ut4_superman_b5 progress thread

wily duck, Fri Jan 23 2009, 06:46PM

Keeping you lovely ladies and generous gentlemen informed on the current status of beta 5.

Bugfixes, tweaks, etc should be directed to the suggestions and comments thread here for tracking.

This way I can keep track of my progress, and you can too! For your convenience, whips can be found in the motivation box to your left. Please see Fokker if you feel your motivational tool is inadequate. One point awarded for every valid submitted entry into the wily muck duck pack.
Re: ut4_superman_b5 progress thread
wily duck, Fri Jan 23 2009, 07:18PM

Ok here's how it's looking so far:

- Roads are almost done being retextured. Complete rebrush of all streets.
- ..with additional work on rebrushing diagonal street and intersection by pond pub.
- Autoclipped both vehicles on main street. A bold and daring move as a mapper. Result: highly precise collision detection at the cost of more polys the engine considers. Watch out for this in testing.
- I've almost beat a horrible shadowing problem created by contorted shadows of military building. I'm apparently fighting a zero point coordinate precision problem due to the height of the building.
- Fixed water shader scrolling reset.
- Fixed hotel -> highway jump.
- Resizing vehicles from scale 1.0 to 1.2. Now looks proportionate to the player size. Also slightly increases cover (in street) and landing area size. (Note this appears to conflict with "1f. Not changing the size of the truck or any landing point." but in-game the change is negligible due to actual landing surface size)
- Moved volvo on main st. up into parking slot, aligns with hotel top fall better and past military front for slightly better cover.
- Front arrow flypoint to hotel roof lowered and widened slightly.
- Fixed shader complaints when urt loads.
- Military front rebrushed with slight change. Complete rebrush of military block.
- Pond publishing, major work on the exterior.
- Pond pub, lots of work on the ground level, lots to go.
- Shadering around - new effects for a few textures. Vehicles are becoming shiny.
- Brush fixes on a couple stoplights.
- Columns becoming cylindrical rather than octagons.
- New static on screens.
- Raised hotel roof room slightly to fix medic bug.
- Cleaned up some textures.
- Rebrushed hotel lot (big empty area).
- Added trash dumpsters (soft) to hotel alley.
- Modified water glass shader for hotel lobby.
- Bunch of texture aligns.


New to do:

- Reduce hump size of street rear of military, so launches towards construction site work correctly.



A lot of the improvements above came from experiments while getting my main dev computer back and functional. These changes are a good start. Still getting as much done as possible. My other maps are now frozen.
Re: ut4_superman_b5 progress thread
GreenEyes, Sat Jan 24 2009, 12:35AM

Wooot you ROCK.. AND thank you, thank you, thank you for your continuous hard work.. My #1 Fav map, can't wait to see it! WHAT WHIPS... ohhh this could get real fun now boys ;-) hehe
Re: ut4_superman_b5 progress thread
Tranc3r, Sat Jan 24 2009, 01:28AM

Might take some time off the books to help test one of the awesomest series of maps!
Re: ut4_superman_b5 progress thread
wily duck, Sat Jan 24 2009, 06:53AM

Well then - now's a good of time as any: PM me if you wish to become a tester for beta 5. Testing of prereleases will be kept private amongst volunteers. If you include your email address, I can send you updates on new releases. I expect to have a number of prereleases- might take a few before I can really get any good feedback. Lots and lots of line items to fix, etc!

I've already rounded up a few people, up to you if you want to jump into the PM fray.

And here's a bonus - I finally made working stoplights! Staring at stoplights changing has never been so entertaining! Not only that, but per light, I figured out how to drop 64 polys per light fixture - with 37 total fixtures in the map, that's a $avings of over 2300 polys!! Holy crap! Act now!

(for reference, the entire map of provinggrounds probably uses less polys, total)

Hey stop listening to my banter and sign up! If you do in the next 30 minutes, I'll throw in random punctuation, absolutely free! Even at 7am this offer can't be missed! Zzzzzzzzzz
Re: ut4_superman_b5 progress thread
QueenBee, Mon Jan 26 2009, 03:24PM

I'd love to test, but I'm not a l33t jumper like most of you so it would be pointless *sigh* :(
Re: ut4_superman_b5 progress thread
Tranc3r, Mon Jan 26 2009, 06:39PM

hey wily did u get my pm?
Re: ut4_superman_b5 progress thread
wily duck, Mon Jan 26 2009, 06:48PM

Got everyone's PM. The door is still wide open, send me a PM with your email address to be part of the testing of beta 5!

Don't sweat the flying around part queenbee. In fact since you're not used to the map, you may bump into stuff that the veterans would look past. :)

I would expect a first build test release by next weekend. AGAIN there's still a lot to do, the list isn't even half checked off.
Re: ut4_superman_b5 progress thread
Littlefoot, Mon Jan 26 2009, 09:48PM

wily duck FTW!!!!!!!!
Re: ut4_superman_b5 progress thread
Gladi8r, Mon Jan 26 2009, 10:02PM

Can't wait to try it out WD
Re: ut4_superman_b5 progress thread
Fear, Mon Jan 26 2009, 11:42PM

PM Sent
Re: ut4_superman_b5 progress thread
NutChezze, Thu Jan 29 2009, 08:15PM

PM and email sent!
Re: ut4_superman_b5 progress thread
wily duck, Fri Jan 30 2009, 03:07AM

- Might have fixed the arch lemming issue. This should be tested more.
- Lightpost ladder-climbing now requires small jump instead of getting stuck climbing when too close.
- Busstop activators tightened for smoother usage around delimited areas.
- Lighting enhanced. Still tweaking.
- Light entities hanging around lightposts removed. Who turns on streetlights during the day?
- All stoplights are now live.
- Did some finagling with the stoplight layout at Irwin and Smith.
- Fixed fence shader.
- Added some "new" things. Hmm.
- Cushion clipped the two main vehicles. Much more precise collision detection on these.
- Identified cushion bug! Submitting to FS Q/A.
- Fixed river-sewer getting stuck issue.
- Found shader for Invis's Chevy pimp car. Shiny! Where'd he go anyway?
- New Impending Doom image replaces ugly old one.
- Changed up textures here and there.
- Made curvy railing on hotel roof storage. Cause I could.

Took a stroll through supersoldier_alpha02. WOW. I did that? Definitely the SS of the future. Looks awesome in q3ut3. In fact, there's a number of resources in there I completely forgot about...yoink! This will save me some work, instead of reinventing doors, models, etc.

Re: ut4_superman_b5 progress thread
|$|CandyMan, Sat Jan 31 2009, 04:52PM

PM sent
Re: ut4_superman_b5 progress thread
wily duck, Sat Jan 31 2009, 09:45PM

So far so good. Feedback has been great. Spawning in the pavement by the tipped over bus turned into a "feature". LOL

Got bounce-backs for a couple users when I sent the email with info:
Truth
Button Pusher

Both of you - PM me your email address. I may have written it down wrong.

Testing the first release ends tomorrow night.
Re: ut4_superman_b5 progress thread
Littlefoot, Sat Jan 31 2009, 10:44PM

Spawning under the building on top of the blue building renders you with your head sticking through the floor...in case you didn't already know that :)
Re: ut4_superman_b5 progress thread
Boogie Knight, Sun Feb 01 2009, 08:47AM

I have to check my email more.
Re: ut4_superman_b5 progress thread
xyster, Sun Feb 01 2009, 06:00PM

i got stuck in the dumpster behind blue. did u do that on purpse?

looks great!! can't wait to kick some ass on it.
Re: ut4_superman_b5 progress thread
ZELLIS, Sun Feb 01 2009, 07:57PM

FIGURES YOU WOULD BE DUMPSTER DIVING!!!
Re: ut4_superman_b5 progress thread
wily duck, Sun Feb 01 2009, 08:08PM

No xyster, but it's pretty funny getting stuck in the dumpster. Shadowdragon was being a bum and fokker was no litterbug in this amusing scene.

Dumpster Diving

Fixed!
Re: ut4_superman_b5 progress thread
ZELLIS, Mon Feb 02 2009, 10:43PM

of duck, i found some stuff, im not sure where to put it so ill do it here, please let me know if you want me to do it differently, mostly cosmetic things that i found. you may have already fixed them or someone else may have brought them to your attention Any way to fix the clipping?
the Jeep model is rotated so the front tires go into the road.
the brushes are not level, you can see the caulk


should this black line be here along side the sidewalk
I can still get stuck in the drain 8(
Re: ut4_superman_b5 progress thread
ZELLIS, Mon Feb 02 2009, 10:45PM

should the trah cans be player cliped?
Re: ut4_superman_b5 progress thread
Fear, Tue Feb 03 2009, 01:37AM

Most of that we have already found.
Re: ut4_superman_b5 progress thread
Tranc3r, Tue Feb 03 2009, 07:22PM

fear is so negative.. well nice catches Zellis!
Re: ut4_superman_b5 progress thread
wily duck, Wed Feb 04 2009, 08:51PM

Appreciate the input Zellis! The cracks have been fixed, clips being addressed, river fixed, as for the trash cans - figuring out what how I want to handle those.

I've also:
- cleaned up the timing of the stoplights, now they behave correctly.
- additionally fixed the dumpster because the first fix didn't behave in a way that was fluid
- added some rails in the alley cause people could fall, and cell phones are still not a usable item
- bunch of other changes I lost track of. Been working on r/l work past 2 days straight (literally, few hours sleep total), glad that's over!


Keep the great input coming!
Re: ut4_superman_b5 progress thread
truth, Sat Feb 07 2009, 08:31PM

looks good so far

this is all i got
Shot0011
Re: ut4_superman_b5 progress thread
Tranc3r, Sun Feb 08 2009, 11:30AM

whats wrong wid dat?
Re: ut4_superman_b5 progress thread
ZELLIS, Sun Feb 08 2009, 12:50PM

SUPERMAN_B5_TEST002 Sup duck, good map, here is what i have found. I might be asking too much as for the clipping on the cars, what do you think? I noticed you removed the latter clip on the street polls on in between the red and blue base 8(. was this intentional? this affects game play. I also noticed the damage required to destroy the street lamp pole has changed? 1 shot from the g36 too take it out. . caulk visible
. directly under my cross hair there is a small hole where the curb hits the sidewalk
. caulk and or spacing problem on the vertical line on my cross hair
. Caulk visible to the right of my G36
. brush overlap demo
]1234118305_857_FT18901_2009_2_7_23_52_59_fsk405_zellis_ut4_superman_b5_test002_ffa.zip[/file] . Car clipping
]1234118601_857_FT18901_2009_2_7_23_47_35_fsk405_zellis_ut4_superman_b5_test002_ffa.zip[/file] . ceiling brush too thin? can see sky why jumping.
]1234118911_857_FT18901_2009_2_7_23_40_25_fsk405_zellis_ut4_superman_b5_test002_ffa.zip[/file]
Re: ut4_superman_b5 progress thread
wily duck, Sun Feb 08 2009, 03:22PM

Awesome input zellis! The only question I have for the moment - can you be more specific on the ladder clips you're talking about? I did raise the clips on the poles by the highway so you can rub against the poles as you run by without getting caught in the ladder. You have to slightly jump meaning you intended to climb the pole.

I'll check the demos later today.
Re: ut4_superman_b5 progress thread
FSK405|worm, Sun Feb 08 2009, 03:28PM

wily don't know if you;re still requiring people to test b5, but i'd love to have a bash at it. sent ya a pm but i dont know if they are working - i cant receive them at any rate. let me know on here or email me if i can take part. cheers
Re: ut4_superman_b5 progress thread
BanMe, Sun Feb 08 2009, 05:16PM

I would love to test too. Ive herd the map is fantastic.
Re: ut4_superman_b5 progress thread
truth, Sun Feb 08 2009, 05:23PM

nothing wrong with my screenshot, just that was the only new jump i could think of.
Re: ut4_superman_b5 progress thread
ZELLIS, Sun Feb 08 2009, 08:52PM

no problem duck, I love doing this kind of stuff. just wish i could toss some of my own maps out there 8) but untill then... here are some screen shots of the pols i was talking about.
.
.
.
.
. NICE PLUG!!!!!
Re: ut4_superman_b5 progress thread
truth, Mon Feb 09 2009, 03:00AM

stuff i like that ive noticed so far:
-the new bottom of pond publishing is so awesome. Especially that one staircase, you know which one im talking about, i didnt know staircases could be awesome but aparently they can.

-the invisible step on the top of pond publishing so people with low health can get to the arrows

-the flag returning on the hard to reach places. tested this and liked what i saw.

stuff that was meh:
-the dirt behind the blue building is like, dirty.. looking... and stuff.
-the uhh trash cans that aparently you can get stuck in? there was already a way to soft land behind the blue base

yeah, i cant find much wrong with it :P

but anyway, i would like to see one new dynamic to the game in this version, kind of like how in the previous version you added the construction site
Re: ut4_superman_b5 progress thread
wily duck, Mon Feb 09 2009, 06:24PM

dad and ban-me - pm me your email address, or email me if your pm is broken. sb5test izzat digitalamusement dizot cahm biaaatches.

Zellis - I'll check those ladder clips on the poles by the highway again. There is no need for the ladder clips on the other poles ... but then again I can think of a couple dozen other unnecessary fun things to do in the map. Maybe I'll bring those clips back after all.

Truth - For players like yourself, there are actually a few new things to do, and I do expect to add more before b5 is official. You'll have to find them, of course. Dank found one. Shh.

Yea the dirt by the alley is temporary, in looks at least. The dumpster is really tricky to clip correctly so one can get in and out easily. Sort of have to crouch on entry and exit. I'll probably look at this one more time later.

Thanks for the comments on the stairs. I spent quite a bit of extra thought building a staircase that (appears) to be structurally sound and accurate. You can probably thank the many trains that were lost in the river while playing BridgeBuilder. ;) Really though, turning everyday "simple" stuff into objects that players care about is the intended form, or a r/l situation from "hm that's cool" into "hey that IS cool!" - it's the wily duck way!
Re: ut4_superman_b5 progress thread
wily duck, Tue Feb 10 2009, 12:39AM

Zellis - I checked the demos. I'll have to go back through the clips again. Close isn't cutting it....

The elevator shaft room on red roof - not going to worry about that right now. Could clip it, probably won't.

Z-fighting, check.
Re: ut4_superman_b5 progress thread
FSK405|worm, Tue Feb 10 2009, 01:01AM


dad and ban-me - pm me your email address, or email me if your pm is broken. sb5test izzat digitalamusement dizot cahm biaaatches.

wily duck

have done wd cheers

/edit then i checked my spam box for the first time in weeks and it had dumped two emails from you in there! Doh!
Re: ut4_superman_b5 progress thread
wily duck, Tue Feb 10 2009, 01:16PM

Went through the load of screenshots taken over the weekend. We found a LOT of cracks in the map. I've fixed each of them now. Some of them posed interesting challenges to fix...

- Fixed easily over a dozen crack areas, some resulted in multiple cracks.
- Bumped up the busstop clips. Should be able to fall on them again, will test.
- Mostly fixed Doom water ... maybe. There's a chance someone stumbled into an interesting bug...
- Came up with a new and probably final solution for escaping from the dumpster.
- Fixed jumping on the grass by the alley next to the hotel.
- Moved the chopper once more. Seems to work with the intended slide now.
- Fixed the jump from hotel roof to parking garage van.
- Removing spawnflags 6 from the two vehicles fixed the weird clip issue... have to go back through and figure out how to deal with this.
- Made a change to the hotel building sides. Test this. May breach gameplay change guidelines. Definitely a grey change...should have done this earlier though (like the dumpsters).


Looking to get test003 for the weekend. Hopefully have the vehicle clipping issues whipped by then!
Re: ut4_superman_b5 progress thread
theSheilaDivine, Tue Feb 10 2009, 01:16PM

Wily,

Minor suggestion: you've got ground boosts at various locations like the bustop on the north end, in the parking space under the southern bypass and so on. I wonder if you could add it to the parking space under the western bypass, too, to allow for speedy access to each of the four corners.

Also...soooooo Wily. If I send you $20 for all your trouble in making this new beta, would you write "the Sheila Divine was here" on some wall somewhere? AND SINCE I THOUGHT OF IT FIRST, NONE OF YOU OTHER SONS OF BITCHES SHOULD BELEAGER WILY WITH THIS KIND OF REQUEST.

Personally, I think the dumpster is easy enough to get out of, though it's a bit of a shame that it's a safe landing since the bounce off the edge pillar of blue building is a strategic part of the game.

Thanks much for doing this work, Wily. Given that this is about the only map I play, it's really exciting to see changes after two years.
Re: ut4_superman_b5 progress thread
ZELLIS, Tue Feb 10 2009, 03:12PM

Ill give you $40.00 bucks to write " ZELLIS owned $SheilaDivine here X" and make a freshly dug grave with a tombstone that reads "|$|"
Re: ut4_superman_b5 progress thread
Boogie Knight, Tue Feb 10 2009, 05:24PM

LOL! I think I crapped my pants on that 1 Zellis!
Re: ut4_superman_b5 progress thread
theSheilaDivine, Tue Feb 10 2009, 05:56PM

You really believe Zellis even has $40? He's a geek who plays a ten-year-old computer game like a fanatic. It's also clear that he has friends who shit their pants. Look no further than the last post.
Re: ut4_superman_b5 progress thread
ZELLIS, Tue Feb 10 2009, 06:01PM

got some TP? this is where i get my cash from---> |$|
Re: ut4_superman_b5 progress thread
Boogie Knight, Tue Feb 10 2009, 07:16PM

I'm old
Re: ut4_superman_b5 progress thread
truth, Tue Feb 10 2009, 10:55PM

I think i may have found a new "feature" and im not sure if this is supposed to be "secret" or not but im going to be honest it wasnt really hard to find and i have yet to discover its intended purpose.

I am speaking, of course, of the invisible uhh... steps? beside the two vehicles in the main road between the buildings.

(no screenshot cause im lazy)

At first when i discovered the ones beside the blue car I thought that maybe they were a way to make the jump from the blue spawn bus stop to the lower roof of impending doom easier; however, i attempted this jump many times and could only come close which then lead me to believe that they were put in to STOP the jump which they do very well.

And then i noticed the one on the white van and saw no apparent use which baffles me.

upon further inspection i discovered no more such invisible steps around other cars on the ground.

or maybe im overanalysing it and theyre just nooby steps to get on top of the cars easier
Re: ut4_superman_b5 progress thread
theSheilaDivine, Wed Feb 11 2009, 07:49PM

Truth,

The "use" of the invisible white van slope appears to be a small bounce when shooting from the parking space boost by the second underpass. This allows you to hit the green arrow up to blue, rather than the usual out-of-breath extra hop you'd usually need. Neat feature.

I can't work the blue car boost to the Doom ledge either, but maybe it's a two-part process that we have yet to figure out.
Re: ut4_superman_b5 progress thread
ZELLIS, Wed Feb 11 2009, 09:36PM

what ever it is, i think it will become annoying fast. when hiding behind the car or van for cover in a shoot out, you cant see it and you get stuck on it when trying to move around it. both cars are used as shields during shootouts and now there is a "mysterious wall behind the van. it also affects the sniping position when hiding behind the car. you cannot obtain certain advantage points anymore because you may move up onto the step and the other team will have a better shot at you because you lost your cover by inadvertently moving onto an invisible step.

I would vote for these features be removed and rethought. could you elaborate on there intentions duck?

thanks!!!
Re: ut4_superman_b5 progress thread
theSheilaDivine, Wed Feb 11 2009, 10:04PM

Nah Zellis, I don't think people use the cars to hide from that side much. People use the sides of the cars parrellel to the buildings and sometimes from the north side because of the blue spawn. I think the southern end of the cars with invisible slopes is the least utilized and therefore the least annoying place to put them.
Re: ut4_superman_b5 progress thread
theSheilaDivine, Thu Feb 12 2009, 01:15AM

To add to your thoughts Zellis, Mindriot pointed out that the two cars in the middle of that street never really provided cover. You could shoot through them. Wily has fixed that now.
Re: ut4_superman_b5 progress thread
ZELLIS, Thu Feb 12 2009, 07:22AM

yes you could shoot through them, but ...correction only the van and part of the flipped car where blue spawns, but not everyone knew that. i strongly disagree that the cars rarely get used for cover. believe it or not , the cars are a tactical position that affect game play, If i play defence on blue, i will use the car to snipe red leaving there building, or when im red ill get behind the car or the van, use them as cover, to take out blue at there spawn on the street. Ill get a medic hiding butt-up against the van with the flag for cover. how it is now, if i run out of red building heading towards blues lower lobby, i would be running towards the back of the van to pass it but "WA@K" i hit an invisible wall! and now because i have stopped, i get taken out. At the minimum, i think duck should make whatever he has there visible. I would prefer to have it totally removed, but that's not my decision. I really would like to know what duck intended this would do. if it primarily was to block peeps from jumping onto doom, maybe there is a different way.
Re: ut4_superman_b5 progress thread
truth, Fri Feb 13 2009, 01:53AM

seconded
Re: ut4_superman_b5 progress thread
FSK405|worm, Sun Feb 15 2009, 04:27AM

Noticed a texture bug, tbh haven't time right now to look see if it's been posted so i'll describe it as well as post a demo.

on red base, approaching it, in this case looking at the corner facing doom, the bricks appear to shift and morph slightly.
]1234693666_1794_FT18901_oddtextures.zip[/file]
Re: ut4_superman_b5 progress thread
Boogie Knight, Sun Feb 15 2009, 08:15AM

Jees wily, lets play! It's part of the game that you sometimes see small imperfections and as a player, you just ignore them. I'm talking about ANY map. You got it down to a few tiny cracks that aren't even all that obvious. Maybe I'm just antsy but it looks great and plays great. I think everyone was impressed last night with your efforts.
Oh, and I noticed a small smudge on the 46th floor of the red building 4th window from the rt.
:)
Re: ut4_superman_b5 progress thread
FSK405|worm, Sun Feb 15 2009, 01:51PM


Oh, and I noticed a small smudge on the 46th floor of the red building 4th window from the rt.
:)

Boogie Knight
Yeah i noticed that too. bugged the hell outta me :P
Re: ut4_superman_b5 progress thread
DucTape[MI], Sun Feb 15 2009, 02:43PM

I noticed the doors to one of the buildings just opened, and there was nothing inside. Just a wall. Really got my hopes up too about seeing that building.
Re: ut4_superman_b5 progress thread
DankRider, Sun Feb 15 2009, 05:36PM

Pad Pirate spotted playing superman.
Re: ut4_superman_b5 progress thread
Pezcado, Sun Feb 15 2009, 06:56PM

lolololol
Re: ut4_superman_b5 progress thread
Fly, Sun Feb 15 2009, 11:34PM

hey wily,
i'd like to test out the new map. im no expert, but i'm pretty average and might offer a perspective different than all the experts and veterans. should i pm you my email?
thanks!
Re: ut4_superman_b5 progress thread
wily duck, Mon Feb 16 2009, 01:09AM

LMAO @ dank!!!!

Hey everyone - this weirdness you found with the white van and blue car is NOT intended. It is a bug that I'm still trying to crush. Something involving the model and how I'm attempting to clip it has gone awry, resulting in the invisible clips you found. Chances now are very good that the per-poly clipping on those two vehicles will be entirely dismissed. For the record, it worked fine for a little while.

Boogie - you're right. I could leave the map as is, and ship it to FS for inclusion immediately. But I won't. After however long I've been mapping, after however long b4 has been out, b3 has been out, and the future awesomeness that alpha02 revealed, I am completely dissatisfied with the current quality level of superman_b4 when comparing to my current capabilities. For that, you will note by looking around carefully and comparing, that the new b5 test versions sports significant quality upgrades that will suit the map for much time to come. Beta 4 is not how I want the map represented when placed side-by-side with a number of other high quality maps. Submitting the map as ut4_supersoldier for urt 4.2 nearly as-is was allowed. BUT it has NOT met my current standards for this map. What are my standards? Simple: for a long time after I had better refer back to myself asking "holy shit, I did this?? wow." - and then waste stupid amounts of time playing them in glee. I intend to submit superman_b6 as supersoldier, if what I said gives you an idea as to where the map is headed. So yes, stupid things like the forty-forkin-forth floor with a texture misalignment is going to bug me. Could you imagine the repercussions of releasing supersoldier with some ghost clips still lingering on the vehicles??

Keep on dissecting the map! The input is greatly valued!!

btw I charge for real-estate in square units. ;) j/k wait til I get pond on track.
Re: ut4_superman_b5 progress thread
Boogie Knight, Mon Feb 16 2009, 08:46AM

You are right, of course. I don't know how long it takes to fix the few small cracks that remain. Just that they are almost unnoticeable. The clipping around the cars WOULD Bother me and as you say, is not good enough for 4.2. I just feel like a little kid with Xmas right around the corner. :)
Re: ut4_superman_b5 progress thread
FSK405|worm, Mon Feb 16 2009, 01:17PM

there's a little, for want of a better word, weirdness, with the waterfall in front of doom. I love the feature that the waterfall pushes you underwater, but when you come back out from under the waterfall (or swim to the back of it) you can't stand back up - would make a great place to snipe from behind the water.

Also, I thought a really nice little toy would be making the feed to the waterfall slippy, so you could take a running jump and slide down into the waterfall, if you could be bothered to do it :)
Re: ut4_superman_b5 progress thread
wily duck, Fri Feb 20 2009, 05:23PM

Letting you all know things are progressing well. The map becomes sharper and cleaner with each test release!

For test004 I'd like to spend a little time in a variety of game modes, particularity bomb, ftl, and cah. These are the ...untested... modes for gameplay. If you can please jump in for some cleanup gameplay scrimming.

I'm hoping to get test004 out and available by early saturday morning rather than afternoon.

Notes on test004: (might get some issues fixed before the morning)
- water still fragmented
- generic vehicle clips, no more neat-o per-poly clips (most players won't notice)
- cracks fixed
- texture alignments fixed
- couple lighting updates
- some brush to patch conversions (more realistic structures)
- texture enhancements
- shader enhancements
- significant experimental new changes to military lobby - I'm finally starting to like this room
- other stuff changed or fixed and forgotten
Re: ut4_superman_b5 progress thread
Gladi8r, Fri Feb 20 2009, 06:21PM

Those of us who love to play the Sup map thank you for all your hard work on this, Wily. You continue to improve upon an already outstanding UrT map. Gracias Senor Duck
Re: ut4_superman_b5 progress thread
Pezcado, Fri Feb 20 2009, 07:11PM

+1, its pretty much the only map thats keeping me returning each time to play UrT. Gracias don duck :P
Re: ut4_superman_b5 progress thread
theSheilaDivine, Sun Feb 22 2009, 04:09PM

A request Wily:

You've got three screens in the security room and I think it's be really cool if you added a security camera on the first floor above the elevator door and another at the stairwell leading to red roof. It won't change the strategy of the game much since you always have the hallway camera to see someone coming, but it'll be fun to watch the screens more.

I also think that the penthouse floor of blue needs a camera and viewing screens in that far room on the south side.
Re: ut4_superman_b5 progress thread
theSheilaDivine, Sun Feb 22 2009, 05:28PM

I've been jumping around a while. Behind blue building, you have to safety horses things by the lamp post. You can shoot through them right now. If they were solid, it would be a nice spot for some moderate protection.

I also still think there should be an up arrow in the southern most point of the floor of garage (behind the blue spawn at the highway) so that you can rear guard people camping at the truck in a bottleneck.
Re: ut4_superman_b5 progress thread
Boogie Knight, Sun Feb 22 2009, 06:17PM

Agree with Sheila about the arrow to garage. I know it was suggested before but it seems that the garage is much easier to get to from red. If you spawn on red roof its a given or if you spawn on blue roof (all things egual so far). But for red it doesn't take much if you spawn at the bottom floor to take the front arrow up to the corner arrow that takes you to garage. Blue only has that one way from their roof or if you want to run all the way around the back of blue to use that arrow (but it's a hike). I'd like to see a garage arrow on the higway behind where blue spawn is under freeway.
Re: ut4_superman_b5 progress thread
wily duck, Sun Feb 22 2009, 11:19PM

I shall consider...
Re: ut4_superman_b5 progress thread
wily duck, Fri Feb 27 2009, 05:36PM

Updates!

I spent my time on -vis this week, to fix various FPS drops and problems. Current builds are looking great - for example in test004 where I stepped onto the highway looking back at the building, I'd get 45fps while most other places I'd get 125fps. With the newest build, standing in the same place I'm getting 120+fps. Using a 20 second -vis compile still results in low fps, but a 5 hour -vis compile does the trick using all of the new hinting and structural enhancements to the entire map. Again, all this work is neatly summarized as fps performance. Personally I think it can get better, but I don't know if I understand -vis well enough to make those improvements.

I did however mess around with Impending Doom Insurance building, cleaned up some bad texturing, experimenting with the exterior. This is a major point I need to address.

Fixed:
- Bomb mode should now function correctly, since the spawns were backwards in test004. I'm still not totally happy with the bomb locations, could use some tweaking. I'd like to see how this test turns out.
- The vehicle clips on main street are fixed! Discovered a leftover shader command that forced clipping.
- Busstops are fast again. You can land on the launchzone from the air.
- New military lobby shiny floor now behaves correctly as a solid surface. Like my sudo-mirror??? :D
- Jeep slide-bounce mirror clip fixed.

Not fixed (could be fixed tonight):
- Visual leak in the sudo-mirror.
- "Interesting" bug that sinister pointed out at pond.
- Lighting burn at hotel driveway. Started a urt mapping thread to address this.
- Fence solidity in places.
- Dirt is nasty looking.
- Sounds need updating.
- Couple surface sounds need addressing.
- Getting stuck in the doom waterfall.


I'm outlining what needs to be done for beta 5, moving into beta 6. You guys may or may not get the fast path to the parking garage roof before b5 is released. We'll see how clever I am accomplishing a working solution.
Re: ut4_superman_b5 progress thread
A C E hole, Sun Mar 01 2009, 09:06AM

wily duck.... if I change my resolution I get this in a couple of places. Map is looking stellar, your attention to detail is an asset to the community and I appreciate it.

Re: ut4_superman_b5 progress thread
FSK405B, Sun Mar 01 2009, 10:51AM

I jumped on last night for a little while. You very likely already know about it, but there is a visual hole in one of the back walls in construction by a ramp, near the NNW side of the map.
Re: ut4_superman_b5 progress thread
wily duck, Mon Mar 02 2009, 10:30PM

Fixing up the issues found in test6...
Re: ut4_superman_b5 progress thread
mindriot, Tue Mar 03 2009, 02:46PM

1) doom is looks great.
2) problem with elevator door in military lobby - door closes and you can see behind it - looks like an areaportal issue.
3) can shoot through models of laptop, monitor, desktop in military.
Re: ut4_superman_b5 progress thread
FSK405B, Tue Mar 03 2009, 03:18PM

WTG Wily. I was jumping around on b5test6 today, and I think in just a few more rev.s you can have this thing knocked out to meet even your own high standard. With test6 it is already quite clear that this is a very well textured and highly produced map.

That being said, what is the damn point of that dumpy cube building with the ugly turn-stiles next to the highway between river and construction???
Re: ut4_superman_b5 progress thread
Fear, Tue Mar 03 2009, 03:26PM

wily is the man!!! lets buy him a stripper
Re: ut4_superman_b5 progress thread
xyster, Tue Mar 03 2009, 06:26PM

i would like more security cameras too, but they might change game play or give red an unfair defensive advantage.... so why not give blue the same advantage in room under their flag?

awesome job wily!!! it's playing like a champ!

and i'm glad shiela gives you special favors for completing this too...
Re: ut4_superman_b5 progress thread
wily duck, Tue Mar 03 2009, 06:52PM

Mindriot:
1 - hell yea!
2 - check, fixed
3 - intended. Clipping them would get in people's way and be no fun. Imagine you're stepping over them. :)

B:
Thanks man! That building... um well it's a large toaster. Or suicide booth.

Fear:
Better get 2. Always have a backup plan.

Xyster:
There's already one planned. Won't make it into b5, MAYBE will in supersoldier.


All outstanding visual issues on test6 have been fixed. I'm looking for gameplay issues now specifically.

I've shown a number of people the new path from street level to parking garage roof, as well as the hush-hush hedges by doom. If you have the opportunity, use these in a gameplay setting. Perhaps a scrim can be set up.
Re: ut4_superman_b5 progress thread
Boogie Knight, Thu Mar 05 2009, 06:16PM

wily, maybe you already know about this. Missing floor up above on doom.
Re: ut4_superman_b5 progress thread
wily duck, Thu Mar 05 2009, 08:02PM


wily, maybe you already know about this. Missing floor up above on doom.

Boogie Knight

"All outstanding visual issues on test6 have been fixed."

It would be a Good Thing to take a glance at some of the recent previous posts, before submitting a bug. That way we're all on the same page. In this case everyone has combed over test6, and it is highly unlikely any new visual artifacts have gone unaddressed.

Boogie - could you reduce or cut that image? Pretty big for the forums. Appreciate it!

I'm going through my screenshot history, and soon the written outstanding issues history to clean up whatever may be left. Meanwhile I still contemplate how to handle this movement situation at pond.

Should have another test ready for Saturday. Oh and I've got a new quad-core cpu coming in to bring down these compile times. :D
Re: ut4_superman_b5 progress thread
Boogie Knight, Thu Mar 05 2009, 08:45PM

resized
Re: ut4_superman_b5 progress thread
theSheilaDivine, Thu Mar 05 2009, 10:41PM

Hi Wily,

I couldn't delete the pic I posted on the other thread because it's locked. Sorry! Let me know what and how I can fix it if it matters.
Re: ut4_superman_b5 progress thread
wily duck, Fri Mar 06 2009, 04:50PM

Sheila - it's cool then, fokker done crushed that thread! Personally I'd still like the image our for consistency - which is up to the forum admins. Having consistency in a relatively fast-paced test release environment helps me, and you guys, a lot.

Boogie - you da man!!!


Ok coming up in Test7
------------------------

Visual updates:
- WATEROMGWTFBBQ! I have come up with an improved water shader that will be difficult to improve upon. Really, wow. Of course don't think I won't try later. ;)
- Hotel interior. No longer a copy of the executive room. Stairs are no longer stubby, and railings are round now. Stepping points on floor have been edged with trim.
- Vis. Went through caulking holes and any remaining inconsistent structural geometry. Better fps will result.
- Still tweaking doom tower lighting strip. It's better though.
- Hotel driveway - rebuilt the eastern side from scratch. Definitely cleaner in detail. Not quite finished, need to add some additional touches - gameplay test this area as-is in T-7. Fokker - this is the area I'll be asking you about...
- Water. Did I mention that? The underside is still slightly out of balance imo, will address tonight.
- Several cracks fixed.
- "Interesting" rendering issue at lower pond fixed.
- Texture inconsistency at water brush intersections fixed.
- Texture problems and z-fighting on doom fixed.
- Military lobby elevator vis issue fixed.
- Elevator crates now sexier.
- Looked at sprucing up security room. Minor texture changes.
- Lightmap density changes in some areas of the street which had questionable shadows from poles.
- Lights at doom stairs overhead reduced in size/intensity.
- Lights under hotel awning shaved down a bit for lower profile.
- Curb/street texture alignment fixes.
- General texture resolution quality improvements in several places.
- Texture improvement of cement tiles on red and blue roofs.
- Hunted for uncaulked culled brush faces, found a bunch. Caulked them, polycount reduced.


You asked for it, you got it:
- Reduced the busstop launch at main/anderson slightly. Control of the launch is spot-on now.
- Land in the doom fountain. Why would you swim in a corporate fountain pool anyway? Ew.
- Water rolling down doom fountain is slippery. Wear a helmet.
- Land on busstops. (side note - when landing on a busstop launch point I found it's good to hold jump, otherwise I usually lemming)
- Arrow added to lower pond. Gameplay test the hell out of this. I've already done so a bit... in short I'll say the map just got bigger.
- Added test launchpoint at NW intersection. The map just got smaller.
- New minimap. Makes the previous look like a cartoon. Shouldn't have any complaints about reading the street names.
- Clipped swinging hatch in elevator. Shouldn't get stuck there anymore.
- Doom stone sign on ground has slight ladderclip if you -need- to get on it.


Anything else:
- Bot support. (Actually been in sense T-5).
- Surface sounds fixed where problems were identified.
- Tweaked arrow from upper pond to chevelle, to satisfy the new lower pond arrow. Test this.
- Areaportal brush fixed at parking garage.
- Broken lightpole flypoint trigger size increased.
- Vis mod on maintenance floor, should help improve fps calcs outside of the floor.
- Moved CAH flag at Krat from inside middle to behind front entrance.


Remaining immediate issues, might be able to knock out a few of these tonight:
- Bomb still doesn't blow stuff up at lower pond.
- Park bench jump not fixed yet.
- Upper hotel lobby has a stupid looking railing.
- Looking at add soft spot to lower pond.
- Parking lot needs parking lines!
- Build site B still naked. Maybe it was A. Whichever one is SW. :D
- Other build site behind hotel just dirty. Nothing going on.
- Sounds. Like wind. Must replace/improve/add/address.
- Lower pond has no valid entrance. Still looks the same as T-6.
- Newspaper!


Foegitt-ahbawt-eiit:
- Can blast or knife people in room on hotel roof. Accept it. Only in very particular circumstances might this be used, and it's still extremely risky for red to do so.
- Vehicle clips are as good as they're going to get for now.
- Spawns will remain static, no more changes.
- Hotel upper lobby will remain unfurnished until I design whatever will be up there.


Get ready for the latest most awesome superman beta5 test release, coming to you tomorrow! Big changes, so hopefully we'll get to play a few intense games!

:V
Re: ut4_superman_b5 progress thread
ZELLIS, Sat Mar 07 2009, 09:36PM

any hope to get the ladder clips put back on the street lights on the North side inbetween red and blue base?

sound like great additions, cant wait to test
Re: ut4_superman_b5 progress thread
theSheilaDivine, Sun Mar 08 2009, 11:06AM

Wily,

Maybe it's because I was running around with my touchpad last night, but where is the arrow at lower pond? Anyone have a screenshot of it or something?
Re: ut4_superman_b5 progress thread
momo, Sun Mar 08 2009, 11:13AM

Its in between the three buildings. In front of the tallest building, between the ponds. No screen shot at this time.
Re: ut4_superman_b5 progress thread
theSheilaDivine, Sun Mar 08 2009, 12:41PM

No, I know that one...it's the NW intersection boost up to the helicopter. Wily mentioned another one at lower ponds that would make the map larger.
Re: ut4_superman_b5 progress thread
mindriot, Sun Mar 08 2009, 04:26PM


No, I know that one...it's the NW intersection boost up to the helicopter. Wily mentioned another one at lower ponds that would make the map larger.

$heilaDivine

there's one between the construction markers in the street between ponds and construction.
Re: ut4_superman_b5 progress thread
wily duck, Mon Mar 09 2009, 04:52PM

Might be a couple days til I can make any advancements on the tests. Please post your experiences with Test8!

btw I forgot to include this point in the distro email, but did include it in the readme (in the pk3). You can test the map locally against bots. There's a prepared .cfg file included in test8 called "bot.cfg". Here's an example of usage:

1a. Loading bombmode in dev mode (can use /noclip, etc):
iourbanterror.exe -fs_game q3ut4 -g_gametype 8 -devmap ut4_superman_b5_test8
1b. Make bots appear, using the console:
/exec bot
1c. All bots are on blue, you as well. When you're ready to play use autojoin or go red.

2a. FFA against some bots
iourbanterror.exe -fs_game q3ut4 -g_gametype 0 -exec bot -devmap ut4_superman_b5_test8


Notes specifically for bombmode:
The bots are not smart. They all start in the executive room. They think busting out of the windows or jumping down the elevator shaft is a good idea. Consider them movie-extras. The problem comes in when you're trying to blow a bomb up and the entire blue team already lemming'd. I fixed this up by bot-clipping the exec room windows and surrounded the roof in knee-high botclip. Not sure how else this affects bots. Bottom line, at least you have moving targets if you play stand-alone. Maybe they'd fair better as vanilla q3 bots. :)

I need to look the map over again, compare notes on Things To Do. I'm seeing a release candidate version on the horizon.

Zellis - yes I can add those in.
Re: ut4_superman_b5 progress thread
DankRider, Mon Mar 09 2009, 05:11PM

Update For ya wily

1 - "Post Public" - looks great when blowing up. As of now it blows up with one nade, and doesnt blow up when the bomb goes off. If you intend on having it blow up with nades you may want to have it take a few naeds to complete the job.

Re: ut4_superman_b5 progress thread
wily duck, Mon Mar 09 2009, 06:29PM

Yea that's sorta a drawback for now.... til I figure out this bombable thing.

Just went through my to-do list. Most issues have been addressed! Only a couple remain. I'll go through my list later, which is even longer, and find out what issues still need to be fixed.


--------------------------------------------

key:
x = scratch this
o = ok, fixed, good
adapted = finagled this in somehow
open = not done
beta6 = get back to this later after beta 5

================================================
Status Item
------ ------
Map:
x 1a. Can't do environmentals like weather or time of day changes. At least not for this release. I've put a lot of thought into this and it's simply not practical at this time.
x 1b. On rare occasion, hitting an arrow will boost you only like 50 feet in the air. This is apparently some engine timing issue. Can't fix.
x 1c. Will look into "getting stuck in doors" issues. Might be able to hack something better up.
o 1d. Will verify clips on all vehicles.
x 1e. Stereos for camping with the flag - maybe in a future version. Can't do mp3's, only mono channel wav's.
adapted 1f. Not changing the size of the truck or any landing point.
open 1g. Skybox is set to be improved. Loading screen as well.
o 1h. Look into adding more locations.
pond 1i. Additional soft landings as mentioned... tbd.
x 1l. Nighttime and other superman mods would be cool but not happening anytime soon.
adapted 1m. Game physics induce unexpected lemmings when landing on soft spots. Probably due to player Z-axis speed and collision prediction based on server frames. Or not.
x 1n. No moving choppers like sands. UrT doesn't support that ability in urt4.
x 1o. Look into making arrows more vertically visible.

Pond Publishing:
o 2a. Hole in the map to be fixed, without a doubt.
o 2b. Can not get off top of pond publishing when health is very low.
o 2c. Move helicopter a bit so sliding to construction works correctly.
o 2d. Look into helicopter clipping, fix if necessary.
beta6 2e. The wall of immortality.
o 2f. Nodrop clip lower building roofs.
o 2g. Look into lower flypoint positioning.

Park:
beta6 3a. Park may be given extra cover with more trees. Not likely for this release.
o 3b. Fix surface clipping issue in river by sewer.
x 3c. Won't add an arrow in the park to anywhere this version.

Military building (Red spawn):
o 4a. Flag has been lost by getting inside the arches for some reason, this will be fixed.
verify 4b. For B, heh. Yes, arches to the highway will be looked into. Note, the arches themselves are a physics hack, so this is not quite an exact science.

Garage:
o 5a. Arrow precision to the parking garage. I agree, this will be looked into. Note that the behavior of the arrows is such that jumping into them on an angle can alter your skyward path.
verify 5b. Way to get to garage roof from below. Consideration taken. Note this is core gameplay affecting, under rule 1.
o 5c. Fix box truck clipping.
x 5d. Jump from garage to the river - being looked at, might reposition.
o 5e. Will consider removing hidden arrow, since the garage has been clipped.

Hotel (Blue spawn):
o 6a: Can't heal under roof room. Will fix.
o 6b. Jump from hotel fall to highway. Will fix.
o 6c. Look into alley jump issue.
x 6d. Second elevator not getting a cushion this round.
open 6e. New newspaper!
o 6f. Jump from hotel to executive floor. Will look into adjustments.
o 6g. Look into arrow to the roof at main st.

Impending Doom Insurance:
o 7a. Bring back (add) pools in front. Will consider doing this for preventing lemmings on the hard jump above. Note this is gameplay affecting, under rule 2.
o 7b. Nodrop clip the ledges.

Construction site:
o 8a. Fix fences, i.e. those invisible walls you can climb.

Highway:
o 9a. Breaking leg issue on from hotel to highway to be addressed.

Build site A:
beta6 10a. Consider adding objects to diversify area, bring in slight offbeat gameplay.

==================================

Re: ut4_superman_b5 progress thread
Qlueless, Tue Mar 10 2009, 04:54PM

It's been a few years (4+) since I have played with you guys.. Hopefully I can get on tomorrow for some superman action :)
Re: ut4_superman_b5 progress thread
DankRider, Thu Mar 12 2009, 02:08AM

Superman Test 8 possible issue.

- As of now if the flag will not auto return if you are on the mid ledges of the garage. this may be intended and or not a big issue..
Re: ut4_superman_b5 progress thread
FSK405B, Thu Mar 12 2009, 12:31PM

AFAIK, the mid-levels of Doom are now inaccessible, and it is the inaccessible areas where the flag has/needs autoreturn. For areas that are simply more advanced (and the garage mid levels are legal but advanced) I don't see why the flag shouldn't hang out until autoreturn or hot potato. Everyone can see it plain as day, unless you take it to the far side of the garage...is that even possible...?

Edit: No, it is not possible to take the flag somewhere where it isn't visible from most of the rest of the map. The sides of the garage are easily visible from almost everywhere.
Re: ut4_superman_b5 progress thread
wily duck, Thu Mar 12 2009, 06:59PM

Even so, the ledges on the parking garage should be considered advanced locations. I'll be sure to nodrop clip those. Appreciate the info!
Re: ut4_superman_b5 progress thread
theSheilaDivine, Thu Mar 12 2009, 07:26PM

So Wily,

That nighttime shot of Superman was really cool. Any chance of making it a night map for bombmode or something? It would change the entire dynamic but is probably a pain for you to adjust all the lighting.
Re: ut4_superman_b5 progress thread
momo, Thu Mar 12 2009, 11:37PM

So only two items left to fix???
Re: ut4_superman_b5 progress thread
FSK405|EZ, Fri Mar 13 2009, 12:08AM

Not sure if anyone mentioned this or if you are still accepting ideas, I noticed the other thread was closed as well, but the second elevator in blue building would be a great place for a rope ladder or maintenance ladder to hide up inside. Loved the map well done thanx for the invite Wily PEACE
Re: ut4_superman_b5 progress thread
6th|XsmoKer, Sun Mar 15 2009, 08:13AM

I'd love to be a tester.. if you need more peeps...
thats if you guys Un Ban me from Superman....
Someone banned me for some reason...
thanks XsmoKer
Re: ut4_superman_b5 progress thread
Boogie Knight, Sun Mar 15 2009, 08:59AM

Relax...they test it on a different server.
Re: ut4_superman_b5 progress thread
useless, Sun Mar 15 2009, 07:43PM

He proly needed to be banned !mistrust
Re: ut4_superman_b5 progress thread
deleted-user, Sun Mar 15 2009, 08:31PM


That nighttime shot of Superman was really cool...

$heilaDivine
How about just swapping out the background and making one night version and one day version? The server already runs a two cycle map (play the map twice, switching teams once), so it'd be neat if the second round was "the night round". (Yes, I admit I have no idea how hard or easy what I just described would be...)
Re: ut4_superman_b5 progress thread
CDaly, Mon Mar 16 2009, 01:49PM

I've only been on once when others have been playing, learned a cool new jump.

Specs join please!

It looks frigin sweet and can't wait to learn some of the other new jumps and landing spots and see how they play.
Re: ut4_superman_b5 progress thread
wily duck, Tue Mar 17 2009, 09:20PM


So only two items left to fix???

momo

Not many standing issues left to fix. There's some issues that have been introduced into beta5 that are being fixed - that and gameplay tweaks with some of the new paths. Tonight I'm finishing up one of the newest major gameplay enhancements. Brand-shiny new.
Re: ut4_superman_b5 progress thread
momo, Tue Mar 17 2009, 09:44PM

Sweet!! I can't wait to see it....
Re: ut4_superman_b5 progress thread
wily duck, Thu Mar 19 2009, 02:02PM

I've been all around the state with work-related issues this week. Got thrown into the fray unexpectedly. Hopefully will have test9 ready for Saturday. There's one remaining simple but major addition that I'm contemplating putting in. The new hard one is gameplay completed, and graphically except for minor aesthetic issues that really only I care about (those little things count!!).
Re: ut4_superman_b5 progress thread
Dylan, Mon May 21 2012, 01:05AM

.
Re: ut4_superman_b5 progress thread
russa, Mon May 21 2012, 01:01PM


There's one remaining simple but major addition that I'm contemplating putting in.

wily duck

It's that the 6th floor piss and moan complaint building? J/K Great to see that your taking time to work on this great map. Let me know if there is anything I can do to help. Hope we see you at the BBQ this week.
Re: ut4_superman_b5 progress thread
Sasquatch, Mon May 21 2012, 01:18PM

Note to Russa, that post was from March of 2009. :)
Re: ut4_superman_b5 progress thread
Boogie Knight, Mon May 21 2012, 02:14PM

so it took him 3 years to respond. Some of us are slower than others. You know what I'm sayin', rt? ;)
Re: ut4_superman_b5 progress thread
russa, Mon May 21 2012, 04:52PM

Lol, 6th floor would like to launch a complaint.
Re: ut4_superman_b5 progress thread
Boogie Knight, Mon May 21 2012, 06:07PM

I blame it all on dylan
Re: ut4_superman_b5 progress thread
russa, Mon May 21 2012, 09:04PM

Didn't he hand the superman project off to somebody? Worm?
Re: ut4_superman_b5 progress thread
Boogie Knight, Mon May 21 2012, 10:27PM

He handed it off to Sleeping Guy
Re: ut4_superman_b5 progress thread
Binge and Grab, Tue May 22 2012, 10:26AM

SG better be working on a gold Binge&Grab statue
Re: ut4_superman_b5 progress thread
BanMe, Tue May 22 2012, 10:50AM


SG better be working on a gold Binge&Grab statue

Binge and Grab
That's riddled with my bullet holes :>
Re: ut4_superman_b5 progress thread
Binge and Grab, Tue May 22 2012, 12:05PM

okay give banMe a slighty larger, golder statue next to mine
Re: ut4_superman_b5 progress thread
russa, Tue May 22 2012, 01:16PM

Has anyone been in contact with sleepy guy?
Re: ut4_superman_b5 progress thread
GreenEyes, Tue May 22 2012, 02:51PM

Ummm no hes sleeping DUH =P
Re: ut4_superman_b5 progress thread
Boogie Knight, Tue May 22 2012, 05:13PM

Superman development has always been shrouded in secrecy and some magic, I think.
I saw SG around the time of the compendium.
Re: ut4_superman_b5 progress thread
SG, Sun Aug 05 2012, 11:52AM

?? project on my side is stopped since few months even in may. dev web site was too.
I did talk to Wily at that time and I understood he had some ideas / new project about superman. As i was not fast enough (my feelings not Wily's) and I felt like a burden to the project. I prefer that Wily go with his skills and willing on his baby than me making a bad b5 on my side. I did send a mail to him to confirm that to him few month ago.

Like you guys saw, I am quite busy and not UT and even game active since February. I hope it will change after summer. But honestly UT 4.1 with the coming of UT HD is not something that make me want to work on any map dev for ut4.1.

sry guys I really thought you did watched the dev web site, info was there, web site is closed now.

I hope I did not miss understood Wily but I did not work on this since 4 months, maybe wily could clarify that to me.

If he still work on something about superman then who am i to interfere ? I just do not want to be a burden for the game.

SG
Re: ut4_superman_b5 progress thread
Boogie Knight, Sun Aug 05 2012, 04:45PM

I thought when we all tried to help out on the development of the new Superman map it was to be for the new release of UrT, which would be 4.2. No? All of that work was to go toward 4.2.
Re: ut4_superman_b5 progress thread
wily duck, Mon Sept 03 2012, 11:26AM

LOL this thread was for pre-superman release. A beta 5 version! Good times.

Boogie - the work put into Supersoldier is not forgotten. Original Supersoldier was being built for UrTHD and 4.2. The radical changes for HD without a reference development kit or any real engine documentation made this quite difficult - prone to wasting lots of time on features that may not work whenever HD may come out - and be patched to resolve inevitable bugs.

SleepingGuy has handed the UrT project reins back to me. However I don't see any future in putting all that energy into an Urban Terror map, when so much more can be done building out Supersoldier as an entire game.

I have begun serious work on a new, massive project, that will allow Supersoldier to be everything I want it to be. UrT engine not required. More info to come in a different thread.
Re: ut4_superman_b5 progress thread
FSK405|EZ, Mon Sept 03 2012, 12:14PM

Looking forward to the progress WD. Thanks for keeping us all informed!!
Re: ut4_superman_b5 progress thread
Tranc3r, Mon Sept 03 2012, 12:57PM

OOOOOOO I can't wait for the WilyEngine!