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KF-Disco
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KF-Disco (
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Snipe34
1337
Posts: 945
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Re: KF-Disco
«
Reply #15 on:
January 12, 2012, 22:34 »
just playing it now.....
Some big problems with the bathroom area space wise - too small. Zombies stuck. Smaller monsters are ok. But big ones, the whole map jams up.
Also i suggest you delete all zombie volumes and replace with default.
BUT, [apart from being too narrow in toilet] was a great map to play
mc was stuck up there...
can't see it here, but zombies are moving in circles
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Last Edit: January 12, 2012, 23:11 by Snipe34
»
N3Cr0
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Posts: 641
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Re: KF-Disco
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Reply #16 on:
January 13, 2012, 20:16 »
Quote from: Hicks on January 12, 2012, 21:11
Not so hard for many players
Also, some movers, meshes and props would be nice.
One nooby question: how can I make the disco ball spinning permanently?
I know I have to work with the keyframes, but I don't know how to trigger/activate the mover permanently, and the tutorials just describe how to trigger them by players.
http://n3cr0.itch.io/
xmpp: n3cr0@jabber.ccc.de
JD
Junior Member
Posts: 27
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Let's make cupcakes!!!
Re: KF-Disco
«
Reply #17 on:
January 13, 2012, 21:51 »
Open Mover properties, then select Object->InitialState->ConstantLoop. Thats that. :3
N3Cr0
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Posts: 641
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Re: KF-Disco
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Reply #18 on:
January 13, 2012, 21:56 »
Thank you very much! It's moving!
Now I have to fix the movement, but I guess it will be easy.
EDIT: It still looks aweful: it stops moving for a short moment after each key.
EDIT2: It moves clockwise and back against clockwise :/
but Even if I can fix this one time: I will have some trouble with a not well working trigger light (disco light) ;(
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Last Edit: January 13, 2012, 22:06 by N3Cr0
»
http://n3cr0.itch.io/
xmpp: n3cr0@jabber.ccc.de
JD
Junior Member
Posts: 27
Country:
Let's make cupcakes!!!
Re: KF-Disco
«
Reply #19 on:
January 13, 2012, 22:16 »
Okay...I wasn't remembering right. Now here are the exact steps to make a Rotating Mover.
Object -> InitialState-> RotatingMover
Movement -> Physics-> PHYS_Rotating
Mover -> MoverEncroachType-> IgnoreWhenEncroach
Movement -> RotationRate -> Yaw 50000 (Its the speed of the rotation.)
Movement -> bFixedRotationDir-> True
So you don't have to use keyframes at all.
Hope it helped. :3
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Last Edit: January 13, 2012, 22:38 by JD
»
N3Cr0
1337
Posts: 641
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Re: KF-Disco
«
Reply #20 on:
January 13, 2012, 22:50 »
Thank you very much, it's working!
Man (girl) that was complicated!
http://n3cr0.itch.io/
xmpp: n3cr0@jabber.ccc.de
N3Cr0
1337
Posts: 641
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Re: KF-Disco
«
Reply #21 on:
January 13, 2012, 22:59 »
OK, one more nooby thing:
The triggerlight doesn't work for a disco light (I can't see it in the game), also triggerlight: stroboscop is not blocked by walls (it lights the whole map)
Question: Does anyone know how to fix the first of these issues?
http://n3cr0.itch.io/
xmpp: n3cr0@jabber.ccc.de
Snipe34
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Posts: 945
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Re: KF-Disco
«
Reply #22 on:
January 14, 2012, 00:06 »
TriggerLights, lighting > LightRadius 4 is usual, 8 is larger 12 much larger - and larger, sunglasses time
Also TriggerLight: BInitallyOn: True
N3Cr0
1337
Posts: 641
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Re: KF-Disco
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Reply #23 on:
January 14, 2012, 00:27 »
It still doesn't work properly:
On dynamic lightning I can's see it and without dynamic lighting I can only see some not moving lights -.-
http://n3cr0.itch.io/
xmpp: n3cr0@jabber.ccc.de
N3Cr0
1337
Posts: 641
Country:
Re: KF-Disco
«
Reply #24 on:
January 14, 2012, 19:07 »
Maybe I'm bugging you again, but I'm working on a solution for the not moving disco light: I wanna add a projector (like in arcade gas station).
I have drawn a texture file (template was AbaddonArchitecture-epic -> base) and saved it in the .dds format, BUT:
Now I'm stuck and can't add this texture. Could someone write a tutorial please?
EDIT: Maybe there is just something wrong with the file format o.O Strange, I just have redrawn this exported projector texture and saved it...
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Last Edit: January 14, 2012, 19:13 by N3Cr0
»
http://n3cr0.itch.io/
xmpp: n3cr0@jabber.ccc.de
[MiA]Zaid
1337
Posts: 339
Country:
Boom headshot
KF-Disco Glitchs
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Reply #25 on:
January 14, 2012, 20:54 »
Hello there, I found a 2 new glitch in KF-Disco , can fix it Please ?
Screenshots:
http://screenshot.xfire.com/s/120911503-4.jpg
http://screenshot.xfire.com/s/120911489-4.jpg
http://screenshot.xfire.com/s/120911478-4.jpg
http://screenshot.xfire.com/s/120911474-4.jpg
Thanks
N3Cr0
1337
Posts: 641
Country:
Re: KF-Disco Glitchs
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Reply #26 on:
January 14, 2012, 21:01 »
No problem!
It's fixed now.
I will upload a new version soon.
new changes/fixes:
Boss music - fixed. Thanks Hicks, I have copied(and modified) your triggers from KF-Broken
new spawns - building... @Hicks again: I'm trying to use your triggers from Iced V2. I hope that's OK for you.
karma actors - will follow later
I promise, there will be a nice surprise
I think I will release one more beta and then a pre-final before it's really done.
Each version will have important changes.
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Last Edit: January 14, 2012, 21:02 by N3Cr0
»
http://n3cr0.itch.io/
xmpp: n3cr0@jabber.ccc.de
N3Cr0
1337
Posts: 641
Country:
Re: KF-Disco
«
Reply #27 on:
January 14, 2012, 22:44 »
Releasing new version:
http://www.mediafire.com/?bcnj3ntvq25lx69
There are many changes and bugfixes.
Also it's not too easy anymore
I've got some surprises for you.
Will you be pure enough to hear the boss music?
http://n3cr0.itch.io/
xmpp: n3cr0@jabber.ccc.de
Snipe34
1337
Posts: 945
Country:
Re: KF-Disco
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Reply #28 on:
January 15, 2012, 00:22 »
Your pathing is good, giving wide corners around doors, and placed in the centre of doors. So I was wondering why the delay in zombie spawning. Then I noticed your pathnodes are not in inside the zombieVolumes. Zombies (the AI) are getting a little confused for a few seconds - they have to think... where is a pathnode?
That back toilet is a little small, treble the size it would be still be a little small, but much better than now. Btw the spiral staircases look good and work well.
Crawlers wave 2?! hehe.
[MiA]Zaid
1337
Posts: 339
Country:
Boom headshot
Re: KF-Disco Glitchs
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Reply #29 on:
January 15, 2012, 10:00 »
Cool all that
Thx
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