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Re: New map: Plastic Pandemonium
Posted: Thu May 30, 2019 12:31 pm
by TommyCD1
I played the map and I like it, although I agree in that I miss having Sarge. I also really like the health boost being guarded; it keeps it from being a free sbs ticket.
I also noticed something, I'm not sure why this happens, or how exactly you've modded the ground textures, but the new dirt textures do not layer properly.
Re: New map: Plastic Pandemonium
Posted: Tue Jun 18, 2019 4:33 pm
by johnweven
Magnos wrote: ↑Sun Apr 07, 2019 2:37 am
Anyone tell me please what is scratch!
Scratch as in made from scratch? If this is the case, then scratch means starting from the beginning. Basically, to start from scratch is to begin from the beginning, to set out on some action or process without any prior preparation, knowledge or advantage.
Re: New map: Plastic Pandemonium
Posted: Thu Jun 27, 2019 1:04 am
by Secg
Greetings,
j3rry!
I've downloaded & played the map. Awesome!
I kinda like the Apache Sarge. However, his projectiles cannot hit any individual chopper properly (his projectiles keep missing it
because of the wide space between the Apache-Sarge's firepoints; unless he's engaging bunched-up packs)
Re: New map: Plastic Pandemonium
Posted: Thu Jun 27, 2019 7:32 am
by j3rry
Secg wrote: ↑Thu Jun 27, 2019 1:04 am
Yeah. I have noticed that before. I will try to fix it as soon as possible. If you already know the way to fix this, then reply me — I will be grateful.
Re: New map: Plastic Pandemonium
Posted: Thu Jun 27, 2019 12:59 pm
by Secg
Here's how I fixed that bug: I tweaked the projectile definition & substituted the ProjectileModel("StraightTrajectory") with ProjectileModel("GuidedTrajectory") (also adding other parameters)
Before:
Code: Select all
// PROJECTILE DEFINITION
CreateObjectType("army.proj.aagun", "Projectile")
{
MapObj()
{
GodFile("army_mortar_shell.god");
GenericFX()
{
Add("ProjectileObj::Trail", "weapon.aagun.proj");
}
}
ProjectileObj()
{
ProjectileModel("StraightTrajectory");
Explosion("army.exp.aagun");
}
}
After:
Code: Select all
// PROJECTILE DEFINITION
CreateObjectType("army.proj.apache", "Projectile")
{
MapObj()
{
GodFile("army_mortar_shell.god");
GenericFX()
{
Add("ProjectileObj::Trail", "weapon.aagun.proj");
}
}
ProjectileObj()
{
TopSpeed(400);
ProjectileModel("GuidedTrajectory");
HomingRate(120);
//WaverTurn(30);
//WaverRate(180);
//AccelerationTime(2);
Explosion("army.exp.apache");
}
}
One more question: I know that the army_apache.god may no longer be modified. Yet can there be any way to minimize the pre-.god model & minimized texture proportionally?
Re: New map: Plastic Pandemonium
Posted: Thu Jun 27, 2019 2:12 pm
by j3rry
Secg wrote: ↑Thu Jun 27, 2019 12:59 pm
Thanks, will update the map soon.
Minimize? Are you mean decrease polygons number or just reduce the model size?
Re: New map: Plastic Pandemonium
Posted: Thu Jun 27, 2019 6:10 pm
by Secg
Hello again, j3rry! By "minimizing" I mean "reducing the model's size". Sorry for using the vague Latinate word. I did not know why I temporarily forgot the clearer Anglo-Saxon word "shrink". LoL!
Re: New map: Plastic Pandemonium
Posted: Thu Jun 27, 2019 11:31 pm
by j3rry
Secg wrote: ↑Thu Jun 27, 2019 6:10 pm
Hello.
Apache is bigger than standard Chopper, but it is a way smaller than Chinook from original game files, which is enormous in all dimensions. (It seems justified, because Chinook is a transport.) In my opinion the model size is passable, because the size reminds us that Sargecopter is leader, leader among another vehicle units (Tanks, Choppers). Even standard Sarge model is bigger than Grunt or Bazooka-Man, so I did the same with Apache.
Re: New map: Plastic Pandemonium
Posted: Thu Jun 27, 2019 11:42 pm
by Secg
Well said, my friend!
Re: New map: Plastic Pandemonium
Posted: Thu Jun 27, 2019 11:47 pm
by j3rry
Secg wrote: ↑Thu Jun 27, 2019 11:42 pm
I have tested your fix and it works great. Thanks.
Reuploaded the map and uploaded the version without music. (If you do not want to re-download audio files.)