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ForumsCog Forum → The "Basilica" Cog Help Thread
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The "Basilica" Cog Help Thread
2005-06-04, 10:06 PM #41
Quote:
Originally posted by SG-fan
That's what I was thinking quib, I can't remember though if the limit really is 25. For some reason, I thought GBK posted that it was only 8.

Daft, is the flicker cog you posted the one you're using? If so, I'll see if I can mod it for a distance/LOS check if Quib wants to give the arena vs lobby idea a shot.

Despite my above post, would you still like to see the cog and see what you can do?

It's here if you want it:
Attachment: 5357/lights.zip (634 bytes)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-04, 11:25 PM #42
The upper ceiling in the lobby is really nice, I hope something can be done so it's illuminated.

Quick run through of bugs:
- You can fit between the bars into the wespons area. Just press against a wider gap and you'll fit through.
- You can grab the weapons on display in the weapon selector cubby.
- The little water puddle in the lobby is really nice, but if you walk over it you fall down a couple inches into it and it's weird; crouching shoves you even farther into it.
- If you type endlevel it go to the credits instead of reloading the level.

Suggestions:
- Make the Explore mode dump you back into the weapon select room. It was a good idea to have it start in there.
- Sometimes the "glowsaber" effect on the lightning is super noticeable (thick black outline), I'm not sure why. It looks really good though. Maybe sometimes it's below the cloud layer? Anyway, if you or someone figures this out for sure, see if something can be done.

I plan to do a full stress-test on the arena COGs tomorrow, making sure spectating, and the normal JKA stuff works. All this stuff was just quick observations.

QM
2005-06-05, 3:24 AM #43
I don't think destroying lights, that are out of view, is a good idea, because it could still be possible that a player can't see the light, but a lot of surfaces that would be affected by it. So, destroying it would result in strange, sudden light/darkness transitions where there really shouldn't be any.
To check for possibly affected surfaces in real time should be too cpu-intensive.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-05, 11:05 AM #44
zagibu, it should be alright to destroy lights in the arena while in the lobby and vice versa because you absolutely cannot see the arena while in the lobby... and vice versa. I'll have to tweak the spectator COG if this change to dynamic lights is persued, but that's all that should be necessary.

QM
2005-06-05, 11:16 AM #45
Quib, thankyou for the bug report. I thought I'd fixed half of those long ago, but apparently not, so thanks for reminding me!

But here's a MAJOR problem: according to ZeqMacaw (source) my level crashed for him after the first kill in the arena. Zojombize said this about the game crashing over on my thread at the Hub:
Quote:
I have this same problem on my JK Arena level. Actually, I had that problem when playing the JKA Level Pack too.


Whoah, this is quite a problem. I can't release the level if it's going to crash! But Zojombize said the original level pack crashed as well!!!?? How on earth can this be, and could it be fixed?

:confused:

Anyone have any ideas? We've got to nail this bug, it's totally unacceptable!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-06, 2:20 PM #46
Something about the JKA COGs is totally hosed right now, as I haven't even been able to get through one round. The following things occur when I try and play with 2 people:
1) Host loads up fine. They can explore and the lighting looks good.
2) Other player joins. They're frozen in place with no health/shields, can't move or look around, can't press escape or ctrl+alt+delete (requires a computer manual restart or possibly pulling the network cable to cause a time out). They hear the countdown to begin fighting, but can't do anything.
3) The host gets teleported into the arena with no health/shields, can't fire most of their guns and now the lighting is screwed up.
4) Joiner restarts computer but host never gets kicked out of the arena, and can't kill themself to get back to the lobby.

Gonna pour over the JKA COGs and see if I can figure out what's up.

QM
2005-06-06, 2:37 PM #47
Quote:
Originally posted by Quib Mask
Something about the JKA COGs is totally hosed right now, as I haven't even been able to get through one round. The following things occur when I try and play with 2 people:
1) Host loads up fine. They can explore and the lighting looks good.
2) Other player joins. They're frozen in place with no health/shields, can't move or look around, can't press escape or ctrl+alt+delete (requires a computer manual restart or possibly pulling the network cable to cause a time out). They hear the countdown to begin fighting, but can't do anything.
3) The host gets teleported into the arena with no health/shields, can't fire most of their guns and now the lighting is screwed up.
4) Joiner restarts computer but host never gets kicked out of the arena, and can't kill themself to get back to the lobby.

Gonna pour over the JKA COGs and see if I can figure out what's up.

QM

That would be greatly appreciated. In fact, could you pm your email address, and I'll send you my level ungobbed, so that you can do a thorough check of how I'm placing my cogs, and other aspects of the level. It will be much easier for you to test than via a gob. :)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-06, 2:49 PM #48
Daft_Vader, we are experienced editors. We can handle opening gobs. :P

:)
2005-06-06, 2:57 PM #49
Quote:
Originally posted by ZeqMacaw
Daft_Vader, we are experienced editors. We can handle opening gobs. :P

:)

Well, it does take a while to get everything in its proper folder, and when you open gobs up with conman, you lose your placed cogs and no longer have the tpl, which you need if there might be a tempalte error involved etc...

It's just kind of messy and time-consuming, isn't it? :o
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-06, 3:53 PM #50
I use GOB Explorer (gobex.exe) and already ripped your level GOB apart. Took all of about 30 seconds really. I'm glad the JKA COGs are decently built, will make tracking stuff down easier. My guess is it's the player class COG that's causing problems, but haven't spent enough time with it yet to know for sure.

QM
2005-06-09, 9:23 AM #51
So, have you found anything that might be causing trouble, Quib?
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
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