• RP_Planetfall_V2 WIP
    881 replies, posted
  • Avatar of Cheshire_cat
  • Okay, here's the things that stood out when I tried it this afternoon: [b]Navigating:[/b] I honestly couldn't remember Planetfall's layout. Can you make a custom texture of a map or something? [b]Detail:[/b] Every room I saw had no detail. It was also annoying trying to figure out where the button was to open the hangar door. Suggestion: add a console with red lights next to it that opens the hangar's doors. And make some spinning lights and a klaxon prior to the doors opening. [b]The underground base:[/b] The base with the huge gaping hole as its entrance? Yeah, well, the console to close the door wasn't working, and when I used a cheat to unlock the button, it closed, but then immediately opened again. [b]Noclip protection?[/b] When I tried to noclip out of the underground base mentioned above, it teleported me into one of Planetfall's cells. This was very annoying when I have to noclip all the way back down. [b]Glass building protection:[/b] On the big tower with the glass ramps doing downstairs, add a door to the landing pad and some protection for the big gaping windows. Shields anyone? [b]Detection on planetside:[/b] I don't know how significantly this would impact framerates, but what about some trees or something? V2 has rolling hills, which is an improvement, but it's still extremely easy to see someone on the plains from the guard towers. That's all I can think of right now, but I might add some more criticism.
  • Avatar of Mackalda2k6
  • I can answer a the noclip part he told me during early beta's he was mad at people for noclipping around because they'll find the secrets and such so he noclip protected the towers and tunnels and some other parts. He'll remove them in the final game.
  • Avatar of nardix
  • The message that says that I have a mismatched file. I only get it on servers running newadmin. Now for the bugs: The trees in the latest version have missing textures, quite annoying. And there are still some other missing textures around the ship.
  • Avatar of johan svensk
  • i like the map, it's cool but the textures on the inside of the spaceship are too ugly, they make it look like a map for half life 1
  • Avatar of ShadowSand
  • [QUOTE=Cheshire_cat;14488945]Okay, here's the things that stood out when I tried it this afternoon: [b]Navigating:[/b] I honestly couldn't remember Planetfall's layout. Can you make a custom texture of a map or something? [b]Detail:[/b] Every room I saw had no detail. It was also annoying trying to figure out where the button was to open the hangar door. Suggestion: add a console with red lights next to it that opens the hangar's doors. And make some spinning lights and a klaxon prior to the doors opening. [b]The underground base:[/b] The base with the huge gaping hole as its entrance? Yeah, well, the console to close the door wasn't working, and when I used a cheat to unlock the button, it closed, but then immediately opened again. [b]Noclip protection?[/b] When I tried to noclip out of the underground base mentioned above, it teleported me into one of Planetfall's cells. This was very annoying when I have to noclip all the way back down. [b]Glass building protection:[/b] On the big tower with the glass ramps doing downstairs, add a door to the landing pad and some protection for the big gaping windows. Shields anyone? [b]Detection on planetside:[/b] I don't know how significantly this would impact framerates, but what about some trees or something? V2 has rolling hills, which is an improvement, but it's still extremely easy to see someone on the plains from the guard towers. That's all I can think of right now, but I might add some more criticism.[/QUOTE] There will be textures of the ship, but there's no point making them while I'm still rearranging the layout. The basics go in first, detail comes later. The basic rule at the moment is that every single room will recieve a lot more work EXCEPT for the main engineering room, but even that will be getting a little. The door to the tunnels cannot be closed unless the generator is online. At the moment it starts off because the base is meant to be half-collapsing. Also, there's a temporary system in place so that if every player leaves the upper tunnels, the door auto-opens. This is to prevent it becoming 100% sealed off. I know that anti-noclipping may be annoying to you, but noclipping itself REALLY annoys me, and no, I do not intend to remove it in the final release. All secret areas, blast doors and shields will have anti-noclipping. Basically, when I seal myself in an underground vault with no possible entrance, I want to actually feel safe. What landing pad on the big tower? If you just mean the roof, that already has a door. I have been planning to add blast doors to the windows, I just haven't got around to it yet. There are already a few trees on the ground (admittedly very few), but I saw no point in adding trees when I would have to re-position them all every time I changed the landscape. As for the missing textures, that is Pakrat being silly. If you let me know which textures are missing, I will make a list of ones I will have to add manually.
  • Avatar of Bc305
  • I thought it was pretty good, but I was kind of surprised by a lack of a bridge/control center. Other than that, good so far, besides from the annoying as hell no clip protection. Oh, and also, Apparently I don't have the texture for the trees...it must have been not included?
  • Avatar of Mackalda2k6
  • Shadow could you try making it so instead of teleporting you to the ship...it just doesn't let you noclip in.
  • Avatar of rookieroo24
  • Have it trampoline you away, or teleport you inside a wall, that always hilarious when a minge is coming with a WMD and gets stuck in the wall.
  • Avatar of ShadowSand
  • The bridge will be at the front of the ship, I just haven't made that section yet. Well, I have, but only the outer hull for it. It's impossible to make anto-noclipping things which simply stop people going through walls without using lua. UClip (an addon for ULX) already does this, but it doesn't apply itself to entities such as doors or shields. The ONLY things I can do are kill them or teleport them. I personally find dieing far more annoying than teleporting. Also, how do you get a noclipper stuck in a wall? At most they will think they are noclipping into room A and instead noclip into room B.
  • Avatar of MattyK
  • Found a Bug: ballsocketting containers through the world and into the anti-noclip causes an Infinite Loop, amusingly propfucking everybody in Planetfall's cells. Game eventually crashes from Recursive Buffer Overflow.
  • Avatar of ShadowSand
  • Ok, well there's no way i can fix that, especially since the anti noclipping only actually affects clients.
  • Avatar of BradW
  • + when the rp thing is on , you wont get access to the tools , so basically dont do it and it wont happen :)
  • Avatar of ShadowSand
  • I released a new version last night. Changelog below: Landscape - Smoothed out most of the hills along the edge next to/around the large tower. - Added random patches of dirt across what had been solid grassy hills. The Ship - Added doors from the living quarters to the bridge. -Bridge has a large window with a blast door - Added windows, walls and doors to the 'promenade' (a shop area above the quarters) The Tunnels - Added a door to the base of the hill fort, leading onto the platform. - Added a ladder running down one of the support beams to the ground. - Added a blast door between the tunnels and the underground entrance to the fort. - Removed Anti-noclip and death triggers above the fort's shield. I'm starting work on b3-5 now, and PortalCake (our new resident lua coder) has convinced me to remove ALL anti noclip triggers.
  • Avatar of Mackalda2k6
  • We don't want another csc_desert...but I have a suggestion. Just take out all the security spots except for the brig and add some stuff to it. Its just confusing and small so maybe you could improve the hallways too.
  • Avatar of Mackalda2k6
  • Just tried out v-5 or 4 I'm not sure which...here are the issues. 1. you spawn in the middle of sky 2. you can't turn on generator in tunnels 3. Door to fort on hill doesn't open
  • Avatar of Kaffo
  • 1. Yes it's a glitch and you need the gamemode (I'll let shadow explain that one) 2. Ok, that's a new one I don't see why that would happen, I'll make sure to let Shadow know. Although we never seemed to have a problem with it :/ 3. Yeah, it opens from the inside but it opens the WRONG way, this is gonna be fixed in the next beta.
  • Avatar of ShadowSand
  • In the gamemode, different teams spawn in different areas, so they use custom spawn entities. This means that it will only spawn in the correct location with the PF Gamemode (it's on the server).
  • Avatar of Mackalda2k6
  • Wait teams? I thought it was RP planetfall not DM planetfall...That sucks due to the fact that people without the gamemode can't play it.
  • [QUOTE=Mackalda2k6;14556938]Wait teams? I thought it was RP planetfall not DM planetfall...That sucks due to the fact that people without the gamemode can't play it.[/QUOTE] teams as in doctors,crew.......and drop troops ;)
  • Avatar of Kaffo
  • Look it may sound bad, but belive me we have discuessed it alot and we have come to a decision that we think will keep PF the way it's ment to be. I'm not gonna say what it is here, later when info about the gamemode is realeased then I'm sure we can explain whats going on. For now you guys can only wait and know that we are working hard at it.
  • Avatar of Mackalda2k6
  • Forget it...this is ridiculous making a map specifically for a gamemode. I've now lost all hope in this map good day gentlemen.
  • you need a gamemode for it because it wouldnt work efectively with RP or anything else but the new gamemode, also it downloads itself when you join, I dont know if you have dissabled downloading content off the server in your options but it works fine, first time. also it needs the gamemode to actualy spawn you in the right place, how do you suppose you get from the ground TO planetfall? And you think its ridiculous makeing a map for a gamemode??? well what about "RP_downtown_v2" or "ZM_reactor" they where made especialy for a gamemode. your argument has major flaws.
  • [QUOTE=Mackalda2k6;14577180]Forget it...this is ridiculous making a map specifically for a gamemode. I've now lost all hope in this map good day gentlemen.[/QUOTE] if thats what your like over us trying to make a map that plays well and if fun for everyone we dont wont to know you
  • Avatar of ShadowSand
  • I would also like to point out that this debate is completely pointless. Although the map cannot be played to its full potential without the gamemode, the spawning issues have already been fixed. I had removed standard spawn locations ONLY so that I could test the game mode spawns. In the latest beta, standard spawns have been put back in so it CAN be used with any game mode. However, as I said, there are certain things which will not be available without the game mode. Specifically the keycard system (RP gamemodes have door owning anyway, but it's not as good), several special effects and events, and probably other things we haven't discussed yet.
  • Avatar of Kaffo
  • [QUOTE=nardix;14583783]Like?[/QUOTE] That would be telling now wouldn't it nardix ;)
  • Avatar of profan
  • Mackalda must have lost all contact with his brain christ. I loved beta testing this and im hopin to see it evolve :)
  • Avatar of nardix
  • [QUOTE=Kaffo;14586039]That would be telling now wouldn't it nardix ;)[/QUOTE] Yeah that's true, guess I'll find out sooner or later.