Return to City 17

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DrewR
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Post by DrewR »

cool looking map. to be clear this map currently doesn't work with the latest OC correct? my game just crashes when i load the map.
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Post by DaMaN »

DrewR wrote:cool looking map. to be clear this map currently doesn't work with the latest OC correct? my game just crashes when i load the map.
That is correct. This is corrected in the next version. Hopefully it will be released next weekend.
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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Post by Vaun »

1. Looks cool. 2. How many maps are in this series? 3. ETA timer possible?
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Post by DaMaN »

Vaun wrote:1. Looks cool. 2. How many maps are in this series? 3. ETA timer possible?
1. Thanks! :D
2. 11
3. ETA: (approximate/hopeful)
01-06a: next weekend (Sept. 6th)
06a-09: by October
10: End of November/Beginning of December (hopefully/possibly sooner)

I'm really pushing to get the first six released by next weekend. I've been running compile after compile trying to get it all working. Each compile reveals more bugs, and hence requires more compiles. But rest assured, I'm not resting until the maps are done! (Though I might take a short break in October to work on something else).

Hope that answers your questions :D
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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Post by DaMaN »

Blargh!! Ok, quick, anybody got a really simple, easy way for npcs to follow a player?

I'm having a tough time with the AI. It's not all that bright.

I've got a major problem: the way I was doing it neglected one key issue: if someone died, the npcs would just stand there, and would never follow another player, nor follow the same player again. (I used the "SetCommandable" input).

Here's what I have:
Two groups of npcs.

Here's what I need to happen:
When something is triggered (a relay, say), the first group starts following the players (or a player, or the closest player, or whatever). The players then escort them to a specific location. Upon arrival at that location, the first group stops following the player, runs into another room, and sits there.
The players then go back to the second group, and the same thing repeats.

Ideas? Suggestions? Help?
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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Post by Shana »

DaMaN wrote:Blargh!! Ok, quick, anybody got a really simple, easy way for npcs to follow a player?

I'm having a tough time with the AI. It's not all that bright.

I've got a major problem: the way I was doing it neglected one key issue: if someone died, the npcs would just stand there, and would never follow another player, nor follow the same player again. (I used the "SetCommandable" input).

Here's what I have:
Two groups of npcs.

Here's what I need to happen:
When something is triggered (a relay, say), the first group starts following the players (or a player, or the closest player, or whatever). The players then escort them to a specific location. Upon arrival at that location, the first group stops following the player, runs into another room, and sits there.
The players then go back to the second group, and the same thing repeats.

Ideas? Suggestions? Help?
We have added a input for that, called "AddToPlayerSquad", but it only works on npc_citizen i think
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Post by DaMaN »

W0rf0x wrote:We have added a input for that, called "AddToPlayerSquad", but it only works on npc_citizen i think
Yay W0rf0x!! :D

Ok, thanks to your suggestion I was able to re-work the map a bit to utilize those inputs/outputs. (AddToPlayerSquad and RemoveFromPlayerSquad). So now they'll follow, and if the player they're following is killed, they'll just stand there, until someone comes up and presses use key on them. They can also toggle between following and not following! :D


Bit of a tiny status update here:

Real life is, of course, getting in the way again. I'm back at school now, AND working, so I'll have even less time then usual. Kinda sucks, but you gotta do what you gotta do.

The maps, however, are going much nicer:
oc_return_c17_01, from what I hear from Blues, is looking hawt and ready
oc_return_c17_02 I'm still stuck on what texture to use for the ground
oc_return_c17_03 Needs perhaps two more recompiles to tweak a few things, but is pretty much done
oc_return_c17_04 is, IMO, done and ready for release
oc_return_c17_05 needs more work. Everything that I needed to work now works (thanks W0rf0x) but now I need to go and add everything to the other groups ;). Shouldn't take too long.
oc_return_c17_06a needs to be re-looked at to try and figure out how to optimize it a little. Perhaps remove some stuff.

All in all, it's looking like a release is imminent. September 6th here we come!
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
DrewR
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Post by DrewR »

cant wait man, thanks for the hard work.
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Post by Fenrir »

DaMaN wrote:
Ok, thanks to your suggestion I was able to re-work the map a bit to utilize those inputs/outputs. (AddToPlayerSquad and RemoveFromPlayerSquad). So now they'll follow, and if the player they're following is killed, they'll just stand there, until someone comes up and presses use key on them. They can also toggle between following and not following! :D
Quite possibly the best thing I've heard all day.
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How does it taste? After the lips are sealed below your waist,
You will never frak again.
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Post by DaMaN »

DrewR wrote:cant wait man, thanks for the hard work.
:D Thanks! All the hard work pays off when people enjoy it. :D (And of course when I use it on my resume ;) )

Plus, it's really cool when you get your map working exactly right, and everything just clicks together to make a wonderful experience.
PersephonetheWHORE wrote:Quite possibly the best thing I've heard all day.
:D

---

Slight error here, hoping you guys can give me some tips:
04 is spamming "Bad pstudiohdr in GetSequenceLinearMotion()!" all across the console. Any ideas? (The map runs fine, works fine, and everything is fine, it just might be annoying to the serverlog, or a sign of something i haven't noticed.) Aside from that little bug, 04 is done done.

On to 05!!

EDIT: Ok! 05 is done! (ish.) There's one bug that crashes the game!! YAY! Just need to fix that...

Also, 06a is coming along, but some bugs that cause it to lag LOTS and some bugs that cause it to stop working, so more work needs to be done. Going to school now, but I'll hopefully have some time Friday and Saturday to release these. ACK!! The release-ness is killing me!!

EDIT2: ERROR! When an NPC that has an info_waypoint parented to it, and it dies, the game crashes!! YAY! Anyone know of a work-around so I can avoid the crash? (I'd like to keep the waypoint if possible...)

EDIT to the EDIT: Fixed it - apparently an enabled info_waypoint that is killed will crash the game. Huh... I'll report this in the bugs section.

Another EDIT:
Ok, looks like I might not manage to make tomorrow's release date. There's a party, and a dragonboat competition, and a whole ton of other fun stuff happening the first weekend back at college (surprise surprise), so I may have to push it back another few days. But it's almost done! Believe me! Seriously! I'm being serious here! It's almost done! ACK!

Left to go: one more big battery of tests on all the maps, one more big huge full compile of all the maps, cubemapping, pakratting, then release!!

As an aside, I've also been poking around at 09, and adding on the end of it. Looking like it's going to be a fun map also.

Ok, verdict's in: not releasing today. Pushing it back to Tomorrow, or Monday. Need to fix a few spawning glytches in 06a. Blasted game_player_equip isn't working the way i need it to. Plus the music in 05 is not playing from my custom soundscript. Bleh.
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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Post by Wraith439 »

Update? I am in such anticipation. :)
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Post by DaMaN »

Wraith439 wrote:Update? I am in such anticipation. :)
There were a few more bugs than I had originally thought. I'm still working on the maps, but have to do more compiles. :? Sorry guys. I'm pushing the release date back to this coming weekend - I'm hoping Friday, September 12th sometime.

Glad to hear people are anticipating :)
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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Post by fug4life »

:rockin:
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Post by DaMaN »

Another 2 am update:

Mmmmmkay! Well, the LHC has been turned on, the world is not exploded/imploded/etc (though I didn't expect it to, even though the LHC is still not at it's peak power - but whatever), so we're still on for a Friday/Saturday release. :thumbup:

04 is done - the only slight thing that bugs me is that the fog refuses to work properly, so I removed it. Looks a bit ugly but w/e.
05 is almost done - one more test run to ensure everything i fixed actually fixed, possibly adding in one tiny other thing, and that's it.
06a is running much smoother, and only lags up for about 5 seconds, then it's fine. Also has an annoying bug - the airboat gun turret doesn't shoot any bullet effects. Can't seem to find a solution to this one, except use your imagination :?

I've been poking around at 06b, and accidentally doubled its size, adding in some more cool things I came up with.
07 and 08 are pretty much the same, except I've added more story connections to both.
I'm still working on the end of 09, and 10 is no change.

See you on Friday for (hopefully) release!!
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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Post by fug4life »

:club:
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
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