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Messages - GeoPat

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406
Oh, so you guys do know how to do some stuff.

What I sent you could be done server side, but the ground hemi is client I think.  I used Keren because I couldn't find Mersa Martruth's night coding in the GPO.  I didn't look too hard though.  It had storm stuff in the tmp con.

I don't think it's the water that is off.  It seems that everything beyond the combat zone has a weird glow.  maybe that's a setting to be changed or can be fixed by a proper alt ground hemi.  Check out the larger map.  I think it has some water in the combat zone.

If you find Mersa's code, swap it out and have a look.  Eppeldorf 32 has easy to find code at the bottom of it's GPO too.

Edit*  push mode is in the mapdata py.  Check out Bastogne as it has 64 and 32 push code.  You can edit this in notepad too but you have to be much more exact in your syntax.  Just copy well.

407
It's true the night maps need alternate ground hemis.  It's done in the editor.  I've not made one yet, maybe I will learn.  We might be able to get a mapper to do it.  Right now we should just focus on the locations of everything and the gameplay.  As for the new flag location, it's easy.  The GPO is where that stuff is located.  A flag location looks like this
Quote
  rem [ControlPoint: Midway_Island]
   Object.create Midway_Island
   Object.absolutePosition 29.535/34.125/64.109
   Object.layer 2
(no questions please).  You just change the numbers to where you want them.  The big minimap I posted has an accurate grid.  It's roughly from -1000 to 1000.  When you put the combat zone on the game zooms in the map and throws the grid off.  That is why I suggested people draw their ideas on that map so I can easily place things.  Have a look at the GPOs and you will begin to get the idea.  You can basically teach yourself.

408
I haven't written a tutorial yet but here are some rough samples:http://www.mediafire.com/download/3lj1dn9fdeyf44q/CreteNightLevels.zip
Put these GlobalPlayObjects cons in your crete_1941\server.zip\GameModes\gpm_cq  32 and 16 folders, only one in each.  Remember that path you will use it alot later.

Oh, and backup your crete_1941 folder before starting.

I have included what I believe to be Jimi's basic idea that just uses the current 32 level layout.



This is an idea that I talked about just to show you that you are not limited to working with what is already there.  It's not better just a different idea.


The minimaps don't show it but I used Keren's night sky.  The lack of vehicles at the mains is of course not final.

All of this was done by editing those files in notepad.  No modding or using the BF2editor was necessary, though it might be for the final polish.  Have a look at those files in notepad and try to figure out the logic.  Experiment a little.  Then you will be ready when I get around to doing the tutorial.

409
Quote
Geo, if you are really interested in developing this
I'm going to help YOU develop it.  You don't need any modding skills and we don't need to make a new map.  All we need to do is edit a text file in notepad.  I will send you a sample of what we are talking about and when I have time, I will write a mini-tutorial on mapping for people who don't like BF2editor.

410
A simple option is to put an Allied main on the East side H7 or G7, then turn the lights out.  They'll need lots of vehicles.  You could move the Axis main to A7 or A8, or let them paradrop at night(which might be more successful), or make it a cap out.  5 flag, full size cap-outs aren't too bad.

64p, 32p, and 16p are just suggestions as far as multiplayer goes.  Really its 3 variations of the same map.  We can leave the 64 as is but make a 32 that's playable by 64+ people

411
If you want an alternate map, there is no reason to start with the stock combat zones and flag locations.  Start with this:

Draw the map you want.  I will make a rough GPO for you with night turned on. 

It will take a little more time, when I have it, to place all the assets in the right locations.  We will also have to make an alternative ground hemi so the players and vehicles don't glow in the night.  Remember it doesn't have to be for 32 players.  We can make make a full size map that just uses the 32p slot.

412
I like this idea.  The Crete smalls rarely get played because they cap out too easily.  In general, cap out maps need some push code to make it more challenging, like Bastogne 32, or just always have some kind of uncappable mains.

413
Suggestions / Re: Assuming Pegasus Bridge is in the making
« on: 19-06-2014, 03:06:29 »
moved

414
Suggestions / Re: deckungszielgerät for spw mg
« on: 18-06-2014, 03:06:00 »
just to make new players go away and piss people like you off.

Certainly seems to be your mission.   
Why don't you just ask the other Devs to shut these forums down?  Or have you already?

415
Suggestions / Re: deckungszielgerät for spw mg
« on: 18-06-2014, 01:06:42 »
Quote
how long it has to be repeated that suppression shaders can't be fixed?
 
Often enough for the people who weren't here way back when and the new guys we don't want to turn away.

Quote
Why do you even compare it to PR?
The only other active BF2 mod?  Can we compare it to BF2 Pirates?

If the shaders can't be fixed, what about the other issues around this same thing. 
Seeing blood fly out of your target's head when your hit doesn't register on his computer.
Shooting a guy a couple of times.  He turns around, one shots you, and runs away.
No, I don't want it to be PR and certainly not like those other games that jerk you around when shot, but maybe a little bit of both.

I'm all for new content but it's the basic gameplay glitches that make people give it up, particularly the close quarters action.

416
Suggestions / Re: deckungszielgerät for spw mg
« on: 17-06-2014, 19:06:39 »
More suppression would be great.  It takes away the edge from the low-ping twitch monkeys.  It is so disheartening to sneak up on a guy, would him, then watch him do some strange break-dancing and head shoot you with a pistol.

One of the reasons we have only one populated server is that ping really matters in this mod.  That's why you have a European community and a dwindling NA community that rarely mixes.  It's hardly a factor in PR where you routinely have Korean, Brazilian, and Russian squads on the same servers with Brits and Yanks.

417
Suggestions / Re: Assuming Pegasus Bridge is in the making
« on: 17-06-2014, 09:06:45 »
Some of the 16s are big enough for 32.  So a smaller map maybe appropriate or just an alternate map.

418
Suggestions / Re: Assuming Pegasus Bridge is in the making
« on: 17-06-2014, 06:06:12 »
Well, here's the to do list:

Alam Halfa 32
Bardia 32
Battle of Brest 32
Falaise Pocket 32
Fall of Tobruk 32
Gazala 32
Gold Beach 16
Gold Beach 32
Hurtgen Forest 16
Hurtgen Forest 32
Lebisey 32
Meuse River 1944 16
Meuse river 1944 32
Omaha Beach 32
Operation Cobra 16
Operation Cobra 32
Operation Hyacinth 32
Operation Luttich 32
Operation Totalize 16
Operation Totalize 32
Pointe du Hoc 16
Port-en-Bessin 32
Purple Heart Lane 32
Ramelle-Neuville 16
Ramelle_Neuville 32
Sidi Bou Zid 16
Sidi Bou Zid 32
Breakthrough at Saint-Lo 1944 16
St Vith 16
St Vith 32
Battle for Sfakia 32
Villers Bocage 16
Vossenack 32

I'm currently busy making such maps for our upcoming Community Map Pack and other custom stuff, but I will try to knock some of these out in my spare time.  Please claim some of these projects yourself and do them.  If you think you can't learn, send me your ideas.  Draw minimaps or whatever.

419
Suggestions / Re: Assuming Pegasus Bridge is in the making
« on: 16-06-2014, 21:06:41 »
Fh2 night maps are really not dark at all, not like PR Vietnam.  Keren has an almost full moon.  I think it would be fun to make some.  I just have to learn how to make alternate ground hemis which is the only tricky part of night maps.

420
Suggestions / Re: Assuming Pegasus Bridge is in the making
« on: 16-06-2014, 02:06:07 »
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If the community could come up with new layer ideas on a map to map basis (like this thread here) and if the devs like one or think it's easy enough to implement, they could put it in.

There really is no excuse for every map not having the maximum numbers of layers.  For the most part it just requires some editing of the GlobalPlayObjects.con to redraw combat zones and move the flags and assets around.  Yes you could spend lots of time to get the 32 and 16 really really right, but that's what updates are for and there is no test like a public play to fine tune them.

I've done a lot of this with custom maps recently.  I'd be happy to try to implement anybody's idea.  I also encourage anybody to try to teach themselves how to do it.  It's fairly self explanatory, just be sure to make back-ups.

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