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Author Topic: Refinery  (Read 2361 times)

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Offline T@cT!CalM@vr!ck

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Refinery
« on: Saturday, February 04, 2012, 17:04:49 PM »
Hey guy is there any reason why we don't have SF weapon on this map as the original version?

Offline Spanky

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Re: Refinery
« Reply #1 on: Saturday, February 04, 2012, 17:05:49 PM »
If I pulled the weapons from SF Pipeline would that be good?
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline T@cT!CalM@vr!ck

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Re: Refinery
« Reply #2 on: Saturday, February 04, 2012, 21:38:49 PM »
That would be perfect!!

Thx Spanky

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Re: Refinery
« Reply #3 on: Saturday, February 04, 2012, 22:07:45 PM »
Working on it now :)
It's like shaving your pubes to make your junk look bigger.
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Offline Mist!DasBrot

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Re: Refinery
« Reply #4 on: Sunday, March 04, 2012, 07:47:55 AM »
Hi,

I was playing SF Refinery the other day and it's good fun.
However there are some things which are bothering me a little:

-The background noise of the map is very high.
After a couple of matches, you're getting crazy of the sound ^^
It would be nice to lower the machinery sounds
and atleast make it a little more quiet outside...

-There are no objectives.
The Objectives menu states:
Prevent the refinery engineer from being kidnapped....
It would be nice to actually see this back in the map.

Obj. A : find intel about the engineer's location
Obj. B : kidnap the engineer (like the pilot rescue in CSAR)

Otherwise do something like Urban Assault: securing cargo.
Or like Pipeline turning some valves (it a refinery..)
Or make this "Engineer" a VIP person and protect him,
while he's shutting down the plant at different places.

Lots of things could be done ;)

-There still is an annoying bug.
Near the fallen fence in the South West corner of the map
there's an invisible wall of about 1 a 2 meter long,
which has to be removed.

That's all, thanks for reading.

Offline Mist!DasBrot

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Re: Refinery
« Reply #5 on: Sunday, March 04, 2012, 09:33:54 AM »
For the bug, see attached screenshot.
(red box = invisible wall , green arrow shows the opportunity to walk around it)

ps. yes i know how to lower the volume.
But it's a little annoying to tweak my volume for each map im playing.


Offline Koden

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Re: Refinery
« Reply #6 on: Sunday, March 04, 2012, 10:57:08 AM »
For the bug, see attached screenshot.
(red box = invisible wall , green arrow shows the opportunity to walk around it)

ps. yes i know how to lower the volume.
But it's a little annoying to tweak my volume for each map im playing.

This is rather wierd. I opened the editor, and nothing that could virtually block a player gets displayed in that area. I tried to launch the map and go in that specific area, to discover that there actually is some kind of invisible "wall". I'm trying to remove a couple things that are placed close to that to see if there's some player block zone or something else messing up collisions. However, it sounds metallic when you walk on it (because you can even walk on it, for a meter or so).

The audio effects volume issue is another matter, as we need to recalibrate them. I took a quick look at the map layout and it doesnt seems like there are many sounds emitters, but i just would like to hear Blue's and Spanky's opinion about before modifying anything.

Offline Koden

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Re: Refinery
« Reply #7 on: Sunday, March 04, 2012, 11:18:09 AM »
Well, i setted the BSP in build options completely to Minimize cuts - 1, build it, and seems like there's the wall is no more now. So maybe that was a BSP issue.

http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1239804875
« Last Edit: Sunday, March 04, 2012, 11:21:47 AM by Koden »

Offline Mist!DasBrot

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Re: Refinery
« Reply #8 on: Sunday, March 04, 2012, 12:44:15 PM »
Well, i setted the BSP in build options completely to Minimize cuts - 1, build it, and seems like there's the wall is no more now. So maybe that was a BSP issue.

http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1239804875

Thanks for your reply Koden, nice to hear you found a quickfix...

Offline Koden

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Re: Refinery
« Reply #9 on: Sunday, March 04, 2012, 13:51:32 PM »
Thanks for your reply Koden, nice to hear you found a quickfix...

I'd rather wait to hear Spanky's opinion about the fix, as i've doing a thing that has some impact on performance. Basically, it should make BSP - which are game main geometries - more detailed. So, there's less chance of holes, or bugs, but there might be a performance impact (although the map was running fine on my system even after building it that way).

Anyway, once Spanky told me that it's possible to convert BSP's into static meshes, so to make them lighter and probably even less buggier. That would draw us two positive points in once.
« Last Edit: Sunday, March 04, 2012, 13:53:27 PM by Koden »

Offline Spanky

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Re: Refinery
« Reply #10 on: Sunday, March 04, 2012, 13:53:15 PM »
I don't really like messing with the build settings but if it works, it works. I'll have to check out the sound later.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline BlueBlaster

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Re: Refinery
« Reply #11 on: Sunday, March 04, 2012, 16:54:39 PM »
About to check the sound right now. Will report in a few minutes.

There's one ambientSound actor above the west building. It has the bFullVolume property set to True. If that is set to true, it will be audible across the entire map at one volume level. It's much better to place the machinery sound in different locations and play with the volume setting instead.

Okay actually I found some more in the part under the metal sheets. They have a large radius set, so you just have to reduce the radius to 256 or less, and reduce the volume to about 100 and the machinery sound is much more bearable. Easy fixes.
« Last Edit: Sunday, March 04, 2012, 17:08:24 PM by BlueBlaster »



 

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