Marching on to the inevitable release

wily duck, Thu Jul 23 2009, 04:40PM

I've encountered a number of obstacles impeding progress on the release. Most have nothing to do with the game. Progress now continues, just not as rapidly as during the test releases.

Release updates:
------------------
1. I've effectively completed the area at the Wall. Basically, the entire area required a complete rebuild, since the _pre version's was hastily thrown together. I've spent multiple sessions drawing up numerous designs for the area over weeks time. Didn't like any of them. So, I'm pretty happy that a more free-form design finally worked.

2. The grass is a sore spot for me. Although it looks decent in _pre, I got the shaders wrong and it looks like soup. Also, the texture scaling ranges wildly for each section of grass in front of the hotel. This had to be fixed to resolve some inconsistencies. Still working on this. Looking back to the VIP versions for historical shader reference, since my current ones are not working out at well.

3. I'm trying hint/skip vis techniques that Null installed into my brain. Chances are good that I'm going to cut the full map re-vis in favor of saving that process for supersoldier. It's only reasonable, sitting just shy of the release. Heh.

4. The re-brushing of the wall section brought for a few changes to the immediate surrounding landscape. The area by Impending Doom's sign does not look so desolate now. The sign was moved slightly, hotel jump compensated accordingly.

5. Nodrop brushes have been fattened up across the map. This will prevent some of the rare flag-on-edge situations people have reported.

6. Build site in SW corner is textured. No more bland corner, although I wouldn't consider it a gameplay friendly zone still by any means.

7. KrAt Distributing has its sign out front. Still needs just a little tweaking.

8. The Wall of course requires scribing.

9. I will be doing rigorous testing before putting the release delta into the testers hands.

+++ If you want to include or query about a required or requested fix/change/update, make your note below and I will update this first post. +++

-FSK405 wily duck
Re: Marching on to the inevitable release
momo, Thu Jul 23 2009, 05:21PM

Thanks for all you do Wily. I luv ya man.
Re: Marching on to the inevitable release
|$|Son, Fri Jul 24 2009, 03:07AM

so basically willy you corrected some bugs and finished some stuff that were "incomplete".
Re: Marching on to the inevitable release
Deviant-x, Sat Jul 25 2009, 01:03PM

something we are still waiting for god to do to you son.
Re: Marching on to the inevitable release
deleted-user, Sat Jul 25 2009, 05:49PM

I can't wait, Wily! Good show! ;)
Re: Marching on to the inevitable release
wily duck, Sun Jul 26 2009, 04:31AM


so basically willy you corrected some bugs and finished some stuff that were "incomplete".

|HH|Son

Roughly. It's a lot of the work I could not finish on the pre release weekend. Rather than pushing out a still slightly underdone map, I'm ensuring consistent quality. Might even be room for squeezing in one more trick... We'll see.
Re: Marching on to the inevitable release
|$|Son, Sun Jul 26 2009, 06:48AM

u are really the man willy :) i cant even imagine the work, trouble, lost hours to get this great map, and if u add one more trick OMG.
let´s wait to see now. congrats :)
Re: Marching on to the inevitable release
$|SantaClauzzze, Mon Jul 27 2009, 07:46AM

DAMMIT I WON'T BE HERE FOR THE RELEASE DAMMIT DAMMIT DAMMIT :-( . but otherwise it sounds great wily u r the man :-)
Re: Marching on to the inevitable release
BanMe, Tue Jul 28 2009, 01:50AM

Not really an importat thing but i ran across it today. I was no red and a teammate was sniping from the doom lower ledge. They asked me to give them more SR8 ammo. When i lemminged on the lower ledge to give it to them it went under the ledge and they couldnt pick it up. It passed right through the floor
Re: Marching on to the inevitable release
|$|FlanKthem, Tue Jul 28 2009, 07:42AM

Not really important, but once I saw someone stop in the middle of Red's HQ edge (the one that we slide down on) just a few meter above the ground. I have no idea how he stopped there, I saw him when he was already there. He wasn't stuck, he can move down (which he did a few minutes afterward).
Re: Marching on to the inevitable release
RedScull, Tue Jul 28 2009, 10:46AM

I'm not sure if the ledge out in front of the Pressman is supposed to be a safe landing spot, or not. It seems to be about 50/50 safe landing for me.
Re: Marching on to the inevitable release
|$|Son, Tue Jul 28 2009, 11:27AM

some ledges are fatal its true, but not always, i guess it has to be about the way we land on them and the angles.

i´ve done a jump from red HQ to garage following the arrow, but i moved in the air and landed on the lower ledges of the parking lot, and survived always.
Re: Marching on to the inevitable release
momo, Wed Jul 29 2009, 03:04PM

Wily I think this was brought up in the other thread but...in the red elevator shaft there is something that will lemming you. I cant really tell exactly where it is but I can tel you its about 2/3 down from the top. Usually gets me when I have the flag and i'm trying to soft land on the crates.
Re: Marching on to the inevitable release
BanMe, Wed Jul 29 2009, 03:08PM

not sure if its been mentioned, but there is a spot in the red elevator agasint the back wall that acts like an arrow and shoots you up about 15 feet and you either get hurt or lemming
Re: Marching on to the inevitable release
$|SantaClauzzze, Thu Jul 30 2009, 07:59AM

it happens alot when you're standing on the "support beam" things too.
Re: Marching on to the inevitable release
wily duck, Thu Jul 30 2009, 02:40PM


Wily I think this was brought up in the other thread but...in the red elevator shaft there is something that will lemming you. I cant really tell exactly where it is but I can tel you its about 2/3 down from the top. Usually gets me when I have the flag and i'm trying to soft land on the crates.

momo

I have confirmed this phenomenon. There is an invisible brush apparently flying around the map, likely residue from the pendulum swinging hatch in the elevator. No idea how this occurred or why it exists. Fixing it will pose another difficult challenge. I'd rather this bug was squashed in the release.
Re: Marching on to the inevitable release
wily duck, Thu Jul 30 2009, 02:42PM


it happens alot when you're standing on the "support beam" things too.

$|SantaClauzzze

In what location? This could help identify where the brush moves to.
Re: Marching on to the inevitable release
:$:Guardian, Thu Jul 30 2009, 09:09PM

Is there any way to fix the problem with getting stuck in the doors? Also, will anything be going up in the open concrete area in the SE area? And will the water be blue again?
Re: Marching on to the inevitable release
FSK405B, Fri Jul 31 2009, 06:38AM

There is a solution for not gettings stuck in doors: don't stand in their path while opening them. Same as in real life.

Wily will not be making every door open both ways. Same as in real life.

There are many areas that are not very gameplay-rich, possibly including SE. I know there is a plan for every place, so now you just wait for Supersoldier like everyone else.

Thank you come again!
Re: Marching on to the inevitable release
$|SantaClauzzze, Fri Jul 31 2009, 01:06PM


There is a solution for not gettings stuck in doors: don't stand in their path while opening them. Same as in real life.

Wily will not be making every door open both ways. Same as in real life.

There are many areas that are not very gameplay-rich, possibly including SE. I know there is a plan for every place, so now you just wait for Supersoldier like everyone else.

Thank you come again!

FSK405B
DAM HE JUST GOT HIS ASS HANDED TO HIM! xD
Re: Marching on to the inevitable release
$|SantaClauzzze, Fri Jul 31 2009, 01:07PM



it happens alot when you're standing on the "support beam" things too.

$|SantaClauzzze

In what location? This could help identify where the brush moves to.

wily duck
In the elevator the "metal" things on the sides. Sometimes when you stand on them you fly up then lemming.
Re: Marching on to the inevitable release
FSK405|worm, Sun Aug 02 2009, 02:21AM

Ban_Me]
not sure if its been mentioned, but there is a spot in the red elevator agasint the back wall that acts like an arrow and shoots you up about 15 feet and you either get hurt or lemming

[$E

Confirmed
Re: Marching on to the inevitable release
wily duck, Sun Aug 02 2009, 08:02PM

Couple interesting bits. First, I've finally captured the elevator shaft ghost on camera. It was not easy to do....

http://gamedev.digitalamusement.com/images/dev_images/shot0365.jpg

In-game, the movement makes absolutely no physical sense. Closest I can explain is imagine a tire with big V tread on it, and as each tread line touches the non-existent ethereal surface, the normal lights up. It is only visible after crashing back into the elevator roof (requiring god mode), and only once per launch. Not before, or during. Only with shownormals on, not showtris. Makes no sense, no idea how to fix this.

Second, I've already fixed it. How? No clue. In the current ut4_superman build, the ghost is gone. That settles that! :D
Re: Marching on to the inevitable release
|$|FlanKthem, Mon Aug 03 2009, 02:13AM

woohh!

So that was the thing!
Re: Marching on to the inevitable release
|$|Son, Mon Aug 03 2009, 06:00AM

dam ghost´s are takin the superman server. ;)
that is why K and me are lemming to much :P
ghots are pushing us lol
Re: Marching on to the inevitable release
momo, Mon Aug 03 2009, 01:34PM


Couple interesting bits. First, I've finally captured the elevator shaft ghost on camera. It was not easy to do....

http://gamedev.digitalamusement.com/images/dev_images/shot0365.jpg

In-game, the movement makes absolutely no physical sense. Closest I can explain is imagine a tire with big V tread on it, and as each tread line touches the non-existent ethereal surface, the normal lights up. It is only visible after crashing back into the elevator roof (requiring god mode), and only once per launch. Not before, or during. Only with shownormals on, not showtris. Makes no sense, no idea how to fix this.

Second, I've already fixed it. How? No clue. In the current ut4_superman build, the ghost is gone. That settles that! :D

wily duck



That is crazy. Keep up the good work! Still no word on a date for testing?
Re: Marching on to the inevitable release
Reflux, Mon Aug 03 2009, 02:34PM

Can't load the new map on my laptop.

R_LoadMD3
models/weapons2/negev/negev_hold.md3 has more than 1000 verts on a surface (64768)
Re: Marching on to the inevitable release
Reflux, Mon Aug 03 2009, 02:57PM

Ignore, my laptop cannot load any maps today. :(
Re: Marching on to the inevitable release
deleted-user, Mon Aug 03 2009, 06:55PM

See, I thought you were just going to leave it in there. Have it be that random element that may or may not add to the game play ;)
Re: Marching on to the inevitable release
RedScull, Tue Aug 04 2009, 02:12PM

More "not sure if this is supposed to be safe landing, or not" stuff.
It's possible to lemming on the bus shelter between Doom and Pressman on Irvin. It's happened a few times in the last couple days to me. It seems that it happens when you land not on the larger roof area but on the end support frame on the East side (with the Pressman being East, Military/Kr8t being West). I can get a screencap if necessary.
Not sure if this is nitpicking, or what. If really minor stuff like this isn't what you're looking for, let me know.
Re: Marching on to the inevitable release
|$|FlanKthem, Wed Aug 05 2009, 02:59AM

u mean the bus stop?

or am I mistaken?
Re: Marching on to the inevitable release
RedScull, Wed Aug 05 2009, 03:35AM


u mean the bus stop?

or am I mistaken?

|$|K.
Probably not mistaken, but I mean the bus shelter being the structure which would shelter bus passengers adjacent to the white outline on the road. That white outline is (what I refer to as) the bus stop, where the bus would actually stop to pick up the passengers in the shelter.
Re: Marching on to the inevitable release
|$|Son, Wed Aug 05 2009, 06:57AM

scull dont mind with K he is a retard :P


yesterday i confirmed a "known" bug or not.

when falling from red HQ in to left pool, i was aiming to arch of left side, but when i hit the arch i got stuck in the begining of the curve, and landed there.
didnt take any stamina, i guess if we land that spot we will never die.

osko confirmed this, he was after me to clean my ass :D
Re: Marching on to the inevitable release
|$|FlanKthem, Wed Aug 05 2009, 08:23AM

Thats the one that I saw! Someone landed there and stuck there shooting to people coming by!

btw, there is no damage when u land on that bus stop, am I not retardedly mistaken?

Re: Marching on to the inevitable release
RedScull, Wed Aug 05 2009, 11:12AM


btw, there is no damage when u land on that bus stop, am I not retardedly mistaken?

|$|K.
Normally, no. But if you land just right you'll lemming.
Re: Marching on to the inevitable release
:$:Guardian, Wed Aug 05 2009, 12:04PM

You can lemming in the white box if you don't hit it just right. It's been like that since the first release. I personally recommend landing on top of the shelter itself and then dropping down. It's safer, and only takes a split second longer.
Re: Marching on to the inevitable release
RedScull, Wed Aug 05 2009, 02:12PM


You can lemming in the white box if you don't hit it just right. It's been like that since the first release. I personally recommend landing on top of the shelter itself and then dropping down. It's safer, and only takes a split second longer.

:$:Guardian
This is what I'm talking about. I routinely lemming in the box, so I land on the shelter which is safer. But you can lemming on top of the shelter too, if you land on the end upright.
Re: Marching on to the inevitable release
BanMe, Wed Aug 05 2009, 03:28PM

Something really weird happend to me on superman. Start of the second round everyone switched sides like normal. When i tried to walk nothing worked. I couldnt shoot, move switch, weapons, anything, and my view was kinda tilted to the left side 45 degrees. I took a demo of it but when you view it everything looks normal. Just me standing in place saying i cant move. It happened to someone else because they were yelling about it too. This happened to me once before a long time ago on the old superman map.
Re: Marching on to the inevitable release
Fokker, Wed Aug 05 2009, 04:39PM

Hacker !!
Re: Marching on to the inevitable release
:$:Guardian, Wed Aug 05 2009, 04:45PM

I agree with fokker.

Also, about the bus stop, you can't land on top on the very end, because the 2D pane used to construct the side is not fall-proof, and if you hit the top edge of that, you're dead.
Re: Marching on to the inevitable release
|$|Son, Thu Aug 06 2009, 06:19AM

ban maybe that x-file has to do with the server when he loads new game, i often get: Reliable command cycled out and disconect. almost every time that game changes sides.

just a thought. but it could happen because of server needs to load.

but ure a hacker :P
Re: Marching on to the inevitable release
wily duck, Fri Aug 07 2009, 05:27PM


scull dont mind with K he is a retard :P


yesterday i confirmed a "known" bug or not.

when falling from red HQ in to left pool, i was aiming to arch of left side, but when i hit the arch i got stuck in the begining of the curve, and landed there.
didnt take any stamina, i guess if we land that spot we will never die.

osko confirmed this, he was after me to clean my ass :D

|HH|Son


I'll look into this. A screenie would be helpful.

Busstop landing lemming - happens. Not too much I can do about it, like anything else in the map.

btw all, I've come up with a tentative release date. Before the thread gets grilled and flamed wanting to know when, just chill out. I get thrown some wicked curveballs between my job and home stuff, so I could easily miss this date. I will note the date is sooner than later. Appreciate everyone's comments and finding the bugs and nuances.
Re: Marching on to the inevitable release
|$|FlanKthem, Fri Aug 07 2009, 08:19PM

yay!

Any surprises?

maybe chopper hanging around on air somewhere like that one in sled? :D
Re: Marching on to the inevitable release
BanMe, Fri Aug 07 2009, 08:21PM

hahaha. Attach a sentry to it and kill all the enemies. Fly around getting all the campers. lol
Re: Marching on to the inevitable release
wily duck, Wed Aug 12 2009, 01:31AM

Update.

Grass is done! This cleans up a bunch of bad lightmaps, gets rid of heavy repeated texturing, looks WAY better (best in UrT thus far imo), behaves correctly with lightmaps/shadows including between edges, blends correctly giving different hues from you to the distance, texture layers appear freshly mowed with depth, shells fall into the grass, green lawn color normalized (not washed out or too saturated), fur layers are sorted correctly including correct visuals when seen through a window, no q3 engine induced Z-fighting when viewed from far far above, offset induced cracks are almost indistinguishable, offset heights are balanced, custom created lawn textures, new mulch pile replaces square pit, no noticeable performance hit, and best of all - it looks natural and most people probably won't notice because it just works.

Krate Distributing sign is done! Features difficult radiant brush geometry to achieve a bold visual, to communicate the dominating presence of Krate's crates, worldwide.

Fixed a couple existing but broken moves. Delta team watch out!! :D

Fixed a see-through issue in military lobby in floor towards front.

Added a few minor easter eggs. Might have put something else in there too, right around Fokker Pointe. Can't remember what though...

Porsche windows doesn't look all smoked out now.

Jeep and Volvo clips are now accurate.

Grouped a bunch of brushes for better lighting in areas (and less lightmap data).

The Wall is now titled and headered. Inscription has begun. Tweaks to the wall's visuals including performance enhancements (complex patch curves abound!).

Tweaks, brush and lighting cleanups, finding the last few stray problems, fidelity improvements, etc - These are pretty much complete. That means I'm about freed up from the small problems of the map! It's a lot of map!

I've defeated a lighting compile issue that would only allow me to compile the map if I sacrificed major compile time performance. This kicks ass, you don't even know!!! :D

Current major focus is getting the wall scribed.
Re: Marching on to the inevitable release
BanMe, Wed Aug 12 2009, 04:05AM

WOOOO!!!! GOOD JOB!!!!! =]

Cant wait to test it
Re: Marching on to the inevitable release
momo, Wed Aug 12 2009, 04:35AM

Fuck yeah!
Re: Marching on to the inevitable release
Littlefoot, Wed Aug 12 2009, 06:24AM

Duckie, Duckie, he's our man, if he can't do it...quit.
Re: Marching on to the inevitable release
|$|Son, Wed Aug 12 2009, 08:07AM

u are really the man willy.

i will try to get a scrennie from the red hq arches when we get trapped there
Re: Marching on to the inevitable release
|$|FlanKthem, Wed Aug 12 2009, 12:04PM

wow sounds like a lot!

good job!
Re: Marching on to the inevitable release
FSK405|worm, Fri Aug 14 2009, 12:42AM

Probably not a priority, but it is possible to get stuck on the billboard.

In the demo attached, I had just started to descend the ladder, but as you can see I was a little too far to the right. Got stuck and had to /kill to get out.

Jeebus, demo 171, time to purge.....
]1250228552_1794_FT26074_demo0171.zip[/file]
Re: Marching on to the inevitable release
wily duck, Mon Aug 17 2009, 02:45PM

Will check it out. While the final is still being worked on, feel free to send up nuances, bugs, behaviors, etc so I may squeeze in a potential fix.
Re: Marching on to the inevitable release
Fokker, Mon Aug 17 2009, 06:27PM

We need more jumps !! Fokk it - I say you scrap the whole thing and rebuild it the right way. ;)
Re: Marching on to the inevitable release
DankRider, Mon Aug 17 2009, 08:48PM

.:: Bans Fokker :..
Re: Marching on to the inevitable release
wily duck, Tue Aug 25 2009, 07:47PM


Probably not a priority, but it is possible to get stuck on the billboard.

In the demo attached, I had just started to descend the ladder, but as you can see I was a little too far to the right. Got stuck and had to /kill to get out.

dad

Fixed. You'll get nudged over as you reach the top, preventing getting stuck.

Nodrop clipped the :V in the hotel. Thanks Momo! :D
Re: Marching on to the inevitable release
momo, Tue Aug 25 2009, 08:05PM

LOL. No thank you Wily... Hehehe I was hoping you forgot about that. :p
Re: Marching on to the inevitable release
Littlefoot, Tue Aug 25 2009, 09:49PM

Heh, was that a "No Thank You, Wily" or a "No, thank YOU, Wily"?
Re: Marching on to the inevitable release
momo, Tue Aug 25 2009, 10:27PM

It was the the second choice LF. :)
Re: Marching on to the inevitable release
|$|FlanKthem, Wed Aug 26 2009, 01:02PM

releasing on the same date with 4.2, Wily?

Any testing done yet? Wanna hoop in if I can make it!
Re: Marching on to the inevitable release
momo, Wed Aug 26 2009, 01:53PM

Your avatar makes me smile K.
Re: Marching on to the inevitable release
Deadmeat, Sat Aug 29 2009, 11:34PM

I think I came across a bug in the map tonight. I was standing on the stairs behind the hotel, sniping someone standing on the edge of the garage. I had a clear shot on a stationary target, not anywhere near the edge of the stairwell as far as I could see but instead of getting a kill and seeing blood fly my shots were deflected and dust flew up. I walked up to the top of the stairs and took another shot and that time I got my kill.
Re: Marching on to the inevitable release
|$|TheDamager, Sun Aug 30 2009, 12:53AM

Not sure if you've already fixed this, but I lemminged on the side of the river in the park while carrying the flag. When I went back for it, I could stand directly over the flag icon on the minimap and not take the flag, nor could I see it. I have a screenshot if you'd like it.
Re: Marching on to the inevitable release
FSK405|worm, Sun Aug 30 2009, 03:55AM


Not sure if you've already fixed this, but I lemminged on the side of the river in the park while carrying the flag. When I went back for it, I could stand directly over the flag icon on the minimap and not take the flag, nor could I see it. I have a screenshot if you'd like it.

|$|TheDamager

This apparently also happened near Krat(e?) Distribution construction the other day, but not to me. One of the other players brought it to my attention. Unfortunately the flag returned due to time before I could take a screenshot of where he was indicating, but it was on the raised ground that you kinda skid over if you use the "road barrier booster" between Krate and Pond. THe guy said he lemminged there and it disappeared, was appearing on his minimap as still there.
Re: Marching on to the inevitable release
wily duck, Sun Aug 30 2009, 10:50PM


Not sure if you've already fixed this, but I lemminged on the side of the river in the park while carrying the flag. When I went back for it, I could stand directly over the flag icon on the minimap and not take the flag, nor could I see it. I have a screenshot if you'd like it.

|$|TheDamager

Patches, i.e. curved geometry, seems to be weird about collision sometimes. Some entities at certain times will just pass through them. I have a nodrop filling the bottom of the map, so in the final, you shouldn't see this happen. It's an insurance policy.

Robdad - see above.

Deadmeat - no idea what to make of that.
Re: Marching on to the inevitable release
wily duck, Sun Aug 30 2009, 10:59PM

More updates.

- First is a bummer. I re-hinted the whole friggin map. In theory if this worked, FPS should have gone up pretty nicely. Unfortunately I still don't really understand hinting so the process crashes in the compile stating That's Just About Enough Of That, Noob! Stupid -vis.
- Area triggers are finalized, i.e. radio locations.
- New awesomeness finalized.
- Easter eggs drifting in.
- Newspaper half done. Increased resolution from 512x512 to 1024x1024. Readable!
- Pond Publishing has a new sign!

The list dwindles....
Re: Marching on to the inevitable release
BanMe, Sun Aug 30 2009, 11:12PM

Can the garage get a tent. Make camping more comfortable !lol
Re: Marching on to the inevitable release
wily duck, Sun Aug 30 2009, 11:18PM

Did you know superman beta 3 is now 5 years old? I'm such a slacker.

Speaking of... and you call yourself superman players? Here's some champions showing how it's done!! ;D

Shot0367

That was taken on the same day as the "superman beta 3 is done!" announcement was made. Nice!
Re: Marching on to the inevitable release
Gladi8r, Mon Aug 31 2009, 01:32AM

8 hours playing nonstop? Geez, and I thought I was a fanatic...
Re: Marching on to the inevitable release
FSK405|worm, Mon Aug 31 2009, 03:15AM

Wily, I have a request I've been meaning to make for some time:

The ledge above the Military HQ main entrance, on the inside - please can this be nodrop clipped? On numerous occasions I have seen jokers who can hop up there with ease drop the flag and leave the game (reminds me of when you could get under the map!). I would class this in with other advanced locations like lower pond towers and doom ledge, which are nodropped for good reasons.
Re: Marching on to the inevitable release
|$|FlanKthem, Mon Aug 31 2009, 06:59AM

yeah about that Wily, why are the billboard and the pond's pool are non-drop area? I thought the reason of making an area non-drop is because the area are not easily accessible to people? I thought both of these area are easy accessible to people now?

IMO both are good places to hide the flag and to hold it for a few seconds when the flag carrier got killed. Getting killed at both places gives easy "flag return" for the opponent team IMO.

or am I totally against your reason behind this? :D
Re: Marching on to the inevitable release
wily duck, Mon Aug 31 2009, 12:09PM

For CTF, it's faster to have the pond skyway and billboard nodrop clipped. I may alter this in super soldier depending on feedback, but in superman it stays.

The red lobby top area is already nodropped in the delta version (my dev version).

Admins - requesting if someone takes a flag to these restricted zones, they first are verbally politely instructed to move the flag from the restricted zone, secondary !warn if they don't get the hint.

Restricted zone is anywhere a normal, non-veteran level player would not likely be able to reach. In the final, this will not be an issue because flags will automatically return.
Re: Marching on to the inevitable release
momo, Mon Aug 31 2009, 01:10PM

Unlike others I have tried to teach people how to access the "advanced areas.".
Re: Marching on to the inevitable release
|$|Son, Mon Aug 31 2009, 02:38PM

true on that, and despite i know the secrets on those jumps in red Hq lobby and in the V in hotel, i cant reach them, i dont have knowledge in jump modes, only the basic ones. :D

i´m only against players that leave flags in those places and go away.

momo likes to camp there, leave him :P he looks like spider man ;)
Re: Marching on to the inevitable release
wily duck, Mon Aug 31 2009, 04:41PM

yea getting to the areas are cool... just don't go up there with the flag cause joe average player can't (yet?)
Re: Marching on to the inevitable release
deleted-user, Mon Aug 31 2009, 05:32PM

I really dig being able to go up there with the flag. Hell, that's 50% of my addiction to the map. I hope you'll reconsider no dropping above the red door *sniff
Re: Marching on to the inevitable release
Littlefoot, Mon Aug 31 2009, 06:12PM

OMG...FSK405 Kr0m (without a pipe)!!!! That IS an old screen shot!!!!!
Re: Marching on to the inevitable release
Boogie Knight, Mon Aug 31 2009, 09:26PM

Hmmm i sometimes play as Johnny Rotten. Wonder if that's me...
Re: Marching on to the inevitable release
|$|FlanKthem, Tue Sept 01 2009, 11:17AM

]
I really dig being able to go up there with the flag. Hell, that's 50% of my addiction to the map. I hope you'll reconsider no dropping above the red door *sniff

$.MrTinker[Um3

haha yay to the Wily!

Must wait until I can make it there! Sucks when u know the way but can't do it.
Re: Marching on to the inevitable release
wily duck, Wed Sept 02 2009, 04:06AM

]
I really dig being able to go up there with the flag. Hell, that's 50% of my addiction to the map. I hope you'll reconsider no dropping above the red door *sniff

$.MrTinker[Um3

You will still be able to. The flag will return if you die up there though. Better than a Mr. Sentry right? ;) For the moment, that location is not fair to the non-veteran players. I see it's becoming a popular spot fast, so you can guarantee I'll be looking there when I'm on blue... :D
Re: Marching on to the inevitable release
wily duck, Wed Sept 02 2009, 04:16AM

It's time for Great News!

The Wall of Immortality is complete. This is a milestone in the map indicating a delta version is around the corner for the VIP testers.

This also has really lightened things up - I'm able to tear around the map looking for any remaining inconsistencies, places to put fun stuff/easter eggs, fix minor issues, make sure all plays well. It may be a longshot idea, but the final will look, feel, and play even better than pre.

I'm aiming for a Thursday night delta release... no guarantees but I'm going to try like heck. I'll be afk for a week, not sure how much time I'll be able to spend on dev stuff during.

Yea, I'm excited. The hard stuff is done, cept for the newspaper which still needs to get finished. Might finish that later cause it's easy to drop in vs building the pk3. Ok done talking to myself :)
Re: Marching on to the inevitable release
|$|FlanKthem, Wed Sept 02 2009, 07:32AM

I wanna be there n see this new babe!
Re: Marching on to the inevitable release
momo, Wed Sept 02 2009, 09:32AM

I'm getting antsy...ready to frag some mofo's on this bad boy.
Re: Marching on to the inevitable release
FSK405|worm, Wed Sept 02 2009, 11:54AM

yeah im pretty excited now.

I noticed the other day something I have not been able to recreate since. Standing in the street behind blue base with the bases on the right of the screen (facing west?) there is the booster on the road barriers that takes you down the street all the way to the end by Krate construction. I used that but just as I was approaching red base I seemed to hit something invisible that sent me very high in the air while still hurtling towards the other end of the road. Lemming at the end predictably.

Sorry that's a very poor and vague description of something I wasn't then able to recreate on demo for the purpose of posting here, but I thought I should mention it just in case.
Re: Marching on to the inevitable release
momo, Wed Sept 02 2009, 12:52PM

Sounds like that roving mystery lemming bug that wily said was causing the lemming in the red evelator. He said it was like a ghost moving around the map.
Re: Marching on to the inevitable release
wily duck, Wed Sept 02 2009, 05:28PM

That's my guess as well, good one momo. Interesting situation robdad. That should definitely be gone in the final.

This is going to be a close one. Work plans changed on me this morning, which crushes some remaining time this week. If I'm efficient enough, tonight may be the delta copy, else it'll have to wait for at least a few days.

It's darn close though. Looked through a full compile, found 2 flipped textures. That was it, no other problems. Recompile and packaging can begin!
Re: Marching on to the inevitable release
momo, Wed Sept 02 2009, 05:37PM

Whoop Whoop...
Re: Marching on to the inevitable release
Boogie Knight, Wed Sept 02 2009, 05:47PM

Tease...
Re: Marching on to the inevitable release
$|SantaClauzzze, Wed Sept 02 2009, 08:20PM

Dont know if I'm too much of a nub to get in on the delta testing but if santas not a V.I.P it's ok **sniffs**
xD
lol just kiddin but checkin out the new map would be sorta cool and by sorta cool i mean TOTALLY F---ING WICKED
Re: Marching on to the inevitable release
wily duck, Wed Sept 02 2009, 10:14PM

VIP testing group was built during the post beta 5 versions, which earned each person a spot on the WoI. These are the players I will be entrusting the delta test with.
Re: Marching on to the inevitable release
theSheilaDivine, Wed Sept 02 2009, 10:37PM

Wait, I thought mine was the only name on the Wall of Immortality!
Re: Marching on to the inevitable release
FSK405|worm, Wed Sept 02 2009, 11:57PM


Sounds like that roving mystery lemming bug that wily said was causing the lemming in the red evelator. He said it was like a ghost moving around the map.

momo

Rings true, I did wonder - its around the right height and not a million miles away.
Re: Marching on to the inevitable release
deleted-user, Thu Sept 03 2009, 02:03AM


Wait, I thought mine was the only name on the Wall of Immortality!

the$heilaDivine
You would think that.
Re: Marching on to the inevitable release
|$|TheDamager, Thu Sept 03 2009, 02:34AM

I just hit a strange 'ledge' at the start of the curve of the front-highway arch of the HQ, it shot me off to the awning at the hotel and I jumped off to the highway. I tried to repeat the feat, and hit the invisible ledge but lemminged
Re: Marching on to the inevitable release
$|SantaClauzzze, Thu Sept 03 2009, 05:42AM


VIP testing group was built during the post beta 5 versions, which earned each person a spot on the WoI. These are the players I will be entrusting the delta test with.

wily duck
Ohhhhhh I see OK **shrugs**
Re: Marching on to the inevitable release
BanMe, Thu Sept 03 2009, 03:52PM


I just hit a strange 'ledge' at the start of the curve of the front-highway arch of the HQ, it shot me off to the awning at the hotel and I jumped off to the highway. I tried to repeat the feat, and hit the invisible ledge but lemminged

|$|TheDamager
Yeah ive seen that one before..only managed to do it once...I think there is a demo of Truth doing this jump somewhere on the forums.
Re: Marching on to the inevitable release
truth, Thu Sept 03 2009, 04:17PM

yeah i have a demo of that

also, i am immortal

this is what hes talking about from roughly a year ago
http://www.kickassctf.com/e107_files/public/1222313629_1538_FT11245_a2008_9_24_23_26_39__fn_truth_ca_ut4_superman_b4_ctf.zip

need the old superman file to play the demo
http://www.fsk405.org/maps/q3ut4/ut4_superman_b4.pk3



going through my old posts i also found this. see if you can find out whats wrong with this screenshot. bonus points to you if you were in the game when it happened.

Shot0001
Re: Marching on to the inevitable release
wily duck, Thu Sept 03 2009, 11:20PM

The first delta has made it to the testers hands. :)
Re: Marching on to the inevitable release
|$|FlanKthem, Thu Sept 03 2009, 11:39PM

SPECTATOR FLAG!

WTFISH!
Re: Marching on to the inevitable release
|$|FlanKthem, Thu Sept 03 2009, 11:39PM


The first delta has made it to the testers hands. :)

wily duck

where are the feedbacks? cheeseburger? Onion rings?
Re: Marching on to the inevitable release
FSK405|worm, Fri Sept 04 2009, 12:12AM


The first delta has made it to the testers hands. :)

wily duck

Not quite! No download link, so I will have to wait until the weekend to catch one of the guys in game to give it a go.

Dank/Mindriot/Fokker/whoever else is relevant, if you see this would you mind dropping me a mail with the dl link please? Please note my forum pms still don't work so dont bother sending me one
Re: Marching on to the inevitable release
Fokker, Fri Sept 04 2009, 12:27AM

you on the VIP team ?
Re: Marching on to the inevitable release
deleted-user, Fri Sept 04 2009, 12:46AM

I'M FINDING YOU ON TEAMSPEAK.!
Re: Marching on to the inevitable release
Fokker, Fri Sept 04 2009, 01:04AM

YOU CAN FIND US IN TEAMSPEAK
Re: Marching on to the inevitable release
CDaly, Fri Sept 04 2009, 06:33AM

Wily,

You continue to amaze me and make this map more fun with every iteration. Thank you. I also enjoyed specing you and getting tour by the artist himself learning a couple new jumps I hadn't seen in game play.

Hrm I wonder where the best snipe spot is to get people flying up from the WoI... ? :)
Re: Marching on to the inevitable release
FSK405|worm, Fri Sept 04 2009, 07:49AM

Yes, I'm on the VIP team, wily's email said he didnt have time to sort the dl link and to ask one of you guys. Can't get on TS at work.....

Have you got my email Fokker?
Re: Marching on to the inevitable release
FSK405|worm, Fri Sept 04 2009, 07:51AM


going through my old posts i also found this. see if you can find out whats wrong with this screenshot. bonus points to you if you were in the game when it happened.

truth

|fn|truth.ca dropped the SPECTATOR flag!

I can haz lolly?
Re: Marching on to the inevitable release
Gladi8r, Sat Sept 05 2009, 07:54AM


Wait, I thought mine was the only name on the Wall of Immortality!

the$heilaDivine

Well, that's partially correct, anyway- yours is the only name on the hidden & mysterious 'Wall of Immorality'...
Re: Marching on to the inevitable release
FSK405|worm, Sat Sept 05 2009, 11:40AM

Wow! Just had a look around, it's even shinier than pre, nice work wily!

Not had long to poke about as I've gotta go see my new nephew soon and do family shit. Couple of things tho....

The lettering on Krate Distribution does some trippy aliasing, see demo attached.

Second, would you mind changing my name on the wall to just dad please? Sorry to ask something petty when you've done so much work, hope that won't be a ballache!

Look forward to a match with the testers sometime over this weekend.
]1252168803_1794_FT26074_demo0235.zip[/file]
Re: Marching on to the inevitable release
wily duck, Sat Sept 05 2009, 01:05PM

Told you man, I have a personal conflict with calling you dad. So yes I do mind (speakng straightforwardly), but I am open to other resolutions.

Thanks for all the great compliments on the delta thus far. No anomalies yet?
Re: Marching on to the inevitable release
FSK405|worm, Sun Sept 06 2009, 02:10AM

Hmmms, this is a tricky one. You essentially challenge me to come up with a different name within a week, or have my name wrongly written but set in stone :S Shame cause I was going to ask for a "spot" on the map, but this throws everything in the air!

the only anomaly I could find was that weird effect on the lettering, but Fokker since informed me that it's supposed to be like that.
Re: Marching on to the inevitable release
deleted-user, Sun Sept 06 2009, 03:16AM

This is absolutely the only thing I could find. I even played with the new WoI to see if I could survive it somehow. I think you called it 'light bleeding' or something to that affect. I don't know if there's anything to be done about it or if you care. But the shading here's not quite right. It's in executive hall by the stairs. Also, if it helps, you can just call me MrTinker on the map ;)
Re: Marching on to the inevitable release
wily duck, Sun Sept 06 2009, 02:33PM

Nah tinker unless you want me to switch your name up.

Rest of the VIPs on the wall, if you need name adjustments or corrections, get me a PM.

Yep I caught that light bleed too, thanks tink. Should be able to remedy this pretty quick.
Re: Marching on to the inevitable release
Gladi8r, Sun Sept 06 2009, 02:39PM

Well, as far as wall names, I'd like mine gold plated, covered in rhinestones, and want it to glow in God-like fashion when the mere mortals feast their eyes upon it.

Seriously, though, thank you for putting the tester names on the wall. It's been an honor to test it, and it will be an enduring honor to be associated with it on the wall. None of us are 'entitled' to the recognition, so thank you for the thought.
Re: Marching on to the inevitable release
Squrl, Sun Sept 06 2009, 04:42PM

agreed glad wily is awesome
Re: Marching on to the inevitable release
wily duck, Fri Sept 11 2009, 06:53AM

Submitting problem report - I can't get my grass shader to work on my mac laptop anymore. No changes. It even worked the other day, now it does not.

Tried a vanilla image of iourt, grass shader still fails. No related errors in the console.

Anyone else seeing this problem?
Re: Marching on to the inevitable release
|$|TheDamager, Fri Sept 11 2009, 08:20AM

Something I've noticed, when I use the $crosshair variable in superman, it often gives my location, not where I'm looking. Is this just due to the huge map size?
Re: Marching on to the inevitable release
momo, Fri Sept 11 2009, 12:45PM

I'm not a mapper nor do I use mac so I'm no help. Something.I have been meaning to mention has come up again. When inthe shacks on the roofs the flag will stick out the wall. When this occurs the enemy can kill you through the wall from the outside. This also happens by the valet entrance doors of the hotel.
Re: Marching on to the inevitable release
Boogie Knight, Fri Sept 11 2009, 04:49PM

In game my name is always Boogie]{night.
Don't know if it's possible for the wall. If not, it's fine like it is.
Re: Marching on to the inevitable release
BanMe, Sun Sept 13 2009, 04:39PM

Im sure you're aware of this problem but this is the first ive got it on a demo. The Red Arrow failing and only shooting you up a few feet.


]1252877988_1814_FT26074_redarrowglitch.zip[/file]
Re: Marching on to the inevitable release
Boogie Knight, Sun Sept 13 2009, 06:42PM

I had missing textures on grass areas but I thought it was because I didn't delete the Superman that we always play on.
Re: Marching on to the inevitable release
wily duck, Tue Sept 15 2009, 02:34AM


Something I've noticed, when I use the $crosshair variable in superman, it often gives my location, not where I'm looking. Is this just due to the huge map size?

|$|TheDamager

Could be. Haven't tried this myself but doubtful I can do anything about it. Thanks for reporting this.


I'm not a mapper nor do I use mac so I'm no help. Something.I have been meaning to mention has come up again. When inthe shacks on the roofs the flag will stick out the wall. When this occurs the enemy can kill you through the wall from the outside. This also happens by the valet entrance doors of the hotel.

momo

The only solution I'd have to this is clipping the area by the internal walls so that the player space with the flag doesn't breach the wall. This would have the adverse affect of reducing the amount of movement you'd have in those areas. You'll have to work with what you have, make sure you're not on the wall when you've got the flag. Not going to clip those areas.


In game my name is always Boogie]{night.
Don't know if it's possible for the wall. If not, it's fine like it is.

Boogie Knight

Can do.

Ban_Me]
Im sure you're aware of this problem but this is the first ive got it on a demo. The Red Arrow failing and only shooting you up a few feet.

[$E

This happens when you cross a corner of the trigger brush that launches you up. If you the player do not get pushed and pulled through the whole trigger, like running through it carrying your inertia through a corner faster than it moves you, then you'll only get a partial launch. Consider it a feature. :)


I had missing textures on grass areas but I thought it was because I didn't delete the Superman that we always play on.

Boogie Knight

Anyone other testers seen this? I think a re-compile, delta2, can solve this issue. Might have had some pk3's in my dirs that I shouldn't have during delta1 compile.

Dankrider also reported server crashing upon loading the map, which I will also have to investigate.
Re: Marching on to the inevitable release
momo, Tue Sept 15 2009, 04:15AM

Negative on the missing textures for me.
Re: Marching on to the inevitable release
Gladi8r, Tue Sept 15 2009, 07:52AM

No missing textures here
Re: Marching on to the inevitable release
AceTone, Tue Sept 15 2009, 09:05AM

Ditto - ZERO missing textures
Re: Marching on to the inevitable release
$|SantaClauzzze, Tue Sept 15 2009, 02:27PM

Wily, do you go delta then alpha then beta for testing? It might give the rest of us (with the exception of testers and you) a good idea what stage the map is at.
Re: Marching on to the inevitable release
$|SantaClauzzze, Tue Sept 15 2009, 02:29PM


Submitting problem report - I can't get my grass shader to work on my mac laptop anymore. No changes. It even worked the other day, now it does not.

Tried a vanilla image of iourt, grass shader still fails. No related errors in the console.

Anyone else seeing this problem?

wily duck
Also what software for mapping do you use on mac? I tried GTKgradient and it had no apparent use...
Re: Marching on to the inevitable release
wily duck, Thu Sept 17 2009, 10:24PM


Wily, do you go delta then alpha then beta for testing? It might give the rest of us (with the exception of testers and you) a good idea what stage the map is at.

$|SantaClauzzze

This has been the development path:
beta5 test 1-9
VIP test 1-4
PRErelease
Delta 1-3 (next up is 2)
Final

The deltas are spit-n-polish to get the map in solid working order. As we see, the prerelease version has held it's own quite well. It really could have been named beta5, but I went right to building the final.
Re: Marching on to the inevitable release
momo, Thu Sept 17 2009, 11:45PM

When i walked outside to go to work this afternoon the squirrels in my yard were chanting Duck! Duck! Duck! Duck! Duck! Duck! Duck! Duck! I was like "WTF?" Even they are getting anxious...
Re: Marching on to the inevitable release
wily duck, Fri Sept 18 2009, 02:33AM

LOL

Hey here's the current scoop:

- delta2 will be ready for the testers tomorrow (friday)
- updated wall of immortality
- cleaned up WoI area. Looks correct now not weird.
- newspaper 75% complete, remaining portion just content I haven't thought up yet
- fixed light bleeding in military hall by executive room
- fixed various shadow issues
- fixed areaportal on red roof, no more disappearing entities
- fixed doors in executive hallway - probably won't get stuck in them (much) anymore
- using newest q3map2 by twentyseven. FPS performance will probably increase for most everyone
- various brush clean-ups, vis fixes
- levelshot has better saturated color (not overbright dismal)
- new intermission camera position
- various fixes with location triggers
- removed some lingering unseen poly faces
- some shader updates and cleanup
- now compiling from a virgin urt folder, dev work done in a different urt folder instance
- fsk party images updated, now canvas-y looking not uglypixel-y. It's a painting!

A lot of time went into -vis in this version, ultimately to fail, then succeed when I heard about the vis auto-optimizations. Another huge chunk of time is sunk into the newspaper, being the only texture worth really stopping to read in the map. I tried some extra tricks with the hall doors, but stuck with the basics. Vis compiles have gone from an hour to about 3 hours now. I had to go back to -lowmem for -light, meaning the light compile now takes about 50% longer. Bleh! That's the price of the end-result performance that you'll see...
Re: Marching on to the inevitable release
deleted-user, Fri Sept 18 2009, 04:03AM

Sounds awesome, Duck!
Re: Marching on to the inevitable release
momo, Fri Sept 18 2009, 05:15AM

Fantasic. Thanks for the update Duck. Sounds like you have been working hard. I'm off for seven days so I will get to spend lots of time testing the new rev. :) Maybe we can get all the testers in sometime this weekend or next week and really run it through the paces with some real time game play.
Re: Marching on to the inevitable release
wily duck, Fri Sept 18 2009, 06:02PM


Fantasic. Thanks for the update Duck. Sounds like you have been working hard. I'm off for seven days so I will get to spend lots of time testing the new rev. :) Maybe we can get all the testers in sometime this weekend or next week and really run it through the paces with some real time game play.

momo

That would be an optimal situation. I'll think of a time to send with the internal tester email.
Re: Marching on to the inevitable release
Boogie Knight, Fri Sept 18 2009, 07:50PM

damn...I'm going off for the weekend. Won't be back til MOnday or Tuesday. I'm forced into playing golf instead. Well we all gotta do what we all gotta do...like it or not.
Re: Marching on to the inevitable release
momo, Fri Sept 18 2009, 08:09PM

/me checks his email... :D
Re: Marching on to the inevitable release
Tranc3r, Sat Sept 19 2009, 12:14AM

Are you going to be able to use this map in 4.2?
Re: Marching on to the inevitable release
Gladi8r, Sat Sept 19 2009, 10:46AM

Wily,

E-mailed your pers. addy with a couple minor things I found- here's a couple more:

Not sure whether this is related to your compile or not (could be the object itself) but on the Monte Carlo right side tires BF Goodrich is mirrored backwards... and all 4 seem gigantic in proportion to the car. Also, the 'shiny' surfaces only work on 3 or 4 of the body panels on this car. The rest do not reflect.

- Some streetlights do not cast a shadow, or only cast an incomplete shadow.

- Found a crack at ground behind Pond's- e-mailing downsized jpg's to your pers e-mail addy now. This is separate from the texture that doesn't align- this one shows light between panels.

- There are interior details in the Panel Trucks on garage, the Humvee, and the Jeep that are hidden from normal player view- same with the interior of the small hut by SW bus stop- do these add unnecessary overhead?



PS- Yes, you've heard it before, but it bears saying again- this MF map is a masterpiece. Best playing, best layout, best mix of player styles, best mix of game type playability, best graphics, most balanced without being boring and 'mirrored', etc etc. All hail the Duck- the 'map F'in master' (Pulp Fiction reference for Momo)

There are only a couple of maps that are diverse enough to play over and over again, and this one tops that list by a longshot.
Re: Marching on to the inevitable release
Gladi8r, Sat Sept 19 2009, 11:38AM

I just figured out how you did the floor reflections in the Military lobby- impressive. Very time consuming, no?
Re: Marching on to the inevitable release
wily duck, Sat Sept 19 2009, 10:15PM


Are you going to be able to use this map in 4.2?

Tranc3r

Yes but it is not being designed for 4.2. That will be supersoldier.
Re: Marching on to the inevitable release
wily duck, Sat Sept 19 2009, 10:27PM


Not sure whether this is related to your compile or not (could be the object itself) but on the Monte Carlo right side tires BF Goodrich is mirrored backwards... and all 4 seem gigantic in proportion to the car. Also, the 'shiny' surfaces only work on 3 or 4 of the body panels on this car. The rest do not reflect.

Gladi8r
The tires are part of the model - I can't modify them. The shiny tint on the windows should be working on all sides, however you may not be at an angle to catch that reflection.


- Some streetlights do not cast a shadow, or only cast an incomplete shadow.

Gladi8r
Should be better with the recompile. This is an issue I've struggled with in general.


- Found a crack at ground behind Pond's- e-mailing downsized jpg's to your pers e-mail addy now. This is separate from the texture that doesn't align- this one shows light between panels.

Gladi8r
Will fix thanks!


- There are interior details in the Panel Trucks on garage, the Humvee, and the Jeep that are hidden from normal player view- same with the interior of the small hut by SW bus stop- do these add unnecessary overhead?

Gladi8r
Yes but not much. Nor can I do anything about it. Check that porsche... lots and lots of tris, pretty expensive model to render.


PS- Yes, you've heard it before, but it bears saying again- this MF map is a masterpiece. Best playing, best layout, best mix of player styles, best mix of game type playability, best graphics, most balanced without being boring and 'mirrored', etc etc. All hail the Duck- the 'map F'in master' (Pulp Fiction reference for Momo)

There are only a couple of maps that are diverse enough to play over and over again, and this one tops that list by a longshot.

Gladi8r
I'm quoting that on my resume. :)


I just figured out how you did the floor reflections in the Military lobby- impressive. Very time consuming, no?

Gladi8r
Yes, to put it concisely. :)
Re: Marching on to the inevitable release
FSK405|worm, Sun Sept 20 2009, 04:36AM

I've noticed the issue with the top layer of the hedge around the base of Doom is still apparent (seem to recall someone mentioning this on a previous test), it floats above the rest of the hedge.

I'll send you a screenshot if you need it.
Re: Marching on to the inevitable release
FSK405|worm, Wed Sept 23 2009, 01:20AM

Here is said screenshot
Re: Marching on to the inevitable release
BanMe, Sun Sept 27 2009, 11:18AM

Just had something weird happen. I got caught inside a door like you normaly would and got shot to death, but normally you can shoot back and try and kill the enemy. When i shot everyone of them hit of the door that i was stuck inside. So the enemy could kill me but i couldnt shoot back.
Re: Marching on to the inevitable release
wily duck, Tue Sept 29 2009, 01:54PM

I've cleared up a bunch of the streetlight shadowing issues. Found that grouping brushes has an effect over the lightmap that makes all grouped brushes act as a single calculated surface. Yea I'm still figuring this mapping thing out ;)

The bushes can be fixed by using a new shader just for bushes... But for now I'm cheeseballing it and using my fancy grass shader surface.

As for getting stuck in the door, sounds like some engine glitchiness that will have to be resolved by not getting stuck in the door. Thanks for helping fix that one for me ban ;)

Added a few fun things the testers requested, couple to go. Ran into that shadow blotch bug again. Fokker requests I tweak the hotel -> woi jump. Slideways is busting out some new jumps too... You non-testers will see what's going on shortly when the final comes out.
Re: Marching on to the inevitable release
FSK405|worm, Tue Sept 29 2009, 03:17PM


As for getting stuck in the door, sounds like some engine glitchiness that will have to be resolved by not getting stuck in the door.

wily duck

If I stand in front of a door when I try to pull it open in real life, bad things happen. I think most people can cope with that.


Added a few fun things the testers requested, couple to go. Ran into that shadow blotch bug again. Fokker requests I tweak the hotel -> woi jump. Slideways is busting out some new jumps too... You non-testers will see what's going on shortly when the final comes out.

wily duck

I meant to say in my email to you this morning

"zomg, that screenie is amazing! Is that running on Urban Terror 5.0??!!!1one i luv the new buildings"

;)
Re: Marching on to the inevitable release
|$|TheDamager, Tue Sept 29 2009, 05:11PM

Can't wait for the final, would any of the testers be willing to run a demo session to catch some of the regulars up on the new jumps?
Re: Marching on to the inevitable release
$|SantaClauzzze, Tue Sept 29 2009, 06:57PM

That would be wonderful!
Re: Marching on to the inevitable release
|$|FlanKthem, Wed Sept 30 2009, 12:43AM

any words on the fun stuff u were saying, wily?
Re: Marching on to the inevitable release
wily duck, Wed Sept 30 2009, 01:56AM


Can't wait for the final, would any of the testers be willing to run a demo session to catch some of the regulars up on the new jumps?

|$|TheDamager

On final release test week, this could probably be arranged.
Re: Marching on to the inevitable release
|$|TheDamager, Wed Sept 30 2009, 02:38AM

That would be brilliant, thanks wily
Re: Marching on to the inevitable release
$|SantaClauzzze, Wed Sept 30 2009, 02:18PM

Wow that would be amazing
It would also be: Synonyms:
awesome, fascinating, incredible, marvelous, prodigious, shocking, stunning, surprising, unbelievable, wonderful
Thanks Wily!
Re: Marching on to the inevitable release
$|SantaClauzzze, Wed Sept 30 2009, 02:19PM

I sorta like prodigious.
Online Thesaurus FTW!
Re: Marching on to the inevitable release
BanMe, Wed Sept 30 2009, 03:54PM

Prodigious: exciting amazement or wonder
Merriam-Webster Dictionary FTW! :)
Re: Marching on to the inevitable release
$|SantaClauzzze, Wed Sept 30 2009, 04:20PM

<---------------------------------------------
Although I hope I count even though my tag says "nub"
Re: Marching on to the inevitable release
|$|TheDamager, Wed Sept 30 2009, 04:54PM

This sounds far too much like english at school, I dropped that subject for a reason...
Re: Marching on to the inevitable release
$|SantaClauzzze, Wed Sept 30 2009, 05:00PM

LOL!
Re: Marching on to the inevitable release
|$|TheDamager, Thu Oct 01 2009, 09:02PM

While following up on omnihil's strange 'wall jump', i noticed a 'hole' in the wall of doom between the spires, i could shoot grenades through this hole and could see through the walls of doom. Its at the flat end away from pond, and also has flickering colours above the hole. I've got some screenshots if you need them, if you havnt already solved this issue
Re: Marching on to the inevitable release
|$|FlanKthem, Fri Oct 02 2009, 01:21AM

take a screenie and put it on wily's new superman's thread, Dam!
Re: Marching on to the inevitable release
Squrl, Fri Oct 02 2009, 02:04AM

For those of you who arent testers but are active in the forums I encourage you to go to the wall of immortality and read it. Also I think you will like what happens when you jump on the wall, thats enough for now. There are more new things in the final release which are FREAKIN STUNNING! Wily you ARE the MAP GOD!!!!! Can't wait til the regulars on superman get to see the final release
Re: Marching on to the inevitable release
$|SantaClauzzze, Fri Oct 02 2009, 02:03PM

1st. OMG I CAN"T WAIT TO GET ON THE MAP (hopefully with the other superman regs) I've HEARD ALL THESE PEOPLE CALLING THE MAP GODLIKE AND WHATNOT!!!!! THANK YOU WILY!!!!
2nd. The thing with the area in between the towers (the hole in the wall) I PMed Wily with a screenie right after the map came out so no need for anything there (unless we're talking about the new map which I currently have no knowledge of.

-Santa
Re: Marching on to the inevitable release
$|SantaClauzzze, Fri Oct 02 2009, 02:04PM

Also Squrl, the WoI doesn't have anything written on it currently... The new map?
Re: Marching on to the inevitable release
Squrl, Fri Oct 02 2009, 05:51PM

Yes there is writing on the wall in the new map you can stand there and read it.....that is unless I ahve you scoped in from half way across the map for a nice headshot hehe
Re: Marching on to the inevitable release
wily duck, Sun Oct 04 2009, 12:08AM

New map is close. Couple other funstuff (not urt funstuff but map stuff) adds, then packaging. About to start a new thread to keep pace.

Been busy getting delta3 ready!
Re: Marching on to the inevitable release
wily duck, Sun Oct 04 2009, 12:18AM


While following up on omnihil's strange 'wall jump', i noticed a 'hole' in the wall of doom between the spires, i could shoot grenades through this hole and could see through the walls of doom. Its at the flat end away from pond, and also has flickering colours above the hole. I've got some screenshots if you need them, if you havnt already solved this issue

|$|TheDamager

Post em... probably fixed that already but no harm in being sure.
Re: Marching on to the inevitable release
:$:Guardian, Sun Oct 04 2009, 01:41PM

The final release is... inevererevereveritabrerr.