The New DMI Plan - ***DEADLINE JULY 30th***

For discussion, WIPs, and downloads of the DMI (Dynamic Map Idea)

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mswf
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Re: The New DMI Plan

Post by mswf »

I agree with your theory, but I think the only possible way to find out how online gamers will react to something like this, is to see it for yourself. There is no possible way to predict what will happen in an online city, where you can kill everybody, but with law enforcers. I think the best thing is to wait what the outcome is of the first version, and only start utilizing complicated scripts after that.
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Re: The New DMI Plan

Post by RepSharpshooter »

mswf wrote:I think the best thing is to wait what the outcome is of the first version, and only start utilizing complicated scripts after that.
yep as I said:
RepSharpshooter wrote:One of the best things to do is probably just beta test this September and see what needs to be done. We can only predict so much in advance without actually knowing.
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Re: The New DMI Plan

Post by General_Nate »

Hey, can we add teleporters to other parts of the city? Like the outskirts, the bar, etc.?
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Re: The New DMI Plan

Post by RepSharpshooter »

That is what the multitude of vehicles is for.
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Re: The New DMI Plan

Post by General_Nate »

Well, yeah, but I was just wondering.
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Re: The New DMI Plan

Post by Frisbeetarian »

RepSharpshooter wrote:Mav used landing regions in the first rendition of his lot, but I don't think they are in the second. It is a hassle to put a region every single place you can land in the entire world, so I'm leaning towards not having them.
Sorry I didn't think about this earlier, but landing regions shouldn't be necessary if we just put DenyFlyerLand = "1" in all ODFs that need it.
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Re: The New DMI Plan

Post by General_Nate »

Ok, this will probably make me come across like a noob, but here I go... :|

Ok so I've finally gotten my building in-game and working, so I decided to put it in-game in the DMI template for Beta purposes. But when I go to the map select screen after munging, the map name is something like: DMI%s%s. And trust me, I have the 1.1 patch. But when I try to run the map, it crashes with the all loved "fatal" error. Perhaps I'm doing something wrong with the munging process...

Ok, so here is what I did:

I made a new map, and called in DMI with it's only mode being hero assult.
Then I put the newly created map in the worlds and common folders of the templet map rep provided.
Then I opened DMI.wrl in ZE, placed my objects, etc. in my own layer called General_Nate.
Next, I munged my world using the munger in the Data_DMI in the worlds folder.
And then all of that up there happened.
Can someone help me?
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Re: The New DMI Plan

Post by RepSharpshooter »

General_Nate wrote:Then I put the newly created map in the worlds and common folders of the templet map rep provided
What does that mean? You do not put the map into my template, you put my template into the new map.
What to do after downloading:

1. Make a new world with the modtools (run from start menu), called DMI, with it's only mode being Hero Assault.
2. Paste in the World and Common folders from the file you downloaded.
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Re: The New DMI Plan

Post by obiboba3po »

Is it possible that i could turn in a beta of my lot a bit late as i basically need to create it from scratch because of my failed hard drive?
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Re: The New DMI Plan

Post by General_Nate »

RepSharpshooter wrote:1. Make a new world with the modtools (run from start menu), called DMI, with it's only mode being Hero Assault.
2. Paste in the World and Common folders from the file you downloaded.
Ah, you said to make a new world, and the next step I thought you meant to paste the newly created world in the template. Ok, thanks Rep, that cleared everything up.
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Re: The New DMI Plan

Post by kinetosimpetus »

@Rep, sent you a PM with 2 links, one to the second beta, in case you didn't DL it yet, and one to a msh that I may have forgotten to include in the other zip.
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Re: The New DMI Plan

Post by General_Nate »

*Sigh* Well I have yet another problem. When ever I make any changes to anything in ZE, close it and open it back up again, the original changes are still there. I don't know if this has anything to do with when I updated the req file, or what. But if I can't get it to work by this Saturday, would you be willing to hold my spot until then?

EDIT: Never mind. I scrapped my old lot and whipped up a new one. It has been sent to you via PM. :wink:
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Re: The New DMI Plan

Post by Null_1138 »

Wow, this just occurred to me, but where will we spawn?
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Re: The New DMI Plan

Post by Par3210 »

perhaps there will be spawns all around the city where you can choose :wink:
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Re: The New DMI Plan

Post by Master of Stickmen »

yeah, do we have to put cps in the lots, cause i might make one......
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Re: The New DMI Plan

Post by RepSharpshooter »

Don't ad cps, use the ones already in it.
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Re: The New DMI Plan

Post by General_Nate »

Wait, so we can move those cps laying around into our lots? Did I hear that right?
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Re: The New DMI Plan

Post by AQT »

I'm sure Rep will set up where the CPs and spawn paths will go in the end product, so for testing purposes, don't move any of the CPs and spawn path, choose a CP to spawn at, and then just take a walk over to your lot. Because if every lot were to have its own CP and considering how many lots there are, that would definately exceed the CP limit and that would be ridiculous anyway.
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Re: The New DMI Plan

Post by General_Nate »

Ah, I miss understood. That would be absurd.
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Re: The New DMI Plan

Post by RepSharpshooter »

No I have not forgotten about this, I am just encountering one of the largest school workloads I have ever had. I will try to finish it up over the period of some school break, maybe winter break if need be. I simply do not have the time like I used to.
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