ah my eyeballs are so dry after 4 hours of grayboxes. We had some good games.
A heads up on the veil_test version the thread for that map is in the competitive section of the forums (here) so please direct any feedback or suggestions you had for the map to that thread!
Dammit, I missed the Veil_test It's hard to play on these sessions when they coincide with my times for Sunday lunch XD
Comments: The Combat one that we played, seems a bit hard sometimes to go through the long corridors, where marines have the advantage (and with then shotgun+jp camping on the vents, it becomes harder to hit them!), but I do love the middle room's design.
The Combat one that we played, seems a bit hard sometimes to go through the long corridors, where marines have the advantage (and with then shotgun+jp camping on the vents, it becomes harder to hit them!), but I do love the middle room's design.
Glad you enjoyed. This was my first published map, called skylight, and was never properly grayboxed and tested - I just tried to copy Faceoff flow. I'm waiting for the next big Combat patch, and for ns2stats to get their shit together & support combat, and then I'll continue balancing it. I too am not that pleased with the layout, but I think my time is better used creating another map than completely redoing that one. As someone mentioned draw calls in the center is a bit high as the map is model heavy with little brushwork and was never planned with visibility in mind.
Alright chaps, its that time of the week again. What submissions we got for today? A new build of prison and bluemans combat map is all I'm aware of. Other than that I think colony needs another test so still plenty of room for some more maps put into the lineup! get your requests in!
Well, Tarvos has had some changes :P
Dont know if i like them, Think you have made me hate Hollow haha :P , so tempted to scrap that room and start that room again! lol
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Well, tonight's session was a bit of a bust due to all the problems people had with the new way maps are published in the workshop. Lots of errors, server crashes. I'm sorry for the anti-climax there, guys. Hopefully things start making more sense to everyone soon.
the issues with playing the maps seems to come from how they were published. make sure you find the cause of the issues and pm when you believe it to be fixed. we'll have to try it before the games starts. There's only so much we can do server-side. if the workshop publish is not functional we won't be able to play it. I'll contact the server provider today to clean up all mods so we can start from scratch if its some sort of file conflict.
The problem could be if the mod is published in "private" or "friends only" mode. Maybe NS2 couldn't handle this things well.
We had this problem with Lokee when installing my co_Portals test, there was this error with "file not found". Unfortunately I don't remember what exactly resolved the problem :-/.
I'm not expert on this but talking to oblivious we recalled a few rules you need to follow when publishing successfully.
*All lower case characters in your filenames
*place the overview in your maps folder
*Run builder at least once
*??? Delete the setup.xml (not sure which .xml this is or where its located)?!
* To republish to the same id you have to use the mod tut hex method
*Make sure you have some entry in the description section
*Make an empty folder with the same name as the mod for your output folder.
Not sure these are even correct but maybe some people could clarify the method behind a successful map publish. Or at least confirm a few of the suggestions we heard are actually required.
All mods have been removed from the server and prevent cluttering it up in the future please test the map before you publish!
I'm not expert on this but talking to oblivious we recalled a few rules you need to follow when publishing successfully.
*All lower case characters in your filenames
*place the overview in your maps folder
*Run builder at least once
*??? Delete the setup.xml (not sure which .xml this is or where its located)?!
* To republish to the same id you have to use the mod tut hex method
*Make sure you have some entry in the description section
*Make an empty folder with the same name as the mod for your output folder.
Not sure these are even correct but maybe some people could clarify the method behind a successful map publish. Or at least confirm a few of the suggestions we heard are actually required.
All mods have been removed from the server and prevent cluttering it up in the future please test the map before you publish!
This is what I did and seemed to work.
* You definately need lower case file names
* I ran the builder once
* I then deleted game_setup.xml from my output folder.
* Did the hex thing (Remember to have launchpad closed! when you make this change)
* Included a desciption
* Dont know what you mean by the empty folder ?
* My structure is NS2_Tarvos\output\maps\overviews
Dont know what the hell it is, but somwer in this mess I was getting just a black screen after "client connected to 192.168.0.1" but after these steps it seemed to work
I'm so excited I'm going to request that we playtest co_angst - before I have even published it yet. I've been working hard on it all week: the graybox is done (including translating some old geometry into props), lighting is almost done. I just have to make the ready room and add occlusion. I'm very pleased with the result so far, despite the lack of texture, and I hope it generates some excitement.
Oh, co_angst sounds like fun, looking forward to see how it's turning out. Are you aiming for a "port" or more of an "reimagination"? If the playtest is at a somewhat good time for us EU players, give me a heads-up and I'll drop by.
Oh, co_angst sounds like fun, looking forward to see how it's turning out. Are you aiming for a "port" or more of an "reimagination"? If the playtest is at a somewhat good time for us EU players, give me a heads-up and I'll drop by.
Sunday playtests are noon PST - 8pm GMT I think.
Initial work is a straight port, after the port is finished I will re-imagine how to detail the map and any possible layout changes. Similar to how Core was done, I think. I'm really excited to re-imagine the Bridge area, it should look very cool and space-ship-y with the Descent Shuttlebay tileset.
I'm really excited to re-imagine the Bridge area, it should look very cool and space-ship-y with the Descent Shuttlebay tileset.
I haven't played around with the cinematic editor yet, but I wonder how hard it would be to create a "starfield" (like that old Windows screensaver) or "warp speed" effect. Then it's not only in space, it's in HYPER space
What is it with the constant kicks from the server? new map load after every game, even if it's the same map? I'm seeing even new error messages ("invalid data").
Is the latest patch somehow incompatible with the server configuration? What's going on?
I'm not blaming anyone (except workshop, of course), just wondering. How are mods supposed to be successful with this kind of flawed functionality?
Between the web admin and workshop we're hitting a lot of issues with the validity of the mods on the server. I the biggest issues seems to be caused by the workshop but I've recently noticed a few quirks with the web admin, particularly if a lot of the admins have it active at anyone time.
It'll take some time but we'll get this all ironed out, I guess we'll have to suffer it for a few more weeks.
If you get kicked just give it a few minutes then try reconnect.
Hello all
I wont be able to make tonight's session, or if I do it will be like 10
But There is an update of Tarvos with a different idea for hollow if you get time to test it.
Evening, tonight at 21.00 UTC (40 mins from this post) we will be running ns2_mamba on the server. Tschoppo will be present, so let's help him out with some feedback on his new map.
We played again tonight. It's not official but we try and get a few on every night around 6/7GMT - if anyone wants to test more maps.
I'd also like to try and get a list of maps we're testing before the starts on sundays so we can at least test everything is working on the workshop end and ours.
I have recorded last night session. Playing with ping 300 was hard but still it was so much fun to play all the new maps. There is a bug on ns2_Tarvos where we couldn't cyst to the rt. You can see it in 32:40 stream time.
Thanks to troop and carnage for recording the games I think this is a really smart move. You learn so much more just by watching your map being played.... I find anyway. If you can keep the recordings coming that would be awesome. There very useful
Comments
A heads up on the veil_test version the thread for that map is in the competitive section of the forums (here) so please direct any feedback or suggestions you had for the map to that thread!
Comments: The Combat one that we played, seems a bit hard sometimes to go through the long corridors, where marines have the advantage (and with then shotgun+jp camping on the vents, it becomes harder to hit them!), but I do love the middle room's design.
Glad you enjoyed. This was my first published map, called skylight, and was never properly grayboxed and tested - I just tried to copy Faceoff flow. I'm waiting for the next big Combat patch, and for ns2stats to get their shit together & support combat, and then I'll continue balancing it. I too am not that pleased with the layout, but I think my time is better used creating another map than completely redoing that one. As someone mentioned draw calls in the center is a bit high as the map is model heavy with little brushwork and was never planned with visibility in mind.
http://steamcommunity.com/sharedfiles/filedetails/?id=140576142
Lets see if this works for tomorrow!
Dont know if i like them, Think you have made me hate Hollow haha :P , so tempted to scrap that room and start that room again! lol
We had this problem with Lokee when installing my co_Portals test, there was this error with "file not found". Unfortunately I don't remember what exactly resolved the problem :-/.
*All lower case characters in your filenames
*place the overview in your maps folder
*Run builder at least once
*??? Delete the setup.xml (not sure which .xml this is or where its located)?!
* To republish to the same id you have to use the mod tut hex method
*Make sure you have some entry in the description section
*Make an empty folder with the same name as the mod for your output folder.
Not sure these are even correct but maybe some people could clarify the method behind a successful map publish. Or at least confirm a few of the suggestions we heard are actually required.
All mods have been removed from the server and prevent cluttering it up in the future please test the map before you publish!
This is what I did and seemed to work.
* You definately need lower case file names
* I ran the builder once
* I then deleted game_setup.xml from my output folder.
* Did the hex thing (Remember to have launchpad closed! when you make this change)
* Included a desciption
* Dont know what you mean by the empty folder ?
* My structure is NS2_Tarvos\output\maps\overviews
Dont know what the hell it is, but somwer in this mess I was getting just a black screen after "client connected to 192.168.0.1" but after these steps it seemed to work
Seriously, this new publishing method is a pain in the ass.
If the playtest is at a somewhat good time for us EU players, give me a heads-up and I'll drop by.
I haven't played around with the cinematic editor yet, but I wonder how hard it would be to create a "starfield" (like that old Windows screensaver) or "warp speed" effect. Then it's not only in space, it's in HYPER space
What is it with the constant kicks from the server? new map load after every game, even if it's the same map? I'm seeing even new error messages ("invalid data").
Is the latest patch somehow incompatible with the server configuration? What's going on?
I'm not blaming anyone (except workshop, of course), just wondering. How are mods supposed to be successful with this kind of flawed functionality?
..
ggs everyone who was there
uplift is a neat map
I wont be able to make tonight's session, or if I do it will be like 10
But There is an update of Tarvos with a different idea for hollow if you get time to test it.
I'd also like to try and get a list of maps we're testing before the starts on sundays so we can at least test everything is working on the workshop end and ours.
http://www.twitch.tv/carnage134/b/412659317