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Milk Crates and the Map Rats that Love Them
Posted: Sun Feb 01, 2004 8:57 am
by OnTheBounce
A while back I took Requiem's advice and changed the background color in the tile area so that I could see those black tiles a bit better.
Yesterday -- and this came as a complete shock considering that I've been fucking around w/these editors for over two years now -- I actually discovered two tiles. They are milk crates, located at core\tiles\Junk City\Objects\Furniture.
Junk_Object_Stone_MilkCrate_O6_1_SE.til
Junk_Object_Stone_MilkCrate_O6_2_SE.til
Maybe the rest of you already know about them, but just in case you don't I'm posting this here. These things are great for adding a bit of variety to the usual clutter of boxes lying around, and are also great for stacking car seats on top of, something that I usually use either crates/boxes or the roof tiles from the Post War Town Cinderblock Buildings for.
Cheers,
OTB
PS For those of you that are curious, I'm nearing completion of Mission 3. After that all that is necessary for the demo is Mission 4, and a little bit of tiddying up here and there.
Posted: Wed Feb 04, 2004 7:32 am
by Max-Violence
Sweet (about the tiles and about the imminent demo of FOT: Redux, right?)
Posted: Wed Feb 04, 2004 9:47 am
by OnTheBounce
Max-Violence wrote:... of FOT: Redux, right?)
Actually after the past two nights I'm thinking about calling it "FoT: Holes in the fucking floors your people get shot through". It may not have the same ring, but it's more apt...
Grrr!!!
I love the map, but this one little glitch is fucking driving me crazy!
There I was, having a great time: one of the raider leaders took his Psycho like a good boy and made clearing out his little bungalow very..."interesting" (read fun of the sweating bullets type). Everything was going great then "BANG!" where no bang should have come from...
OTB
Posted: Wed Feb 04, 2004 9:58 am
by Max-Violence
OnTheBounce wrote:There I was, having a great time: one of the raider leaders took his Psycho like a good boy and made clearing out his little bungalow very..."interesting" (read fun of the sweating bullets type). Everything was going great then "BANG!" where no bang should have come from...
When in doubt...
RE
Posted: Wed Feb 04, 2004 6:52 pm
by PaladinHeart
I just played the "what is honor amongst thugs" map. Boy did it have "shooting through walls" problems.
I agree, its very agitating. Maybe we should make all our buildings two layers thick, and have them offsymetrical from other buildings? Maybe even place a few invisible barriers on some walls and floors just in case.
You can always move the enemy entities around a bit. Maybe even have the enemy use stealth and keep them neutral until the player enters that area. There's usually a way around this stuff. Its just a lot of trouble that we would really rather not (and should not have to) deal with.
Posted: Thu Feb 05, 2004 3:09 am
by OnTheBounce
I solved the problem.
I basically went in and redesigned the captain's "lair" and he's no longer in the same spot. I took the same route to the place and didn't have the problem of having him cap off at my squad through tons of earth and stone.
I'm really not sure what the problem was, but it's fixed now. After all, I take great pride and care in placing everything symetrically and not having tiles jumbled haphazardly like they did in the core campaign.
One thing I'm noticing is that since pretty much everything uses JHP, FMJ, AP or DU ammo critical hits seem to be much more common than they were in the core campaign. I don't have a problem w/it, since it gives my medic something to do besides simply perform FA and send people back into the fight; not to mention that it's always funny to start a dash on a gate and suddenly have my prime assaulter blinded and have to break off the assault. This factor, and the fact that so many HtH weapons are used is why I've also found it extremely unwise to have people go off solo, since it's not exactly uncommon to have people get Knocked Out, or Crippled and when that happens a solo character is pretty likely to become a lifeless, gray tab pretty quickly...
OTB
RE
Posted: Thu Feb 05, 2004 4:27 am
by PaladinHeart
I figured moving the unit would fix it. I think that there is a very tiny little space between tiles that units can see through. If a unit happens to be placed on that line between those tiles and the player gets in that same spot, then the "thingy" happens.
Heh, I guess moving the unit was a lot easier than rebuilding the whole level, only to find it still flawed eh? :) Not that anyone would rebuild a whole level because of that.
Posted: Sat Feb 07, 2004 11:37 am
by Flamescreen
Thanks for reminding OTB. Though my work is on a halt, I'm tinkering with something that this will be handy with.
Flamescreen
Posted: Mon Feb 16, 2004 10:54 am
by Flamescreen
Damn, I checked these yesterday, and damn, they're difficult to spot!
Would be nice if there were any actual MILK BOTTLES in them! What were they thinking? You find nuka cola's all over the place but not a single empty even milk one? I wanted before, but I just have to make a sprite for it now.
They do seem a bit akward in maps. Red's viewer update with coloring for tiles would come handy. I wish they were blue at least.
Posted: Tue Feb 17, 2004 5:14 am
by Chaos
about the entities shooting thru walls/floors i have had this happen a few times, sometimes it was to forget to rebuild occlusion data but other times i have noticed some glitches where even with the occlusion data done that some tiles could still be seen thru and shot thru so i just edited them directly.