Naboo: Sewers - Bug Issues & Questions

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Naboo: Sewers - Bug Issues & Questions

Postby CarbineImpulse » Sat May 05, 2007 3:05 pm

Post any download issues that you have or any bugs you see. This feedback will help the maker with any potential further developement of the map.

If you have questions with regards to this particular competion map then you can ask them here.

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RE: Naboo: Sewers - Bug Issues & Questions

Postby The_Emperor » Sat May 05, 2007 4:04 pm

As Anakin, I fell beneath the map after jumping up somewhere in the left corner next to one of those statues in the sewers. Im not sure which one cos there are more of em innit

Note that that only happend while I was really trying to see if there were any collision problems. That was the only hole I found. It did happen a second time while I was a clone though, but I instantly died cause of the deathregion.


In other words: Im blattering and didnt find serious bugs, even after a long time of playing it ;) Id say this map is pretty much finished, and amazing.

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RE: Naboo: Sewers - Bug Issues & Questions

Postby Darth_Z13 » Sat May 05, 2007 4:15 pm

I fell through the side of one of those tunnels to the surface. And for some reason the snipers like to hide under the pipes spewing water. Did you do that?

-OFF TOPIC- I didn't get a chance to upload the Sewers video I made to YouTube before I left on Friday. I'll upload it when I get back. ;)

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RE: Naboo: Sewers - Bug Issues & Questions

Postby FragMe! » Sat May 05, 2007 4:57 pm

I'll look into the collision problems, I guess you guys just go where I don't. :)

@Darth which tunnel the long short or "secret" one?
Yes the snipers like going by the pipes (hint nodes) hard to see aren't they :twisted:

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RE: Naboo: Sewers - Bug Issues & Questions

Postby Caleb1117 » Sat May 05, 2007 5:08 pm

So, I bet you don't want to say where the secret passages are, but how many are there? I found three, 2 two-way passages, at opisite ends of the map, and 1 one-way tunnel.

totally awsome map BTW

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RE: Naboo: Sewers - Bug Issues & Questions

Postby FragMe! » Sat May 05, 2007 5:10 pm

Yup, okay so they aren't that secret but I think they are cool and rather clever *toots own horn for a while then stops*

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RE: Naboo: Sewers - Bug Issues & Questions

Postby phazon_elite » Sat May 05, 2007 11:16 pm

I jumped on top of a gonk droid and fell through the wall, but that's typical when you have one in a corner...

I also had the same problem with the statue. I fell through when I was an engineer (happened at two statues when I was trying to find the second exit outa there).

It's the same story as the gonk, typical if an object with collision like that is placed at a wall.

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RE: Naboo: Sewers - Bug Issues & Questions

Postby FragMe! » Sun May 06, 2007 1:22 am

I'll look into moving them away from the walls, I assume it wasn't the one at the statue you jumped on.
Maybe I'll post signs saying "No Jumping on the Droids" :lol:
As for the statue wall I am seeing what I can do
about that. Well if nothing else it's a self punishing wall glitch for those who like to try and take advantage of such things.

Edit- Got a fix for the Statue wall collision problem :)

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RE: Naboo: Sewers - Bug Issues & Questions

Postby Darth_Z13 » Sun May 06, 2007 12:47 pm

Got a present for you Frag. :)

Open it. ;)

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RE: Naboo: Sewers - Bug Issues & Questions

Postby FragMe! » Sun May 06, 2007 4:16 pm

Cool Thanks

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Re: RE: Naboo: Sewers - Bug Issues & Questions

Postby AlexSecura » Thu May 10, 2007 1:19 pm

For me the Tunnels are to dark and i dont like the Wampa.

But definitely one of the best maps in the comp.Good Work

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RE: Re: RE: Naboo: Sewers - Bug Issues & Questions

Postby FragMe! » Sat May 12, 2007 3:38 pm

@AlexSecura
Thank you I'm glad you liked it.

So is it too dark (it was darker but I kept getting lost) so I have lightened it up to it's current level.
It is a sewer after all and they aren't really know for having a great deal of light

Also should the Swampa go or should it show up in more modes? Currently only in conquest.

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RE: Re: RE: Naboo: Sewers - Bug Issues & Questions

Postby The_Emperor » Sat May 12, 2007 3:39 pm

I say more modes. He really adds to the fun of the map.

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Postby AlexSecura » Sat May 12, 2007 8:08 pm

I think you should remove the swampa from conquest conquest( the Mode i play normally :lol: ) and let him in all the other Modes.Thats my opinion.

You are right with the Lightning Conditions in a Serwer and its ok so where it is.I turned Brightness ingame little bit up and it is good.

You can add some places with (green) Fog similar like Pestox Fog.Hope you know what i mean.
Your Sewers looks very clean if you want add some rubbish at the Walls or Fishes in the Water.
You removed the Water from the Docks,you could create a entrence to the Sewers.
Image
I like the CP Positioning and the Exit to Theed by Night .Yery cool Idea.Keep up your good work.

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Postby FragMe! » Mon May 14, 2007 1:19 pm

I did have some nice green mist in the map similar to what was seen in the WIP thread
http://www.gametoast.com/index.php?name=PNphpBB2&file=viewtopic&t=8252&postdays=0&postorder=asc&start=60
But something happened and I can't get it back on this map or any other for that matter I know the msh file for making it is fine cause I can make pretty flowers. Anyway someday I'll get it going again but not for this map.
And the "drained" canal is just eye candy really tried to make it look like it got bombed so I could bring the terrain level down to where the water level is for the sewers. I thought it looked better than just leaving it empty.

For the final release for the pack (should it make it seems to have stalled at 9 votes) I may actually make it a bit brighter, not much though, cause I was playing the other day and I kept getting shot by droids I couldn't see :x . I may also add Swampa to the Assault mode just to make it interesting but they would be above and below ground.
There could also be a Hunt mode with droids against Naboo Guards with rocketeers only 16 rockets and 10 mines each and the rockets have lock on capability. There would only be 5 AI per side. I have it working on the non merged version I just wasn't sure if I wanted it in the final. What do you think?
Once again thanks for the compliments.

Edit: Oh yeah didn't you see the rats? Throw a grenade in the water and watch them float away.

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Postby AlexSecura » Wed May 16, 2007 8:08 pm

FragMe! wrote:Oh yeah didn't you see the rats? Throw a grenade in the water and watch them float away.


I never have seen them before. :roll: but now i see them floating away.

If you want you can do a Hunt Mode like this.Naboo Guards vs CIS in the Sewers sounds like a many Mines and many Rockets.What capability have the Rockets because you locked them?
I never have followed your WIP so i dont have seen that green Mist before but it looks cool ingame.What a pity that you can't fix the Problem.

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Postby FragMe! » Wed May 16, 2007 8:47 pm

For lock on for the rockets it means you can target units just like you can target a vehicle point the reticule at them and the missle goes through a lock on process, once locked it is fire and forget and you can run away before they lock on to you.
The rats are also supposed to "swim" around the sewers but I think the water is too deep may have to put a fake floor under the sewers to raise them up as bit.

And I too miss the mist :(

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Postby Dymon » Thu Jun 28, 2007 9:48 am

pretty nice map imho, but i wondered if the uber mode was necessary coz it is disabling the multiplayer potential of the map :?

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Postby FragMe! » Thu Jun 28, 2007 10:53 am

The map plays very well in MP in all the other modes (I play it all the time) uber does work too to some extent. It was basically put in there for those that don't play on line it is just fun to have all the carnage

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Postby Dymon » Thu Jun 28, 2007 11:04 am

i don't talk about xxl mode, i talk about the uber mode ^^
The thing which is seeding a special amount of bots without any way to disable them (if u put ai to 0 there will be a lot of bots anyway) and which is multiplying the ticket amount. Without using this it would be a nice map for playing clanwars on :wink:

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