K guys, I'm making a new thread so it's more visible cause we have real last issues unfortunalty.
We had a little test with Freelancer and some others. The shileds and doors seem to sync nicely now thks to inferno new way of doing... but this still remains to be tested with a full server.
However, there's still some points of my list yet to be fixed (this is for inferno) :
- Menu is still not working.
- Weapon "glitch" is still there (2 weapons, that don't make part of the weapon population, are falling from the sky at the begening of the game and they are not uasble), you really should try to get rid of them ferno.
- Since the last 2 build the 360 sign is clipping along with the arrow on the rounded platform (not a big problem but this might be related to a bigger problem I'm talking about at the end of my post).
Now there's still this problem with ATV balance weight...
And I'm asking to anyone who may know how to do : Do you guys know how to add some weight at the back of a vehicle (ATV here) cause it has a real tendance to flip to the front when jumping... It would just need a little more weight at back.. Any idea how it's makable?
I really think its worth to fix. Cause, inferno, you were telling that you just have to ride slower when jumping from ATV base not to fall... but it's designed to be able to jump at ful speed... I mean the biggest reproch I had with yoyoV1 is the ATV wasn't drivable as easy as hog... well, let's not reproduce the same problem.. you must be able to ride as fast and easy as with the hog...
K One other big problem are the 2 remaining invisible walls.. (one along the panic hill even if it doesn't allow you to take shortcut anymore due to inferno killbox ; the other one at beach base is more annoying)..
The only way to get rid of these is to rerun the lightmap after chasing them... the only one who can do that is Fieryscythe...
I was against rerunning any lightmap and I know fieryscythe is busy and didn't wanted to chase again these invisible walls and run another radiosity, but now... Fire, I was wondering if now that the week-end is approching, maybe you would have some time to do it... and I won't remodel, it's just redoming the invisible walls and running lightmaps... I know this represents some work but I know you're a perfectionist like I am and I mean, plz fire we need you... It's so painfull to release a half finished and unperfect map after all this work... tell me what you think if you're reading... if you're not, I'll AIM as soon as I catch ya. Thks
K, now the last and maybe biggest issue we had during last test, Polar and wolf were experiencing big lag and FPS issues when joining the Freelancer' server... and they ran the map smoothly when on their own lan... One can think the freelancer' server is faulty but they weren't experiencing the same problems with older builds... there must be something wrong with this last build...
Polar word on it from the older thread :
Quote:
Originally Posted by p0lar_bear
I just tested with Lancer, Yoyo, and one other person, absolutely unplayable as a client connecting to the server. Halo's FPS chart showed 0 the whole time.
I loaded the map as a LAN server, and it ran fine, and I also played a few rounds of stock maps on another server, and it ran fine. Also, my framerate went up to about 10 or so when my connection dropped while in the server. This makes me think that the sync scripts are causing this.
The other guy that was testing was also having the same issue.
Inferno, Fieryscythe and someone that can fix the ATV balance problem, yoyo V2 needs you more than ever... Thanks guys.
O and I found the surprise ferno :) Very good !
September 25th, 2009, 07:01 AM
.Wolf™
Re: Yoyorast Island V2 last problems
Yeah script must be it,last time when we tested only the beach panic room doors it worked nicely with 0 fps lag.
September 25th, 2009, 07:05 AM
Cortexian
Re: Yoyorast Island V2 last problems
My server is fine, as proven by you and I not having any issues Yoyorast. There's something wrong with the map.
Also, the teleporter exit by the panic room is clipping at certain angles.
September 25th, 2009, 07:20 AM
FireScythe
Re: Yoyorast Island V2 last problems
Well i've just had a few weeks of free time plonked on me, so I can get those invisible walls fixed for you.
September 25th, 2009, 07:31 AM
yoyorast
Re: Yoyorast Island V2 last problems
Dam, this is one hell of a good news, thsk man !
September 25th, 2009, 09:22 AM
Cortexian
Re: Yoyorast Island V2 last problems
This video illustrates some of the latest changes, note it's still a release candidate and anything you see in the video could change.
September 25th, 2009, 09:27 AM
yoyorast
Re: Yoyorast Island V2 last problems
Ye, I think this little clipping is happening with pretty all the tagged objects since the 2 last builds...
If this is because of too many tags, you can remove the panic room teleporter near the walking sign, you know ferno? not the one at credit room, not the one down the camping spot but the other and 3rd one... so there'll be 2 left in the end.
Also removing the wired 2 weapons I was talking about in my 1st post could help with this issue..
September 25th, 2009, 03:26 PM
Inferno
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by yoyorast
Ye, I think this little clipping is happening with pretty all the tagged objects since the 2 last builds...
If this is because of too many tags, you can remove the panic room teleporter near the walking sign, you know ferno? not the one at credit room, not the one down the camping spot but the other and 3rd one... so there'll be 2 left in the end.
Also removing the wired 2 weapons I was talking about in my 1st post could help with this issue..
Those 2 weird weapons are just a result of shitty net code. I can't really fix them since I have no clue what spawned them to begin with.
September 25th, 2009, 03:36 PM
sevlag
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by Inferno
Those 2 weird weapons are just a result of shitty net code. I can't really fix them since I have no clue what spawned them to begin with.