[QUOTE=pbplayer;18555813]
Oh yeah. Can I get a group invite?[/QUOTE]
/me clicks one button
Yes, you can has a group invite :v:
[QUOTE=ShadowSand;18567773]Well that's definitely me, but I don't have anyone with 'pbplayer' anywhere in their name. You must have it set as something else at the moment. Just send me a message sometime saying 'Hey, I'm pbplayer' and I will know who you are.[/QUOTE]
I posted something on your community page. You should see it. It is the top post on it. Also my picture is of a sandwich not to be confused with SANDVICH
And thanks Kaffo
Just remembered. My account name is pbplayerjim. I am currently going under [WDZ]Forman217.
i like the new design, but if your going to make locked door and the command console, don't use the codes, its hard to figure out the codes, and in v1-7 there wasn't a guide to tell you the codes, and it was too dark, also, when i popped up in the spawn room, i had no idea where to go, i also miss the ruins, so hopefully you bring that back. also, instead of 2 tanks of coolant, a large pool of coolant would be cool, and so would more options to the command console. also, don't think of this as criticism, think of it as an opinion and a suggestion.
[QUOTE=hokielover;18581909]i like the new design, but if your going to make locked door and the command console, don't use the codes, its hard to figure out the codes, and in v1-7 there wasn't a guide to tell you the codes, and it was too dark, also, when i popped up in the spawn room, i had no idea where to go, i also miss the ruins, so hopefully you bring that back. also, instead of 2 tanks of coolant, a large pool of coolant would be cool, and so would more options to the command console. also, don't think of this as criticism, think of it as an opinion and a suggestion.[/QUOTE]
In v1-7, nothing told you the codes because you set them youself in the captain's quarters, as I said many times, and was included in the guide, which by the way there is one of. Yes, the spawn room was a complete failure, because it was a last minute thing, the new ones are much better. There aren't any ruins, but there is a wrecked ship. A pool of coolant would not only make very little sense, but also be annoying to make because it would just look like water. There probably will be more stuff on the bridge consoles, but I don't know what yet.
And I don't think of it as critism, because most of it isn't true/doesn't apply because I've already addressed the issue. Many many months ago.
[QUOTE=ShadowSand;18587612]In v1-7, nothing told you the codes because you set them youself in the captain's quarters, as I said many times, and was included in the guide, which by the way there is one of. Yes, the spawn room was a complete failure, because it was a last minute thing, the new ones are much better. There aren't any ruins, but there is a wrecked ship. A pool of coolant would not only make very little sense, but also be annoying to make because it would just look like water. There probably will be more stuff on the bridge consoles, but I don't know what yet.
And I don't think of it as critism, because most of it isn't true/doesn't apply because I've already addressed the issue. Many many months ago.[/QUOTE]
um.... ok..... i should probably slap my self now.
Also, we are stupidly close to getting an epic door (hugs Dlaor)
Great to hear. I like epic doors. Also are any CSS textures used in the latest beta because I am missing a few. Yes I have the resource files too. Just a wondering.
[QUOTE=pbplayer;18669492]Great to hear. I like epic doors. Also are any CSS textures used in the latest beta because I am missing a few. Yes I have the resource files too. Just a wondering.[/QUOTE]
[Quote=Shadowsand]For example, I hadn't checked the compile log properly, so I didn't see that the area portals were broken. Also, since I haven't compiled PFv2 in soooo long, I completely forgot to build the cube maps, so everything in the map had missing texture reflections.[B] Oh, and I missed out a few of the textures and models[/B], so... yeah.[/quote]
People never read the post with the release in, they just go straight for the links.
Ahhh! I read that. Unfortunatly I only remebered that the portal areas and cube maps were broken. Im very sorry for wasting your time. Stupid memory laps.
Due to the on-going dialemma of how to ensure that everyone has all of the resources, while also keeping the amount of uploading/downloading to a minimum, I have created an SVN for the planetfall betas. At some point, if people ask for it I may add my other maps to it as well, but for now it's just PFv2.
For the first upload I have also compiled b5-2. I know, it's about a week later than I originally said, but you can blame that on the THQ complete pack being just £20. For the same reason, there isn't THAT much changed in this version. The area portals are fixed along with a couple of other minor bugs, the cube maps have been built, the other side-pod hanger has been added to Planetfall and (hopefully) all of the resources have been included. If I have missed some then I can very easily add them.
The only other problem I know of in this version is that several of the hitboxes on the models I've made don't exist (you can walk straight through them). This currently includes a few of the crates in the cargo bay, and the fancy, curved parts of the ground base wall. However, these can easily be fixed without having to modify the map, so over the next couple of hours/days I will be fixing those hitboxes and loading them into the SVN.
The SVN link is below. You shouldn't need a username or password. Create a folder called 'planetfall-rp' in your garrysmod\addons directory, and check out into that. And no, I won't change back to using file front just because a few people don't know how to use SVNs.
[code]http://planetfall-rp.googlecode.com/svn/trunk/[/code]
Of course, this does mean that it won't be compressed with winrar anymore, but I think overall the benifits are far greater than the annoyance. Oh, and if you want to save loads of download time, re-extract the resource pack (assuming you havent deleted it) into the addons\planetfall-rp folder. I wouldn't suggest moving the resources from you current materials, sound or models folders since my other maps often use the same resources.
[B]Bug Update[/B]
Many thanks go to Afromana and his friends for extensively testing the SVN beta. With their help, I've now added all of the missing resources to the SVN, as well as updated versions of the models with hitboxes included. The only significant bug remaining relates to the ground base wall. Due to annoying issues in the model-making process, I can't create a proper hit box for the entire wall. The best I have managed to do for now is to make most of it solid. The only non-solid parts of it are the corner sections, and the section with the doorway leading onto the tower walkway. This can't be fixed until I update the map itself, which will be in b5-3.
There are a handful of other minor bugs which he is still finding for me, but they also need a map update. Oh, and it's quite likely that once I do start on b5-3, I will have 2 copies of the map in the SVN. One will be the latest working with lights version, and the second will be the latest fullbright version. This way, you can all test the latest features/bug fixes etc without me having to do 30-minute long compiles every few days.
yayzorz SVN win :D
yay. SVN FTW
There are in fact STILL a few missing textures, somewhere in the tunnels under the wreck, but it's really late so I will sort them out tomorrow.
[QUOTE=ShadowSand;18722515]There are in fact STILL a few missing textures, somewhere in the tunnels under the wreck, but it's really late so I will sort them out tomorrow.[/QUOTE]
I'm missing the texture for the background of the energy meter in the engine control room. Is this a universal problem, or is it just me?
In beta 4, this was not a problem for me, but with B5-2, it is missing. I just wanted to know if it's just me or not.
[QUOTE=3viLoc1Ty;18722621]I'm missing the texture for the background of the energy meter in the engine control room. Is this a universal problem, or is it just me?
In beta 4, this was not a problem for me, but with B5-2, it is missing. I just wanted to know if it's just me or not.[/QUOTE]
Just checked and that texture was indeed missing, as was the updated hitbox for the large rectangular crates (though I'm not certain why). Both have now been added to the SVN.
By the way, me and Kaffo have been talking about about removing the bridge in the ground base. The one from the tower to the wall which can be broken apart. What do you guys think?
Yes. That sounds fine. I would like it if the base could be sealed and not entered by that point
*Comes in wearing a balaclava* I agree with Shadowsand and that Kaffo guys :ninja:
It has indeed been a bit annoying when someone physed it by accident, but it was sometimes fun to blow up.
Work has begun on b5-3. I have 100% fixed the ground base wall, including possibly the way that it wasnt lit by the sun in any way (won't know for sure until I do the final compile). I've also prettied up some more of the displacements (this is an on-going thing which probably won't finished until the first release of the map) and started work on the next section of the tunnels. However, I have come home for the weekend, and can't continue mapping until sunday evening at the earliest.
When is the next beta run going to be?
I don't want to set a specific date, since that never ends well, but likely sometime next week. If not, then definitely the week after. If it is next week though, it will be either wednesday or at the weekend. I have an assignment to hand in before 9am on monday, a set of programs to demonstrate and talk through on tuesday, and a database test on friday.
Don't worry Nardix, I'll get bitchin' for more maps :v:
That's the Kaffo I know.
I'm back at uni, but won't be mapping until tomorrow. I have been informed of one more missing texture - the 'shield' on the little ship display on the wall of the bridge. That will be added to the SVN tomorrow. Kaffo also complained about the texture on the power indicator which replaced the old green and red squares. Now we have three options.
1) We stick with the current one (I MAY make a better quality one at some point, but only if I can be bothered)
2) We go back to the old red and green squares which go white when you shine a light on them.
3) We use a new animated texture for it. Currently, you can see the power steadily moving up and down with the slider. While this is cool, so is this texture I just made. However, if we change to this texture, you will only see the power change when it hits a multiple of 10%. I made a little GIF so you can see what it's like:
[url]http://planetfallrp.com/PFV2Gal.htm[/url]
I COULD put the slider over the top of that texture, but I think it would look wierd. Thoughts, comments, ideas, suggestions?
[B]Edit:[/B]
Just talked to Kaffo and he says that if we do #3, we could also have a display next to it saying the exact percantage of power remaining (in numbers, not just a slider or anything), so I'm thinking that one...
Num 3, and I gets a lua.
[QUOTE=ShadowSand;18771629]I have been informed of one more missing texture - the 'shield' on the little ship display on the wall of the bridge.[/QUOTE]
Fixed
[B]Edit:[/B]
Beta 5-3 (unlit) has been added to the SVN. As I said before, the lit b5-2 will remain in the SVN as well until I compile b5-3 with lights so that everyone can play whichever they prefer.
Fixes:
Ground base wall is once again solid, including the doorway leading into the tower walkway.
Ground base wall lighting may be fixed (can't tell until compiled with lights).
Textures on the hanger pods (the hangers either side of the living quarters) corrected.
Cupboard doors in the ground base quarters turn the correct direction.
Changes/Additions:
New section of the tunnels (not currently connected to the main network, and no I won't tell you where they are).
Back wall of left hand hanger pod added.
Buttons on the bridge currently with no function reverted to 'Placeholder' texture.
Lockdown button on bridge sends command to lua (it's up to Kaffo to make it actually work though ;)
Tweaked the speed on the blast door between the wreck and the tunnels.
Added a lock to the door, on the wreck side of it (works no matter what position the door is in)
Smoothed out more terrain.
Just a couple of other notes. I just realised it's highly likely that this version will have the pink reflections bug, but chances are that if you don't mind playing without lights, you won't mind the reflections. Before b5-3 is finished (as in compiled with lights), I will be connecting the new tunnels to the main ones, changing a few bits of minor structure/layout in the ship, and adding more lua support.
[B]Edit:[/B]
Just a warning: When testing this on my listen server, attempting to enter the new cave system crashed Gmod. Not sure if this is my PC failing or an overflow in the source engine.
Its not just him, Its also on my PC (Probaly everyone). So, don't go there! (If you dont wan't to crash that is)
[QUOTE=afromana;18787093]Its not just him, Its also on my PC (Probaly everyone). So, don't go there! (If you dont wan't to crash that is)[/QUOTE]
It worked for me?
[QUOTE=3viLoc1Ty;18793958]It worked for me?[/QUOTE]
You could get into the new caves which I only added in v2b5-3?
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