thu Jul 04, 2013 7:06 pm    Post subject: Reply with quote

Basilisk
Basilisk

Joined: 21 Mar 2013
Posts: 299

You can do elevator without waiting time by using few circular going trains.
I can help you with that but i still dont fully understand what your problem is.
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Pikachu
PostPosted: Fri Jul 05, 2013 9:12 pm    Post subject: Reply with quote

Dretch
Dretch

Joined: 02 May 2013
Posts: 82

Nah, I can manage, it's just that the system becomes complex very quickly.
There's 3 floors in the pipe room. One pipe upwards on floor 2 and two pipes on floor 0, of which one goes down. All these pipes have 2 or 3 bends in them. So when you go into them the transition at the bends should be seamless. This is easy with push brushes, just a little annoying since there's a lot going on in a very small space, just makes it annoying to make changes.

My problem is, since these pipes cover some ground and have bends in them it's potentially a very good camping spot for jets which are not influenced by the push brushes when they're in the air.
Elevators solve this at the cost of more complexity and waiting times.
I can do the conveyorbelt func_train type thing to lessen the waiting times, but it also seems kinda like a pita and func_train has really annoying physics. When 2 players enter at the same time one might squish the other etc. The nice thing about using 3-5 push brushes inside the tube are no waiting times or edge cases and importance timing you'd have with elevators.

Actually the most annoying thing about this is that brushes can only have a number of properties. I can't have a single brush be gravity and slick and cushion, etc, so I need to have a lot of overlapping crap in there, on top of triggers and tube patches with 2 sides etc. Then I need to take into account overdraw for glass etc. All solvable, just a pain to make since every time I want to change something I have to change the entire damn thing all over, which gets on my nerves.

The cleanest solution would be to have a brush that disables jets inside of it, but I have no idea if that's even possible without messing with the gameplay code. I might simply disable the buying of jetpacks in the end.
If the map goes onto edge I might (or not) have the same issue with the hummels. So yeah, I'll put on some posters inside the map with a no jetpack sign or something. The roof will be easy to access for both sides, so no jetarding to piss off aliens Razz
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imp
PostPosted: Sat Jul 06, 2013 7:55 am    Post subject: Reply with quote

Basilisk
Basilisk

Joined: 21 Mar 2013
Posts: 299

Elevators also can squish players as well as train :/ .
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Pikachu
PostPosted: Sat Jul 06, 2013 9:39 am    Post subject: Reply with quote

Dretch
Dretch

Joined: 02 May 2013
Posts: 82

Sure, with a lot of effort they can Razz Train is guaranteed instadeath in all movement directions.
Long story short: quake physics suck Cool
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Pikachu
PostPosted: Wed Jul 10, 2013 2:54 pm    Post subject: Reply with quote

Dretch
Dretch

Joined: 02 May 2013
Posts: 82



More work on the outside. There's tunnels with negative gravity (works great!) to elevate or cannonball to the higher parts. The nets can be landed on without taking fall damage. I might need to revision their shape a bit, since those bars look painful Razz
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Weed
PostPosted: Thu Jul 11, 2013 12:07 pm    Post subject: Reply with quote

Marauder
Marauder

Joined: 04 Feb 2013
Posts: 384

Sick! well done mate.
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Pikachu
PostPosted: Wed Aug 07, 2013 5:20 pm    Post subject: Reply with quote

Dretch
Dretch

Joined: 02 May 2013
Posts: 82

NEW VERSION IS UP.
I updated the links at the bottom of the first post.
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Fang152
PostPosted: Wed Aug 07, 2013 6:10 pm    Post subject: Reply with quote

Marauder
Marauder

Joined: 10 Nov 2012
Posts: 372

OMG TY TY TY TY. Gonna try it now :p
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Pikachu
PostPosted: Thu Aug 08, 2013 12:10 am    Post subject: Reply with quote

Dretch
Dretch

Joined: 02 May 2013
Posts: 82

Hmmm, just noticed the no jetpacks key is missing, that's kinda very important. I'll update tomorrow.
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