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Author Topic: mAAp Pipeline - Updated with Downloads  (Read 12067 times)

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Offline Spanky

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mAAp Pipeline - Updated with Downloads
« on: Monday, January 02, 2012, 23:37:28 PM »
Since I'm working on Pipeline off and on now, I thought I would share it with those that are interested. Until the map gets to a point where it's releasable, this post will be the only way to get it. I'll work with Jonny after he's done with the Authorization to get this map integrated into a mAAp update of sorts. Before you download, you must know that having extra or modified files, especially maps and texture packages, can get you kicked or banned from servers via PunkBuster. You must know how to manage files in order to test this map. Brief instructions will be included below. These files are hosted on my Dropbox account and I also work from this directory so the files will automatically update every time I save. I will post a reply to this thread when I've made significant changes. Feel free to reply with any bugs or changes you feel necessary.

Download:
If you're interested in download the maps and have dropbox, make a post in this thread and you will be added to the shared group.

Instructions:
.aao files go in your Maps folder.
T-mAAp_Pack_6.utx goes in your Textures folder.
M-mAAp_pack_6.usx goes in your StaticMeshes folder.
Be sure to remove these files after testing and before joining a multiplayer server, even if it's a mAAp server.

Bug List:
Ability to walk through most stairway/catwalk railings in both pump rooms
Windows disappear/move after shooting them



Original Post About Lighting:
Since today was a slow day, I decided I would setup the editor again and poke around Pipeline. Koden also mentioned that there were a couple glitches on Pipeline that got me curious as well. Turns out, there are MANY changes to the current Pipeline I have on my computer. Today, I worked on a couple features.

One thing that always bugged me was the orange haze blobs I added a while back. Seen here:
http://dl.dropbox.com/u/464376/mAApPackFiles/mp6_comparison/ArmyOps%202009-07-11%2015-06-22-64.png

They look cool except for a few angles and with so many of them added, they just never looked right to me. So, I spent many hours today pouring over files and old website documents as well as playing with (and crashing) the editor's options. I came up with a pretty good solution; volumetric lighting:
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00001.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00002.jpg

I'm not done tweaking yet but I think it looks pretty good, at least better than the old blobs.

*EDIT*
Here's a couple more in-progress shots:
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00003.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00004.jpg


Screenshots of current lighting:
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00006.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00007.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00008.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00010.jpg
« Last Edit: Tuesday, January 10, 2012, 20:18:22 PM by Spanky »
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Offline mamerize

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Re: mAAp Pipeline
« Reply #1 on: Tuesday, January 03, 2012, 02:00:55 AM »
good job... i love this map.

btw... as i remember on this map. it's suddenly kill players. i just out of defend cage (15 sec ). walk few step, then died.
it's happen few time when i play.

i will post if something wrong on mAAp pack when i found it weird.

Offline Spanky

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Re: mAAp Pipeline
« Reply #2 on: Tuesday, January 03, 2012, 02:05:24 AM »
btw... as i remember on this map. it's suddenly kill players. i just out of defend cage (15 sec ). walk few step, then died.
it's happen few time when i play.

Hopefully that's just because of the time limit at the beginning of the round that no longer exists.
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Re: mAAp Pipeline
« Reply #3 on: Tuesday, January 03, 2012, 02:19:40 AM »
Was playing mAAp pipeline the other night with like 16 players in and it highlighted a new propblem with assault spawn, Maybe cos there are so many people inside that trailer and i kept getting stuck in there. Could not walk out or anything. Then randomly at some point I would fall through the floor of it.

Offline Spanky

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Re: mAAp Pipeline
« Reply #4 on: Tuesday, January 03, 2012, 02:46:03 AM »
Was playing mAAp pipeline the other night with like 16 players in and it highlighted a new propblem with assault spawn, Maybe cos there are so many people inside that trailer and i kept getting stuck in there. Could not walk out or anything. Then randomly at some point I would fall through the floor of it.

Yea, the moving truck and timer door for the spawns is removed. I might have you hotfix it to the new version I have, if for nothing else, to fix the spawns. It was a cool idea to have a moving truck bring in the assault soldiers but my implementation wasn't great.
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Offline Koden

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Re: mAAp Pipeline
« Reply #5 on: Tuesday, January 03, 2012, 02:51:27 AM »
Really nice, good job  ;D

i was also wondering if anyone is using this little interesting lappie  ::)  ;D




Offline mamerize

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Re: mAAp Pipeline
« Reply #6 on: Tuesday, January 03, 2012, 03:42:27 AM »
did u play around the the distance u coulld activate the valves from, like primary valve where u could stay very far back and still be able to capture?

just play & kill enemy. not doing obj.. ;D. i will try it next time

what jonnym say about moving truck.. it happen. Fall off from the moving truck... funny

Offline Spanky

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Re: mAAp Pipeline
« Reply #7 on: Tuesday, January 03, 2012, 04:54:25 AM »
just play & kill enemy. not doing obj.. ;D. i will try it next time

I didn't modify the objective distance. Skrewy is just being... Skrewy.

That laptop took a lot of work. I'm thinking of removing it though. Kinda makes camping easy and the monitors in main entrance show more cameras but there's high risk there.

*EDIT*
Nevermind, the laptop and hummer are gone in the latest version.
« Last Edit: Tuesday, January 03, 2012, 04:59:17 AM by Spanky »
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Offline Koden

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Re: mAAp Pipeline
« Reply #8 on: Tuesday, January 03, 2012, 09:47:17 AM »
I didn't modify the objective distance. Skrewy is just being... Skrewy.

That laptop took a lot of work. I'm thinking of removing it though. Kinda makes camping easy and the monitors in main entrance show more cameras but there's high risk there.

*EDIT*
Nevermind, the laptop and hummer are gone in the latest version.

Shooting at the cameras destroys them and therefore blinds the monitors - hey this was a nice touch of realism :D :D

The laptop is really nice indeed. Any chance of making it mobile? (ok ok im kidding xD)
« Last Edit: Tuesday, January 03, 2012, 09:49:32 AM by Koden »

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Re: mAAp Pipeline
« Reply #9 on: Tuesday, January 03, 2012, 16:32:25 PM »
Added little floaty dust bits to the light volumes. They replaced the huge brown dust particle emitters that littered the whole pump room. I think it's better to have the particles in the light beam, not in the whole room.

Updated the first post with new screenshots :)
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Offline Alex

Re: mAAp Pipeline
« Reply #10 on: Tuesday, January 03, 2012, 17:19:54 PM »
Looks great.

Offline Spanky

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Re: mAAp Pipeline
« Reply #11 on: Tuesday, January 03, 2012, 19:31:08 PM »
I was just reading on Scripted Textures (which is what makes up the security camera console's images) and something mentioned that they're broken on OpenGL rendering which means on Linux and Mac, the texture will be white instead of the proper image. Can someone on Linux or Mac take screenshots of the security console in both single player and multiplayer? I may get rid of them altogether since they really drop FPS (you're pretty much rendering the whole map).

*EDIT*
I totally fixed FPS issues on Pipeline. In the MP6 release, FPS would dip down to 38 running the matinee and would never really go above 100. In the version I'm working on FPS goes down to 47 outside at the edge of the map and goes up to 250+ inside in some areas. It also looks better IMO.
« Last Edit: Tuesday, January 03, 2012, 20:55:00 PM by Spanky »
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Offline Spanky

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Re: mAAp Pipeline
« Reply #12 on: Wednesday, January 04, 2012, 02:52:08 AM »
Spanky I hate to break it to you but most monitors wont go past 60 fps

I know. That's why I had tearing too. VSync is back on. I just wanted to show that FPS is doubled in some areas which means SOMETHING was improved.
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Offline BlueBlaster

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Re: mAAp Pipeline
« Reply #13 on: Wednesday, January 04, 2012, 02:58:18 AM »
Lighting looks great. It always surprises me how good one can get this old software to look.



Offline Spanky

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Re: mAAp Pipeline
« Reply #14 on: Wednesday, January 04, 2012, 03:23:07 AM »
Just finished uploading a video:
http://youtu.be/cMVM4cK_7EE?hd=1

You can see it's a lot less choppy than the old:
http://youtu.be/Kc5vbRss7Vw?hd=1&t=31s
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