MoxNix
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File Comments posted by MoxNix
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Hmm... I have another idea that might fix the problem in that spot on this map.
The platform is a low poly mesh so it shouldn't affect performance setting it to use complex collision as simple and that might do the trick. But I don't want to release yet another version only to find it doesn't help and it's difficult to test offline with just me and a bunch of bots.
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7 hours ago, [PHX]Big_Deal said:
Hi
It still exist, but only on 1 place. You see on my picture the grid with water. On the left side from that grid players get stuck under the flor or fall out of map.
Thx
Hmm... I just double checked, that entire area beneath the platform is completely covered by blocking volumes (even in the water!). I could probably "fix" it by reverting the platform mesh back to BSP but I really don't want to do that and even then they might just end up in the water anyhow. Besides it has to be a problem on other maps too (any map with meshes covered by BVs could have similar problems). I'll try to chat with Scoob and see if he can do something about it on his end.
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1 hour ago, [PHX]Big_Deal said:
Hi
Nice map. There is a problem in V14. Players spawn under the steps in elimination. I did make a screenhot that you know where to look.
Thx
That's a problem with either Elimination or the game / game engine itself. The stairs and the space beneath them are fully covered by a Blocking Volume and the engine correctly generates the navmesh over it (but not inside the BV as it often does).
If you meant you're spawning below the BV, there is a small square area beneath it that is inside the floor mesh and isn't covered by a BV. I'll extend the BV down further in the next version and see if that fixes the problem. I don't know how Elimination chooses where players spawn but if Scoob coded it to make sure they don't spawn inside a BV that should fix it, if he doesn't check BVs it probably won't help at all.
Considering how the engine insists on putting navmesh where it shouldn't (inside BSP and BVs for example) there are bound to be problems with a gamemode that doesn't just use the map's existing playerstarts but generates additional spawns of it's own.
Are there any other similar spots you know of or just that one?
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A great looking map, even with the lighting bugs in the current game/editor build. Can't wait to see what it looks like once that gets fixed!
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Version A06 replaces ripper to fix weapon settings menu crash bug in the latest game build.
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Version A1 uploaded to fix problems with Weapon Settings menu in the latest game build.
Also a bunch of other changes to start fleshing the theme.
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Fixed for Weapon Settings bug in the latest game build.
Now has no Ripper and 2, yes 2 shock rifles!
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Updated to V22
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Version A05 rebuilt to fix collision problems (falling through floor grating) caused by Epic making changes to some meshes in 7/13/2016 game build.
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Looking good!
It'd be nice if the tree trunks had projectile collision on them so rockets and such don't just go right through.
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V10 fixes several issues caused by Epic's changing or removing a number of assets in the latest game build.
Also includes a number of changes and optimizations.
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Nice map, good layout, plays well, performs well and handles higher player counts (8+) well too. Definitely a keeper!
Hurry up and get that new computer!
DM-Landscape
in DM Maps
Posted
The big problem with this map right now is the load time... It got even worse in the latest game build, taking closer to 70 seconds now. Until Epic optimises things so it loads faster again that's going to cause a lot of disconnects and keep it from being playable online (even on LAN).