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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
Real Light maps.
You could place them in max, nothing is stopping you.
Quote:
Originally Posted by
Inferno
Faster Rendering.
You don't know that for sure, don't make stuff up.
Quote:
Originally Posted by
Inferno
Better collision.
Collision is collision...how can it be "better"?
Quote:
Originally Posted by
Inferno
Easier to manage
So having to recompile a map every time you want to move a teleporter around is easier than moving the scenery object in Sapien? I beg to differ.
Quote:
Originally Posted by
Inferno
Better portaling.
How so? You would be adding more faces to the bsp.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
ShadowSpartan
You could place them in max, nothing is stopping you.
Yeah. Scenery doesn't get light maps they get some kind of vertex lighting or something.
Quote:
Originally Posted by
ShadowSpartan
You don't know that for sure, don't make stuff up.
10k scenery polys runs slow as fuck. 10k BSP is fine.
Quote:
Originally Posted by
ShadowSpartan
Collision is collision...how can it be "better"?
You don't get decals. And vehicles clip through scenery a lot more often than they clip through bsp IMO.
Quote:
Originally Posted by
ShadowSpartan
So having to recompile a map every time you want to move a teleporter around is easier than moving the scenery object in Sapien? I beg to differ.
Working everything into the BSP is easier IMO.
Quote:
Originally Posted by
ShadowSpartan
How so? You would be adding more faces to the bsp.
The way scenery works in portals is that it either renders the whole thing or none of it. There is no mid point.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
Yeah. Scenery doesn't get light maps they get some kind of vertex lighting or something.
If you want "real" lightmaps, you can place the scenery items in max, that way they will show.
Quote:
Originally Posted by
Inferno
10k scenery polys runs slow as fuck. 10k BSP is fine.
Why in the hell would you have a 10k poly scenery object? We are talking about a little teleporter, pretty sure it's not 10k now is it?
Quote:
Originally Posted by
Inferno
You don't get decals. And vehicles clip through scenery a lot more often than they clip through bsp IMO.
It's a teleporter...why would u want decals on it. And who cares if vehicles clip a little?
Quote:
Originally Posted by
Inferno
Working everything into the BSP is easier IMO.
My point still stands. If you want to make a small change to something that is part of the bsp, then you have to run lightmaps all over again, rather than just changing it's position in Sapien.
Quote:
Originally Posted by
Inferno
The way scenery works in portals is that it either renders the whole thing or none of it. There is no mid point.
I'm pretty sure I know how it works, thanks. At such a size as the teleporter, the performance hit is negligible.
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Re: Yoyorast Island V2 last problems
MMMM SOMEONES GETTIN' PEED ON
Inferno Pro: get ready for a new build
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
ShadowSpartan
If you want "real" lightmaps, you can place the scenery items in max, that way they will show.
Why in the hell would you have a 10k poly scenery object? We are talking about a little teleporter, pretty sure it's not 10k now is it?
It's a teleporter...why would u want decals on it. And who cares if vehicles clip a little?
My point still stands. If you want to make a small change to something that is part of the bsp, then you have to run lightmaps all over again, rather than just changing it's position in Sapien.
I'm pretty sure I know how it works, thanks. At such a size as the teleporter, the performance hit is negligible.
I'm speaking generally. As in when you take it up to scale. BSP is a better in just about every way.
But with a teleporter it's such a small thing that it's fine to use it as scenery.
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Re: Yoyorast Island V2 last problems
Too bad inferno went skating.. I see no more problems, except maybe bout the ATV fliping on the sides more easily since Pyong "fixed" it... I'm gonna test a bit more but, I guess we're like ready to release.. Damit !
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Re: Yoyorast Island V2 last problems
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Re: Yoyorast Island V2 last problems
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Re: Yoyorast Island V2 last problems
mongoose seemed to turn just fine, it just likes to tip to the front
gametypes need fixing too, correct me if i'm wrong but shouldnt "team king" and "classic team king" be 1 hill rather than a moving one?
also team race no hogs spawn!
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Re: Yoyorast Island V2 last problems
The gametype controls the hills, not the map. The map can't magically make a 1 hill game have more then 1.
Also, I think we managed to get the gate out of sync a tad. Also, the door takes 5 seconds or more after you toggle it for it to even go. Seems like it's harder to toggle now.
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Re: Yoyorast Island V2 last problems
Release gametypes with the map!
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Re: Yoyorast Island V2 last problems
...Wait,... So, this map is ACTUALLY getting released?
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Re: Yoyorast Island V2 last problems
OK, Seems like it's still not done afterall... it's a never ending story damit.
Ferno, this is a list for you my friend :
- No hog spawning in race mode (check other vehicles too, Im not sure bout those).
- only 2 hogs in garage in classic KOTH (u should check all the vehicle spawning in KOTH and crazy KOTH) They should be like in SLAYER.
- There seem to be a problem with KOTH gametype cause we only succeed to play Crazy KOTH but not classic KOTH where there's only one hill (at panic hill like in yoyoV1).
- Problem with Random Tele : Sometimes if you dont go slow, you pass through.. Chris, got a good idea : make the volume trigger bigger... so the delay before teleportation shouldn't be a problem anymore.
- Ferno, plz add a little invisible wall (like I shown you on the scheme) on the ramp ghost Chris Shortcut you know... he 've been able to make it too much.
- There've been little sync problems with Doors for lot of people... Chris got an idea on how you guys could fix it.
Come on we can make it! Thks to all the betatesters !
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
yoyorast
Too bad inferno went skating.. I see no more problems, except maybe bout the ATV fliping on the sides more easily since Pyong "fixed" it... I'm gonna test a bit more but, I guess we're like ready to release.. Damit !
an ATV should be some-what tippy, and should require "some" skill to drive - otherwise its's just a tiny hog. It would be great to allow these on race game-type.
Looking forward to it. I hope it's released before I am eligible for senior citizens discount. :realsmug:
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Re: Yoyorast Island V2 last problems
The bug list keeps getting shorter and shorter.
Keep it up, Inferno.
And I'm glad to see backpack weapons. Not enough maps use those.
:iamafag:
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Re: Yoyorast Island V2 last problems
...heard nothing about adding the original AR shader... Is there any consideration on adding this? It's minuscule, I know, but it'd be better than looking at that shitty AR.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
English Mobster
The bug list keeps getting shorter and shorter.
Keep it up, Inferno.
And I'm glad to see backpack weapons. Not enough maps use those.
:iamafag:
Actually, that caused to many problems and got scraped right away. I wish it still had it, but it caused to many problems. When we tested it, it stopped the random teleporter from working... (overloading the engine or something). To many scripts checking the players. The scripts are fine, it's the game not doing it right for some stupid reason.
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Re: Yoyorast Island V2 last problems
Put an open sided box of invisible walls around the random teleporter entrances so if it doesn't teleport you immediately you don't think you're falling to your death...
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
yoyorast
- No hog spawning in race mode (check other vehicles too, Im not sure bout those).
- only 2 hogs in garage in classic KOTH (u should check all the vehicle spawning in KOTH and crazy KOTH) They should be like in SLAYER.
Already fixed both of these problems.
I had: (if ( = (unit_get_health is_race_check) 0 )
Where I was supposed to have (if ( <= (unit_get_health is_race_check) 0 )
It's fixed.
Quote:
Originally Posted by
yoyorast
- There seem to be a problem with KOTH gametype cause we only succeed to play Crazy KOTH but not classic KOTH where there's only one hill (at panic hill like in yoyoV1).
It's a problem with the custom gametype not the map.
Quote:
Originally Posted by
yoyorast
- Problem with Random Tele : Sometimes if you dont go slow, you pass through.. Chris, got a good idea : make the volume trigger bigger... so the delay before teleportation shouldn't be a problem anymore.
Easy to add a invis wall there so you cant run through the trigger.
Quote:
Originally Posted by
yoyorast
- Ferno, plz add a little invisible wall (like I shown you on the scheme) on the ramp ghost Chris Shortcut you know... he 've been able to make it too much.
I'll do that tommarow.
Quote:
Originally Posted by
yoyorast
- There've been little sync problems with Doors for lot of people... Chris got an idea on how you guys could fix it.
:gonk::gonk::gonk::gonk::gonk::gonk::gonk::gonk::g onk::gonk::gonk::gonk::gonk::gonk::gonk::gonk::gon k::gonk::gonk::gonk::gonk::gonk::gonk::gonk::gonk: :gonk::gonk::gonk::gonk:
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Re: Yoyorast Island V2 last problems
ATV needs more melee! :iamafag:
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Re: Yoyorast Island V2 last problems
Hey Inferno how are you doing the scripts to check the players?
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Re: Yoyorast Island V2 last problems
Code:
(global short plyrnum 0)
(script continuous increase_plyrnum
(begin
(set plyrnum (+ plyrnum 1))
)
)
(script continuous reset_plyrnum
(if
(= (> plyrnum 15) true)
(begin
(set plyrnum 0)
)
)
)
This and then a trigger volume check to teleport the player. The plyrnum script makes it easier for checking players since you don't have to copy the code from 0 to 15. Instead you just put plyrnum there. I think he added a sleep 1 in there somewhere.
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Re: Yoyorast Island V2 last problems
Any chance to modify weapons for race?:
-Consider spawning sniper rifle in hard to reach places during race, or not at all (ugh I hate asking that)
- Classic weapons enabled for race, with Weapon 1 = AR, and Weapon 2 = Pistol (many authors set default race weapon to be the plasma pistol, which sucks for hog jacking)
- Many racers like Ghosts during race, but choose not to set the game type that way. Why? Because the ghost is only one seat. The ATV has 2 seats and can move 2 people during race, increasing the chance of winning in team race.
Among many who still actively play CE, there are 5 active race clans who play team race. While I understand many people have been shat on by race clan admins, and hate the rules of no sniping during race - Please consider it. Not looking to debate race, or if you like it - but it should be considered based on the number of active race clans who play CE regularly who can then host your map because it appeals to them.
On Yoyo v1, many race clans removed Yoyo from their cycle due to the ease of spawn camping, sniping, and the proximity of hogs. I think you fixed the proximity issue.
While the Vehicle recommendations come late, and may not make it, please consider the default weapons during race as classic weapon set.
Thanks
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
NerveBooger
Any chance to modify weapons for race?:
-Consider spawning sniper rifle in hard to reach places during race, or not at all (ugh I hate asking that)
- Classic weapons enabled for race, with Weapon 1 = AR, and Weapon 2 = Pistol (many authors set default race weapon to be the plasma pistol, which sucks for hog jacking)
- Many racers like Ghosts during race, but choose not to set the game type that way. Why? Because the ghost is only one seat. The ATV has 2 seats and can move 2 people during race, increasing the chance of winning in team race.
Among many who still actively play CE, there are 5 active race clans who play team race. While I understand many people have been shat on by race clan admins, and hate the rules of no sniping during race - Please consider it. Not looking to debate race, or if you like it - but it should be considered based on the number of active race clans who play CE regularly who can then host your map because it appeals to them.
On Yoyo v1, many race clans removed Yoyo from their cycle due to the ease of spawn camping, sniping, and the proximity of hogs. I think you fixed the proximity issue.
While the Vehicle recommendations come late, and may not make it, please consider the default weapons during race as classic weapon set.
Thanks
All this comes really late man, sorry.. and frankly you can't judge correctly while you just tried it since yesterday (if you tired it , I dont know)...
Anyway, all weapons are classic during race..
Are you saying , you dont want ghost for race mode? Ghost is not spawning at start of the lap, it's just an optional vehicle you can use if you want to finish a lap at mid way.. ATV is spwning at start.
I concieved V1 and V2 for RACE first man, I think V1 made that race mode was played a lot in CE. Now, the new thing in V2 is that all the player spawns are at bases (no more at "way by waliking") so people will race more... but if some guys decide to snipe a bit from the towers to disturbate the race.. I think its part of the game...
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
yoyorast
but if some guys decide to snipe a bit from the towers to disturbate the race.. I think its part of the game...
qft
If you don't want to worry about snipers, play in organized race matches and just agree to a set of rules. As far as people going into a public race server and the racefags getting butthurt about being shot out of their vehicle by people playing halo the right way, a good racer should be able to counter something as simple as a sniper. It's all part of race in a first person shooter. If you disagree, I recommend playing an actual racing game :allears:
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Re: Yoyorast Island V2 last problems
Remind me again:
Why can't the random teleporter use netgame flags, the way normal teleporters do? You can set multiple exits to the same index, and it would randomly teleport players without any kind of scripts at all.
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Re: Yoyorast Island V2 last problems
so how does the mongoose handle now? never got to test last time
anyways i have to agree with the race thing, if you cant dodge a bullet in a movign vehicle then you need to get a real racing game
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Re: Yoyorast Island V2 last problems
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Re: Yoyorast Island V2 last problems
Are you positive it will work like that?
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
English Mobster
Remind me again:
Why can't the random teleporter use netgame flags, the way normal teleporters do? You can set multiple exits to the same index, and it would randomly teleport players without any kind of scripts at all.
Because it's ten time more complex than a teleporter that's just random.
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Re: Yoyorast Island V2 last problems
It will be 100% random and you won't be positive where you'll land. The one right now says where your going on the wall.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
chrisk123999
It will be 100% random and you won't be positive where you'll land. The one right now says where your going on the wall.
And the destination changes every 30 seconds so players can all end up in the same place.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
And the destination changes every 30 seconds so players can all end up in the same place.
seems like a big time frame, ever consider making it a smaller time frame?
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Re: Yoyorast Island V2 last problems
30 seconds is a long time frame. :raise:
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
sevlag
seems like a big time frame, ever consider making it a smaller time frame?
No cause if it were smaller , you'd just have to wait alittle for your prefered destination (easy/closer to the flag one), so random tele would have less interest.. Easy/close to the flag destination come rarely while farer/harder destinations comes more often..
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
English Mobster
You can set multiple exits to the same index, and it would randomly teleport players without any kind of scripts at all.
Oh really, I didn't know this. Kind of cool.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Kyon's Sister
qft
If you don't want to worry about snipers, play in organized race matches and just agree to a set of rules. As far as people going into a public race server and the racefags getting butthurt about being shot out of their vehicle by people playing halo the right way, a good racer should be able to counter something as simple as a sniper. It's all part of race in a first person shooter. If you disagree, I recommend playing an actual racing game :allears:
Quoting this.
I'm fucking sick of these babies who play halo like it's need for speed.
It's called combat racing for a fucking reason.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
chrisk123999
Looking at the scripts, it looks like any will be more often then others...
Uh?
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
Uh?
Lost me too...
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Re: Yoyorast Island V2 last problems
Quoted my deleted post. I read yoyorast's post wrong.
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Re: Yoyorast Island V2 last problems
mmmk. What still needs to be fixed?
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Re: Yoyorast Island V2 last problems
I think I finally got the mongoose physics perfect.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Yuki
Quoting this.
I'm fucking sick of these babies who play halo like it's need for speed.
It's called combat racing for a fucking reason.
Here here! That is something I've hated about Halo players; Someone is always complaining that one weapon or some vehicle is ruining the game, and that anyone who uses such items are 'noobs'. I have always just commented that they must adapt, or they are the 'noobs'. (I hate using the word, makes me feel dirty) Race would be boring if it weren't the whole-shebang explosion and chaos fest that it is! I can't wait for yoyo2. Half of the gametypes on my server will be race and ctf, with ALL the weapons and vehicles. Nice to know there is at least one more player out there who doesn't mind including the full weapon set.
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Re: Yoyorast Island V2 last problems
Guys, I'm working very early tomorow morning, wont be able to test anything today... I say the final test is for tomorow. And this time I'm pretty sure it will be the last :iamafag: May the beta team ready, the end of the tunnel is there !
Ferno, dont forget to retouch the invisible wall behind the random tele
and put the new Pyong ATV physics in plz...
And one last thing, (see the pic) this is to try make the panic room more usefull and more like a "panic" room. I really think this spot is a good one for that. thks man.
http://img188.imageshack.us/img188/7...921070678c.png
Shot at 2009-10-05
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Re: Yoyorast Island V2 last problems
Physics done, and wolf, don't even begin talking about melee.
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Re: Yoyorast Island V2 last problems
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Re: Yoyorast Island V2 last problems
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
TitanNoBitchingHost
Here here! That is something I've hated about Halo players; Someone is always complaining that one weapon or some vehicle is ruining the game, and that anyone who uses such items are 'noobs'. I have always just commented that they must adapt, or they are the 'noobs'. (I hate using the word, makes me feel dirty) Race would be boring if it weren't the whole-shebang explosion and chaos fest that it is! I can't wait for yoyo2. Half of the gametypes on my server will be race and ctf, with ALL the weapons and vehicles. Nice to know there is at least one more player out there who doesn't mind including the full weapon set.
The suggestions I made were to improve the balance of race, not to be anti-weapon of any sort, nor pro race clan. Since race clans host maps that are conducive to race (based on player preference) and balance such as; "Lust" for the ATV in race games , vehicle & player spawn proximity and weapon types that are sometimes ignored by other authors. Yoyo responded to my suggestion that was regarding race weapons, spawns and ATV and I am satisfied with his response - no need for a debate about it (or post elsewhere so as to not hijack his thread). I hope that all race clans host yoyov2, and for it's success in all game types. See you on the track.
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Re: Yoyorast Island V2 last problems
Put beta on friday or tommorow... Also, Srs Q, You didnt add the melee i suppose? :neckbeard:
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
.Wolf™
Put beta on friday or tommorow... Also, Srs Q, You didnt add the melee i suppose? :neckbeard:
Melee in a vehicle is impossible.
hth
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
Melee in a vehicle is impossible.
hth
Anyway, forget this idea Wolf.
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Re: Yoyorast Island V2 last problems
It's not "impossible"...just not usefull in actual gameplay...
Just hop ina hogs passenger seat, and melee yea...so it is possible..just not feasible to actually be usefull in combat..
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
KiLLa
It's not "impossible"...just not usefull in actual gameplay...
Just hop ina hogs passenger seat, and melee yea...so it is possible..just not feasible to actually be usefull in combat..
You can't melee is disabled in vehicles.
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Re: Yoyorast Island V2 last problems
Its a joke durr..I believe i said it wouldnt make any sense,atleast not in this game.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
.Wolf™
Its a joke durr..I believe i said it wouldnt make any sense,atleast not in this game.
It would if you used Multi-Team Vehicles. :realsmug:
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Re: Yoyorast Island V2 last problems
MTV would be awesome on YoyoV2 but no OS so...
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Re: Yoyorast Island V2 last problems
If someone puts MTV on the old yoyorast, I will install OS just for that. Race on that would be real sweet.
-via blackberry
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Dwood
It would if you used Multi-Team Vehicles. :realsmug:
Said that aswell.......................Durr
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Re: Yoyorast Island V2 last problems
Yoyorast, you should really think about adding MTV to the map... It really wouldn't be hard to bundle the Open Sauce "d3d9.dll" into the final versions archive. Just place everything in the following directory structure:
Halo Custom Edition
─├ "d3d9.dll"
─└ maps
───└ "Yoyorast Island V2.map"
"Readme.txt"
"Readme.txt" would just say something like:
Quote:
To install Yoyorast Island V2, extract everything from the "Halo Custom Edition" directory into your Halo Custom Edition installation folder (usually "C:\Program Files\Microsoft Games\Halo Custom Edition"). You may be asked to merge the "maps" folder with an existing one, choose "Yes". You're no ready to play Yoyorast Island V2, start Halo CE like you normally do and join/create a server!
If you can't figure out how to play with those instructions and directory structure you're retarded.
As for the map, you would have to enable MTV via the map so it would work on dedicated and user hosted servers.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Freelancer
Yoyorast, you should really think about adding MTV to the map... It really wouldn't be hard to bundle the Open Sauce "d3d9.dll" into the final versions archive. Just place everything in the following directory structure:
Halo Custom Edition
─├ "d3d9.dll"
─└ maps
───└ "Yoyorast Island V2.map"
"Readme.txt"
"Readme.txt" would just say something like:
If you can't figure out how to play with those instructions and directory structure you're retarded.
As for the map, you would have to enable MTV via the map so it would work on dedicated and user hosted servers.
Give me one good reason to do this.. The doors n' shields are working fine, so are the random tele... thee's only small issues to fix now...
Why would I do that? to Add Mellee or multiple team vehicle access? I don't need this.. I want want to stay the closer possible to the classic gameplay with basic stuff...
And there's more retarded guys out there than you believe... ;)
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
yoyorast
And there's more retarded guys out there than you believe... ;)
Oh no I do beleive, i think ive met/played against most of them :downs:
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
yoyorast
Give me one good reason to do this.. The doors n' shields are working fine, so are the random tele... thee's only small issues to fix now...
Why would I do that? to Add Mellee or multiple team vehicle access? I don't need this.. I want want to stay the closer possible to the classic gameplay with basic stuff...
And there's more retarded guys out there than you believe... ;)
yeah this
freelancer stop posting
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Freelancer
As for the map, you would have to enable MTV via the map so it would work on dedicated and user hosted servers.
You don't enable MTV in the map file, you do it in OS. In order to get it to work on a dedicated server, you must be running the Dedi version of OS on that server. The dedi support was dropped for OSv2 though, because of the Synapse project.
If a Dedi is running a version of OS that enables MTV, then the clients must also have a version of OS installed that enables MTV. If a client with OS installed gets in a vehicle with a person on another team, and lets say that other person does not have OS installed, the first person will appear to be on the ground where he "entered" the vehicle and not actually in the vehicle for the other player. So it causes sync issues if everybody is not running OS.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
ShadowSpartan
You don't enable MTV in the map file, you do it in OS. In order to get it to work on a dedicated server, you must be running the Dedi version of OS on that server. The dedi support was dropped for OSv2 though, because of the Synapse project.
If a Dedi is running a version of OS that enables MTV, then the clients must also have a version of OS installed that enables MTV. If a client with OS installed gets in a vehicle with a person on another team, and lets say that other person does not have OS installed, the first person will appear to be on the ground where he "entered" the vehicle and not actually in the vehicle for the other player. So it causes sync issues if everybody is not running OS.
Yea, that's why you would bundle OS with the map, so people actually know they need to use it.
Yoyorast, I don't care about melee in vehicles, that is stupid and pointless. "Multi-Team Vehicles" lets players on different teams all get in the same vehicle, like in Halo 2 and Halo 3. This would make gameplay much more interesting since Yoyorast Island V2 is a very vehicle oriented map.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Freelancer
Yoyorast, you should really think about adding MTV to the map... It really wouldn't be hard to bundle the Open Sauce "d3d9.dll" into the final versions archive. Just place everything in the following directory structure:
Halo Custom Edition
─├ "d3d9.dll"
─└ maps
───└ "Yoyorast Island V2.map"
"Readme.txt"
"Readme.txt" would just say something like:
If you can't figure out how to play with those instructions and directory structure you're retarded.
As for the map, you would have to enable MTV via the map so it would work on dedicated and user hosted servers.
Freelancer. Please just shut up.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Freelancer
Yea, that's why you would bundle OS with the map, so people actually know they need to use it.
That's not what you implied from your original post. It sounded like you believed it had to be enabled through the map file, which is not the case.
In all reality, even if you bundle the OS dll with it, people don't need to use it, but they may encounter some unexpected sync issues if they don't. I really don't see how having MTV can be that big of a benefit to Yoyo V2's gameplay anyway. So you want to help the opposing team get points by driving them around in the same vehicle as you, while you get points as well? Sounds pretty stupid if you ask me.
Quote:
Originally Posted by
Inferno
Freelancer. Please just shut up.
You can at least tell him why you don't agree with his post. The whole "Freelancer, stop posting" and such bullshit is rather annoying.
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Re: Yoyorast Island V2 last problems
We have the map almost ready to release, completely debugged and running smooth on most computers.
HURF LETS ADD A NEW AND TOTALLY USELESS FEATURE DURF HURF DURRFFFFFFFF
Bad idea.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
We have the map almost ready to release. Completely debugged. And running smooth on most computers.
HURF LETS ADD A NEW AND TOTALLY USELESS FEATURE DURF HURF DURRFFFFFFFF
Bad idea.
It's not even a feature that will be added to the map itself, it would just be an OS dll added to the rar archive with the map file, so it won't mess up anything at all in the map file itself. While your logic is extremely flawed, I do agree that bundling OS for the sole purpose of MTV in Yoyo V2 is a stupid idea.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
ShadowSpartan
It's not even a feature that will be added to the map itself, it would just be an OS dll added to the rar archive with the map file, so it won't mess up anything at all in the map file itself. While your logic is extremely flawed, I do agree that bundling OS for the sole purpose of MTV in Yoyo V2 is a stupid idea.
I do remember having a vehicle spawn issue the one time we actually played yoyov2 with MTV on.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
I do remember having a vehicle spawn issue the one time we actually played yoyov2 with MTV on.
Last time I checked, you blamed that issue on Rec0's app as well as SAPP. So now it's Open Sauce's fault? Is there anything or anyone else you want to blame it on as well? I suppose with your dislike of Freelancer, you might was well throw him into the mix. Freelancer, you broke Yoyo V2, now stop posting!!!
Edit: For the people who can't understand sarcasm, the "Freelancer stop posting" was a joke.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
ShadowSpartan
Freelancer, you broke Yoyo V2, now stop posting!!!
besides being a pompous vagina you said something logical lol!
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
ShadowSpartan
Last time I checked, you blamed that issue on Rec0's app as well as SAPP. So now it's Open Sauce's fault? Is there anything or anyone else you want to blame it on as well? I suppose with your dislike of Freelancer, you might was well throw him into the mix. Freelancer, you broke Yoyo V2, now stop posting!!!
This happened when you hosted a build of yoyov2 a while back when you were playing with MTV. Durf hurf.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
This happened when you hosted a build of yoyov2 a while back when you were playing with MTV. Durf hurf.
I just started a game on Yoyorast V2 while running a build of OS, and guess what happened? The vehicles were there. *gasp* I'm so surprised.....NOT. Perhaps it was your faulty scripts from before. You've had issues with damn near everything else in the map, so why is this any different? You point the finger at everything and everybody but yourself, with no proof whatsoever.
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Re: Yoyorast Island V2 last problems
You guys realize that there is a multi-team vehicle app out there and that if anyone who wanted to play it like that would simple download it and use that.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
chrisk123999
You guys realize that there is a multi-team vehicle app out there and that if anyone who wanted to play it like that would simple download it and use that.
OS is a more convenient way to do it. Rather than having to open the MTV app by IGM anytime you want enable it, you can just place an OS dll in your CE directory and be done with it. Simple as that.
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Re: Yoyorast Island V2 last problems
Apps are better for the Halo Community, to many idiots out there.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
ShadowSpartan
I just started a game on Yoyorast V2 while running a build of OS, and guess what happened? The vehicles were there. *gasp* I'm so surprised.....NOT. Perhaps it was your faulty scripts from before. You've had issues with damn near everything else in the map, so why is this any different? You point the finger at everything and everybody but yourself, with no proof whatsoever.
And the map works now. I've had plenty of reason to belive that external apps have messed up the scripts before but we've worked through issues and most things are compatible at this part.
I love how your criticizing me btw. You've made so many halo maps and know so much about how hard halo's netgame is to script on.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
chrisk123999
Apps are better for the Halo Community, to many idiots out there.
You can't seriously say that copying and pasting a dll into the CE directory is a hard thing to understand or do. People aren't that stupid.
Quote:
Originally Posted by
Inferno
I love how your criticizing me btw. You've made so many halo maps and know so much about how hard halo's netgame is to script on.
I have made a few maps in the past, I know how to use the HEK. I may have never sat down and learned how to program in Halo's scripting language, but I do understand how they work. And on top of that, I created a script extractor a while back. I know a lot about Halo 1, 2, and 3 so how about you stop trying to change the subject off of yourself by pointing the finger at me. You just proved my point, good job.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
ShadowSpartan
You can't seriously say that copying and pasting a dll into the CE directory is a hard thing to understand or do. People aren't that stupid.
It doesn't even work for half of the people anyways. It never worked for me even on a clean install of CE.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
It doesn't even work for half of the people anyways. It never worked for me even on a clean install of CE.
Your statistics are flawed.
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Re: Yoyorast Island V2 last problems
This is the one that doesn't work on dedicated servers right?
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
It doesn't even work for half of the people anyways. It never worked for me even on a clean install of CE.
Did you not post in the Open Sauce Debug thread?
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Re: Yoyorast Island V2 last problems
Script extraction isn't very hard. I know where to find it in a hex editor, but HEK+ rips it wrong (or in another way that still works, but makes it look messed up). In a HEK+ ripped one you can find the codes, but the formating is all messed up.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
This is the one that doesn't work on dedicated servers right?
It's the same exact code base for the Dedi build of OS, only the memory addresses have changed.
Quote:
Originally Posted by
chrisk123999
Script extraction isn't very hard. I know where to find it in a hex editor, but HEK+ rips it wrong (or in another way that still works, but makes it look messed up). In a HEK+ ripped one you can find the codes, but the formating is all messed up.
Funny, HEK+ rips it wrong? So that's why campaign scenarios still run fine after being extracted with HEK+? HEK+ does not extract the scripts "wrong", nor does it even technically "extract" the scripts. Why hasn't anyone else in this community taken the time to do so if it is so fucking easy to do? It's rather funny that you think you know what you are talking about. I know what you are looking at in the map file, and those are not the "scripts" themselves, but you can go on thinking whatever you want. You have no idea what you are talking about, so please shut up.
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Re: Yoyorast Island V2 last problems
I've run yoyorast island v2 with OS on pretty much EVERY build. Perhaps you should stop pointing the finger at something else, cause you're too fucking lazy to figure out the problem with rec0 and sapp as you have said on so many occasions in the 100s of yoyorast threads you've made.
OS runs on my 8 year old computer, you must be doing it wrong.
Quote:
Originally Posted by
Freelancer
If you can't figure out how to play with those instructions and directory structure you're retarded.
Oh hai.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
skyline
I've run yoyorast island v2 with OS on pretty much EVERY build. Perhaps you should stop pointing the finger at something else, cause you're too fucking lazy to figure out the problem with rec0 and sapp as you have said on so many occasions in the 100s of yoyorast threads you've made.
OS runs on my 8 year old computer, you must be doing it wrong.
Oh hai.
When I made builds and script revisions I tested them on MY clean dedi and MY clean player hosted server. They worked fine. What I later learned is that player limit effected the way the script worked which was later patched up with the help of chris.
IT seemed like SAPP and OS was breaking the map but it was the amount of players.
The missing vehicle thing may have been a random incident with a script version but I remember seeing the script spawned vehicles missing when we played with it.
Also your a idiot if you think the age of the computer determines the stability of the app.
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Re: Yoyorast Island V2 last problems
Because OS is going to do much good when 1.09 comes out?
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
chrisk123999
Because OS is going to do much good when 1.09 comes out?
Someone will update. But for now, it seems Sawnose is going to wait like 2 months.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
chrisk123999
Because OS is going to do much good when 1.09 comes out?
It can be updated, just like it was when the 1.08 update came out.
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Re: Yoyorast Island V2 last problems
Yes it can, but it's still not done (all the way) since the 1.08 update and 1.09 is coming out soon. He just recently posted the Halo Custom Edition 1.09 Beta.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
Also you're an idiot if you think the age of the computer determines the stability of the app.
HUR HUR DUR
Learn proper grammar.
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Re: Yoyorast Island V2 last problems
Wo wo wo.. Come on guys.. peace. You guys are in the same yoyov2 credit room, we're a family lol.
Anyway, there's no point bout fighting bout OS, the idea was intesresting but it's too late, means more work/time, potential complications etc... I really want the map released as soon as Ferno fix my last list of stuff... it's half done.. tomorow we finish.. Test hopfully.. and its done.
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Re: Yoyorast Island V2 last problems
Inferno, please dont bitch about things which you have no idea about, you cant even work out your own problems. (I told you, way before you worked it out that it was player index, yet you denied it was the problem in your script, which you later oh so suddenly had some kind of apifiny and relised it was the player index. Shadow told you months ago you needed to replace the syncing bipeds to reduce lag, did you listen? Nope.
You wouldnt even listen to chris, until yoyo begged you to listen to chris's idea.
I have never had a single issue with OS and yoyov2, I have had my build of the DLL in my directory ever since I started working with OS, so dont assume its OS.
I agree with Yoyo, adding OS now would be too late and it will get confusing, plus infernos the one adding to the map.
=============
I'm sorry Yoyo, but I've completely lost interest in Yoyorast Island V2, I'm sad to say it, I've been a fan since HM topic with those funky coloured pieces of geometry with the red lines showing the directions, I've stuck with you Yoyo through thick and thin, I used to LOVE reading the development threads, the idea and the map was always close to my heart, its nothing you have done, its the rest of the yoyo v2 team that have put me off the map. Yoyo enjoys making the map, hes so passionate about his work, the rest of the team bitches and struggles, and I really question whether they have enjoyed it or see it as a burden.
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Re: Yoyorast Island V2 last problems
Just think limited.
If ferno hadn't sat on his ass while yoyo was away this would have all be done 3 weeks ago.
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Re: Yoyorast Island V2 last problems
i just wish yoyorast would learn the hek and do it himself, i never really understood why he hasn't . its fuckin easy.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
StankBacon
i just wish yoyorast would learn the hek and do it himself, i never really understood why he hasn't . its fuckin easy.
He has a job? He only models? That's something for him to decide. He's provided a good map before this same way so it doesn't really matter.
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Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Limited
=============
I'm sorry Yoyo, but I've completely lost interest in Yoyorast Island V2, I'm sad to say it, I've been a fan since HM topic with those funky coloured pieces of geometry with the red lines showing the directions, I've stuck with you Yoyo through thick and thin, I used to LOVE reading the development threads, the idea and the map was always close to my heart, its nothing you have done, its the rest of the yoyo v2 team that have put me off the map. Yoyo enjoys making the map, hes so passionate about his work, the rest of the team bitches and struggles, and I really question whether they have enjoyed it or see it as a burden.
AAAAAAAAAAAARRRRRGG!!!!! Not you Limited!!! Dam this hurt :gonk:
I was very touched by all your encouraging posts.. it's like my long time supporter leaving... But you been there the biggest part of the way.. so that's good, thks for that man. And I understand those loosing interest, it's been so much time now...
I only hope that you'll find some interest in playing it a bit maybe when it'll be done... cause I sometimes have my doubts about how is enjoyable it will be in terms of gameplay... but tests after tests, I really end to believe peopel can have so much fun in it... It's just an update of V1 afterall but I'm so bored in V1 since long time.. and I enjoy so much playing V2.. time will tell. :downs:
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Re: Yoyorast Island V2 last problems
When its out, the magic will be rekindled Yoyo dont worry.
I'm hoping rams will come back and play it too, same with Digi but I dont think he'll turn up. Its been a rollercoaster Yoyo, some of my best friends IRL I've know less than the whole Yoyorast Island experience but most importantly we had a blast. I've had fun, you've had fun modeling it and then testing it. I must have been around the map a thousand times in the gunner seat with you driving around.
I love the map, I love the dynamics of the gameplay and I feel v2 has really harnessed that and added so much more. So keep up the good work.
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Re: Yoyorast Island V2 last problems
HEY GUYS, YO YO WANTS YOU TO READ OUR CHAT:
Quote:
[18:20] dÆd: Hey YoYo
[18:21] dÆd: So I wat thinking....
[18:21] dÆd: *was
[18:21] yoyorast: ye?
[18:21] dÆd: That you should have someone compile YoYoV2 with Open Sauce, simply for a concept and see if it works.
[18:22] yoyorast: man , the map will be done in a few days
[18:22] yoyorast: this idea means 2 more weeks
[18:22] dÆd: I guarantee I could do it in 2 days.
[18:23] yoyorast: ye well and then lets deal with the problems for 2 weeks
[18:23] yoyorast: they all told me, comeon put the back pack in
[18:23] yoyorast: they did
[18:23] yoyorast: it fucked everything
[18:23] dÆd: This is different than the backpack.
[18:24] dÆd: The backpack messed up scripts. Because it was scripts.
[18:24] yoyorast: anyway, Im not sure this bout the interest of it in da map
[18:24] yoyorast: in race for example
[18:24] yoyorast: and I prefer simple gameplay
[18:24] yoyorast: each team in their own hog and lets race
[18:25] yoyorast: you know its already hard sometimes to get people to race
[18:25] yoyorast: so if you offer them the ability to fight for a new reason, they'll race even less
[18:26] dÆd: OS just adds MTV it doesn't change that much gameplay...
[18:26] dÆd: I mean it's enough that there are no cons
[18:26] dÆd: Well it outweighs the cons
[18:26] dÆd: Here, if you let me, I'll get the current build up in 2 days without errors, then we can test the gameplay.
[18:26] yoyorast: ye ye but Im talking about MTV
[18:27] yoyorast: plz dont dazer, it's going to be confusing with this library to add and all
[18:27] yoyorast: tomorow we test the last build, if its good , I'll release
[18:27] yoyorast: its too late
[18:28] dÆd: That's fine, but I think you'll be missing out on new gameplay elements. Another thing: You can turn off MTV per gametypes
[18:31] yoyorast: In my opinion good gameplay doesn't mean adding features.. that doesn't necessary make good gameplay... its like the maps full of custom weapons... that doenst make them more enjoyable or playable than classic ones
[18:34] dÆd: Okay. Well, if you'll let me, I propose this: You send me the current scenario and tag files for YoYoV2, and if can get a build up in before the release date you were intending, we have a test run for Open Sauce enabled. Then you can decide whether or not to go with it.
That also means that if OS doesn't work right away you can just release the normal version.
[18:39] yoyorast: Dazer Im begginf you to forget.. this is bad idea.. once you'll have this version done.. half the guys around will tell yay.. and I'm sure its going to be discuss even more than it is right now.. and eventually, I dont know how there'll be 2 version in the end or something like that.. witch is somthing I really doooooooooooooon't want... once again, if this is a so good idea, why is it coming so late... it's not that interesting in my opinion , even can be confusing in terms of gameplay as I told you..
[18:40] dÆd: I meant that if I can't get it working before your release date we forget the OS version of the map completely.
[18:42] yoyorast: but why would you spend time on it while I don't think its good for the map.. Im not talking about the technical issue we may have + the fact that every plaayers would have to add a library somewhere.. I mean, I dont see interest in the idea itself
[18:45] dÆd: We'll never know if it's good for the map unless we test the idea is all I have to say... Give it a chance?
[18:46] yoyorast: if you tell me, put a special weapon , I dont necesaary need to test to know if its good ofr the map or not
[18:46] yoyorast: I see what MTV is
[18:49] yoyorast: rememebr what I told bout race.. , I mean, I really need peopel to race , not fighting to have a vehicle to start racing
[18:49] yoyorast: I want to keep it simple , old school
[18:52] dÆd: If you used OS, your map would be the first one to use it, meaning exclusivity.
Another thing is that Open Sauce allows us to disable MTV per gametype. So therefore I could disable MTV for Race mode(s), keeping it (relatively) Old School.
[18:53] yoyorast: but you have some actions in OS or what?
[18:53] yoyorast: you made it?
[18:53] dÆd: I know how OS works, I can use it.
[18:54] yoyorast: but you know, if we use OS, why not remake the doors and shileds work with it and teleporters and all..?
[18:55] yoyorast: Why? because the map is like done, and going to be released before the end of the week
[18:55] dÆd: You answered it yourself... We don't need to include ever possible OS feature.
[18:55] dÆd: *every*
[18:56] yoyorast: ye, that why its a pain to only use it for MTV
[18:56] yoyorast: c
[18:56] yoyorast: doors could always work better
[18:56] dÆd: Yes but the only people who will notice that will be hardcore people who already are in on the situation.
[18:59] dÆd: You personally would have nothing to lose if you humored my proposition.
[19:06] yoyorast: humored?
[19:07] dÆd: Humored in that type of context like the words allowed and entertained combined.
[19:08] yoyorast: wow this is going beyond my english lol
[19:08] dÆd: xDD
[19:09] dÆd: hu·mored, hu·mor·ing, hu·mors
1. To comply with the wishes or ideas of; indulge
[19:09] dÆd: (dictionary.com)
[19:11] yoyorast: o ye lol
[19:11] dÆd: Yep...
[19:11] yoyorast: Dazer, dam when you have an idea, you never leave it
[19:12] dÆd: No I don't.
[19:12] yoyorast: lol
[19:12] dÆd: I've gotten a lot of neg rep from this persistence...
[19:12] dÆd: xD
[19:12] yoyorast: but man, CE is CE , it's not CE + I have to install something else you know.. I dont like this idea..
[19:13] yoyorast: haha
[19:13] dÆd: I know you don't... That's been made clear, but can we not just try it? please?
[19:13] yoyorast: lol and you dont learn from your experiences lol?
[19:14] dÆd: Nope. I don't :D
[19:15] yoyorast: but this wont change the fact that you must install some extra thing in the end
[19:15] dÆd: That is understood.
[19:16] dÆd: If this works we can accept all that goes along with it. I'll handle all of the newb questions so you won't.
[19:16] dÆd: Well, I can
[19:17] dÆd: In the announcement thread on Halo Maps we put a how to install at the top post, as well as on the Halo Maps download post, we put a how to install OS as well as in the README.
[19:18] dÆd: I'm sure most, if not all people will be able to understand if we repeat it enough.
[19:19] dÆd: So, what do you say?
[19:19] yoyorast: I say, if you have to read a dam page to play yoyoV2, I dont want it...
[19:19] dÆd: xD
[19:20] yoyorast: I want people to put the map in the map folder and voila
[19:20] dÆd: I know but it's just copying and pasting a second file to the Halo CE root folder...
[19:20] dÆd: Then voila
[19:21] yoyorast: while you're pasting your file, I'm already ingame enjoying V2
[19:22] yoyorast: :-D
[19:22] dÆd: lol xD cmon man. Just try my idea please
[19:23] yoyorast: mann come on
[19:23] dÆd: You have absolutely nothing to lose.
[19:23] yoyorast: post our conversation at moda and see what people think
[19:24] dÆd: I'll remove the Humored and other nonrelevant parts
[19:24] yoyorast: nana
[19:24] yoyorast: no censure, let the truth speak lol
[19:24] dÆd: lol ok
[19:24] yoyorast: come its fun lol
[19:24] dÆd: I want +rep for this xD
[19:25] yoyorast: bye, the way, as we're on moda now, I say hello to eveyone
[19:25] yoyorast: hi there :-D
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Re: Yoyorast Island V2 last problems
Most recent beta really surprised me. Never in a million years would I have suspected that a level with such an unique style and layout would lend itself to astonishingly good gameplay. Looking forward to final release much more now :D