Countdown to Nexus

The time is right for a suicide!
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ShadowRunner
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Countdown to Nexus

Post by ShadowRunner »

http://www.youtube.com/watch?v=3O8T-ykzfaw

This is actually the first map that Chinny and I put together, with also many FGS members, including Ichotolot and Kuchcik. It contains SG elements as well by Nobody. There was a lot of support from other members too, I tried to list them all on the credits. I think this project began in 2007, it's been a struggle, but it's almost ready. So I made this video, to show what I think is the first map that players will actually be able to fly around in space. At the moment there's two X-wings, but I will try to add another 2, so there can be space battles, besides battles in the ships and the base.

I saw the resurgence of Altfire, but that not all are hungry for an intense fight, there's a demand for the fun stuff like Parachutes, Orbital, Fly the planes and all the SG maps too, which many of the current players are just beginning to learn and enjoy. So I've managed to make it possible for players to fly the X-wings in Nexus. As the playtester put it... "There's nothing quite like this". I'm estimating that in around 4 weeks time or less, the map will be ready for permanent hosting for Altfire and for Otherworld, but with Clyzm weps instead of tnag. I'll host the DXMP HR maps for a few weeks and then switch to SG/low grav/Clyzm/Tac. Also I'm hoping Nexus can be added to the collection on Altfire. It will be particularly good for gravity rifle.
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Re: Countdown to Nexus

Post by ~][FGS][Nobody~ »

Nexus has been in development for long, indeed. (Thank god not as long as DXSG_Cathedral_V1. @_@)

If it's ready for a test, I'd be glad to add it on altfire.
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Re: Countdown to Nexus

Post by ShadowRunner »

Not quite ready, but thanks a lot. It played for 30 mins uneventfully and then started kicking players "assertion failed". Possibly something with the alarm lighting, even though I removed the button for the test, plus a lot of tidying up to do and useful things like spawnrooms and weps to add, but considering it would not even rebuild last week, I'm pleased with progress.

I'm wondering if Cozmo RPG would/could work in low grav, with SG and clyzm or tac, I can see a purpose for these giant maps and Otherworld also. Something in between RPG and having your head blown off by Anihex.

I'll make it more clear as well in various posts, that Stargate is a mod, developed entirely by you.

Also I'm going to see what I can do to introduce more pilot control with the X-wings. There is a surprising amount already, depending on which keyframe the player decides to change direction back and forth, it will plot a new course if the player interrupts before the last keyframe.
Last edited by ShadowRunner on 21 Nov 2011, 00:47, edited 1 time in total.
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Re: Countdown to Nexus

Post by ~[FGS]SaSQuATcH~ »

Ah great, I was really looking forward to this map. Playing it is on my toplist of DXMP to do's.
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Re: Countdown to Nexus

Post by ShadowRunner »

That spurs me on... I'll put it up now and we can see how long it lasts. Teleporter codes are currently 27 and 33, there are 2 X-wings, use the left one and crouch really low. Be prepared to fall off and not die, (no killzone yet)
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Re: Countdown to Nexus

Post by ~][FGS][Nobody~ »

Cool. Possibly you should password it?
Otherwise people will get version mismatches when the map changes and remains with the same name. :o
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ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
Magus wrote:Maybe one day I will understand your arcane rituals of voting :)
chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.
synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.
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Re: Countdown to Nexus

Post by ShadowRunner »

I always rename each build, otherwise I have no clue which is most recent. I have never used DXSG_NEXUS or NEXUS beta etc.

Image

I do apologize, I rushed to host this test, perhaps I should spend a day or two tidying up the mess before I host it again. Sorry for the inconvenience. If it is kicking everyone I will have to stop/start the server.
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Re: Countdown to Nexus

Post by ~][FGS][Nobody~ »

Yes, I've gotten the same error.
I was already philosophising about the assertion, but didn't come to a proper conclusion yet. :(

If you don't mind, I'm going to do some own investigations within the next days.
Nobody is perfect...
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ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
Magus wrote:Maybe one day I will understand your arcane rituals of voting :)
chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.
synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.
~ô¿ô~][FGS][Nobody~ said: THERE IS NO SPOON!
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Re: Countdown to Nexus

Post by ShadowRunner »

Any help at all is appreciated very much. I haven't actually LOOKED at the map myself, I know some things were placed but not set up properly, besides the alarm lights, an elevator wasn't working and I notice some movers and their keyframes didn't function correctly etc. I probably didn't compile ALL scripts either. Literally dug it out of the archive and rebuilt it once and hosted. I think it is so old, it was begun before the Patch for dxmtl152b1 was released.

Chin I'm really happy with Titan, I noticed there is no hull bsp error either, it's ironed itself out. The only thing I noticed was one texture is squeewhiff, I can show you, I would like to rotate the texture or retexture this one particular entrance corridor and maybe add some semi-solids to hide the cuts of brushes in the corridor walls.

I found it strange as well, that earlier players could ride the X-wing, but it was virtually impossible on 2nd attempt. A bigger hangar and hangar door is required lol.

On the plus side, I think Icho's and Kuchcik's textures look superb and the X-wing by Fuhrpark is amazing. Usually a mover made from Furhpark, which is that complex would have non-solid or bsp errors, but it's fine.
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Re: Countdown to Nexus

Post by [FGS]Kalman »

I got something like this with my first map
Btw, what that Model->Points.Num()<=MAX_POINTS? Something like too much models or brushes?
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Re: Countdown to Nexus

Post by chin.democ. »

That Ship I made dates back along time ago and I'm not even sure it's done to grid. Could be causing instability issues.
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Re: Countdown to Nexus

Post by ~][FGS][Nobody~ »

But the weird thing is that it did neither happen instantly, nor on certain locations.
It happened out of the blue to all of us simultaneously.. :?
Nobody is perfect...
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ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
Magus wrote:Maybe one day I will understand your arcane rituals of voting :)
chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.
synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.
~ô¿ô~][FGS][Nobody~ said: THERE IS NO SPOON!
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
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ShadowRunner
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Re: Countdown to Nexus

Post by ShadowRunner »

First time it happened, the last thing I heard from Players was "ooh what's this...." a Player had found something uncommon.

I have a version where I replaced Titan with a Furhpark Star Destroyer and hollowed it out and had a shuttle ride going between Nexus and the landing bay inside the Star Destroyer. I'll find it and whack it up, see if it has the same error. I suspect it does. The reason I replaced Titan was that I could not remove a BSP error in the hull. But in this version on the server, I think I am using Titan V1, by accident, not Titan V2, which I could not fix.

I also remember at one point the map was error in rebuild and Nobody fixed the error, and I think it was actor related.

The length of time it takes to start kicking players varies as well.

I have so many versions, I could host by trial and error until I find one that is stable.
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Re: Countdown to Nexus

Post by Poor »

[FGS]Kalman wrote:I got something like this with my first map
Btw, what that Model->Points.Num()<=MAX_POINTS? Something like too much models or brushes?
The only clue seems to be this:

Code: Select all

//
// Model objects are used for brushes and for the level itself.
//
enum {MAX_NODES  = 65536};
enum {MAX_POINTS = 128000};
DX suddenly believes that a brush has 128000 or more points and exits.

When I got it I was trying to work an elevator but the buttons didn't do anything so I tried to exit the shaft through two sliding doors and I crashed while the doors were sliding apart.
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Re: Countdown to Nexus

Post by ShadowRunner »

Ah this is making a lot of sense to me, due to previous history of mapping it. Thank you very much.

There is some problem with the doors and with the elevator. I am pretty sure if I delete those doors and delete the elevator actors, it will work fine. I am the world's worst at scripting.

Will give it a try, tidy up a few things and hopefully you'll see it on server sometime today/tonight/tomorrow morning.
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