Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsShowcase → New Waterfall Effects (Aquapark Beta)
12
New Waterfall Effects (Aquapark Beta)
2005-06-19, 10:33 AM #41
Aha, I've found why I am hitting the thing limit. It seems that because I changed collide to 0 the raindrops would go right through solid floors and continue on pointlessly outside of the level.

What I need to know is how to rig it up so the raindrops will pass through players but not through solid surfaces. If anyone has any ideas let me know.
Aquapark - Untitled JK Arena Level - Prism CTF
2005-06-19, 10:46 AM #42
Couldn't you set a variable in the rain template like this:
Code:
.... timer=2.000000 ....

So that the rain drops are detroyed after 2 or so seconds? That would give them more than enough time to travel their course to the ground.

I don't know much about this, all I know is that Zagibu gave me the same rain in my level, which works perfectly fine and never approaches the thing limit. I can post my whole template if you want.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-20, 6:57 PM #43
Hmm, Is the template any different from the one Zagibu posted in your showcase thread? I replaced mine with that one and I am getting no change.

If any experienced editors know of a way to make a template that will collide with the environment but not with the player let me know.
Aquapark - Untitled JK Arena Level - Prism CTF
2005-06-20, 7:24 PM #44
Quote:
Originally posted by Daft_Vader
Couldn't you set a variable in the rain template like this:
Code:
.... timer=2.000000 ....

So that the rain drops are detroyed after 2 or so seconds? That would give them more than enough time to travel their course to the ground.[/B]


But then they don't splash >_<

You could always have them just destroy if they collide with a player? Cause then you'd have the little splashes on the players too :)

2005-06-20, 7:44 PM #45
At this point they do splash on the player, they just slow him down alot at the same time.
Aquapark - Untitled JK Arena Level - Prism CTF
2005-06-20, 9:20 PM #46
Quote:
Originally posted by Zojombize
Aha, I've found why I am hitting the thing limit. It seems that because I changed collide to 0 the raindrops would go right through solid floors and continue on pointlessly outside of the level.

What I need to know is how to rig it up so the raindrops will pass through players but not through solid surfaces. If anyone has any ideas let me know.
Remove the 0x8 typeflag from the drop template
So instead of 0x20000D, you have 0x200005

btw, 0x8 = Collide with things (e.g. the player)

Also, very sweeeeet level -- in a number of ways almost looks like another game :)
May the mass times acceleration be with you.
2005-06-20, 10:20 PM #47
Thanks Slaw. That fixed the problem completely.

Hopefully sometime tomorrow I will get a second beta up on the hub. I've spent alot of time reworking the item placement and I was hoping to get in some final testing before I submit this to massassi.
Aquapark - Untitled JK Arena Level - Prism CTF
2005-06-21, 10:56 AM #48
Okay, a second beta has been uploaded to the hub. If anyone wants to get a game of this going over hamachi let me know.

link
Aquapark - Untitled JK Arena Level - Prism CTF
2005-06-21, 11:32 AM #49
this sucks. Your horrible
im sorry but im honest. Get a day job because this is crap. hahaha why do you even try.
2005-06-21, 11:43 AM #50
Quote:
Originally posted by young_jig
this sucks. Your horrible
im sorry but im honest. Get a day job because this is crap. hahaha why do you even try.

How long will this fellow stay unbanned? Place your bets!

(Level is great. All of the modifications are awesome. I'd get into it more but I'm about to leave. I noticed you put a wall around the top perimeter. Nice touch, though most people wouldn't normally see it.)
You will die alone.
Snail Racing: 500 Posts Per Line
@%
guys I think my snail is stuck
2005-06-21, 12:14 PM #51
Your architectural improvements are great. You now need to run some tests with 4-8 players and see how item placement works. I'd say it still needs some work. There are some areas (mostly u-turns) where players will probably never go, because they get no reward for going there. Some special things:

- The hallway where the second raildet sits needs work. I don't think a second raildet is a good idea at all. You could continue the floor of the hallway 1 meter into the opening and place the fullshield, powerboost or another important pickup there.
- Maybe add a light surge on top of the waterfalls
- Lighting in the side area with the second pool needs work. Maybe add a lightshaft or something.
- The waterfalls are still 2d
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-21, 2:04 PM #52
Why is the old one almost 5 megs but the new one less than a meg?
2005-06-21, 2:16 PM #53
music?
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2005-06-21, 6:51 PM #54
Quote:
Originally posted by young_jig
this sucks. Your horrible
im sorry but im honest. Get a day job because this is crap. hahaha why do you even try.


ur funy olo

2005-06-21, 9:00 PM #55
Ok, first the biggest problem: I'm hitting the thing limit too often. It usually occurs when a few sequencers are down, and rails are flying (the smoke is a lot of things). You simply need to pump up the "World things" count. Right now it's at 314. I believe 640 is the unpatched maximum, so try that.

Item placement is much better this time around.
- The Repeaters are fine. Each is away from powercell ammo.
- The Rail Detonators are decent; I think there only needs to be one (keep in mind a rail does more damage per shot than the Concussion Blaster and has a faster fire rate). If you agree with me and dump one, I'd say ditch the more elevated one. The one with the small square indentation below it is far away from other powerups (which is a good thing).
- The Bowcaster is in a great spot. The two backpacks by it means someone looking for health would pick it up during the grab and will possibly make use of it.
- The Sequencer Charges aren't enough. Put a big pack in between both sets of single pickups. Having a lot of ammo available isn't a problem with Sequencers as they're only barely usable as is.
- The Thermal Detonators are fine. A large supply means there's the chance they'll be used.
- The Powerboost is too easy to get to. I thought it was perfect where you had it originally, down underwater.
- The Dark Surge is in a decent spot, but the Light Surge is too easy to get to. Consider finding a way to make them equally annoying to reach. Putting them in the same spot works well and keeps things fair.
- The Armor pickup is in a good spot, but I'm a bit worried now that there's a force surge by it. I don't really have a good suggestion here...
- The "bacta run" plays out quite well, but I think the two health packs on the way to the upper Rail Detonator are too much; just 1 might keep that route from being over used.
- Like in your previous version, the Shield powerups are perfect; they're tedious to collect although close to eachother.
- The indoor pool still serves little purpose, I'm not sure anyone takes the time to dive for a STRifle; maybe swap it with the Repeater that's sitting in the stream?

Gameplay was fluid as long as we avoided the Rail Detonator (as it kept hitting the thing count, arg!). There are now 3 circuits you can run in the level, but the layout keeps you from being able to move too fast, even with Force Speed because of having to stop to jump up large steps.

I snuck up top and like what you did with the wall. The sky sorta whacks out if you jump above the height of the wall, but it's not too big of a deal. The pit still isn't deadly, but I liked having it available to knock people down into and chuck thermals down on their head.

I miss the oddly textured cement block that you had above the rail charge ammo, why'd you match it to the rest of the wall? All-in-all though, the texuring was as beautiful as before.

QM
2005-06-21, 11:34 PM #56
Quote:
Originally posted by Quib Mask
Ok, first the biggest problem: I'm hitting the thing limit too often. It usually occurs when a few sequencers are down, and rails are flying (the smoke is a lot of things). You simply need to pump up the "World things" count. Right now it's at 314. I believe 640 is the unpatched maximum, so try that.


How can I change "World things" count?

Quote:
Originally posted by Quib Mask
- The Rail Detonators are decent; I think there only needs to be one (keep in mind a rail does more damage per shot than the Concussion Blaster and has a faster fire rate). If you agree with me and dump one, I'd say ditch the more elevated one. The one with the small square indentation below it is far away from other powerups (which is a good thing).[/B]


I decided to ditch the lower one actually. I moved the Powerboost back into the water so it is farther from higher one and I also like the idea that people who would block themselves in with Sequencer Charges will most likely be tempted to jump down into the stream to get the Rail ammunition across the way.


Quote:
Originally posted by Quib Mask
- The Sequencer Charges aren't enough. Put a big pack in between both sets of single pickups. Having a lot of ammo available isn't a problem with Sequencers as they're only barely usable as is.[/B]


Done.


Quote:
Originally posted by Quib Mask
- The indoor pool still serves little purpose, I'm not sure anyone takes the time to dive for a STRifle; maybe swap it with the Repeater that's sitting in the stream?[/B]


I was thinking that people would go down there mainly for the powercells.

I took out both Healthpacks and replaced the Light Surge with a single Healthpack. Now the Surge is placed up ontop of the big column near the bottom of the source of the waterfalls.

Quote:
Originally posted by Brian
Why is the old one almost 5 megs but the new one less than a meg?[/B]


Good question. I specifically checked to make sure that I had smart gobbing on after I saw the filesize of the first one. I'm not sure what happened there.
Aquapark - Untitled JK Arena Level - Prism CTF
2005-06-22, 12:09 AM #57
I'm pretty sure it's the missing music file. And to raise the world thing count, open your JKL file and scroll down until you see the thing section. Then enter a new world thing count. More than around 640 is only possible with the JK thing limit patch.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-22, 10:22 AM #58
Quote:
Originally posted by zagibu
I'm pretty sure it's the missing music file. And to raise the world thing count, open your JKL file and scroll down until you see the thing section. Then enter a new world thing count. More than around 640 is only possible with the JK thing limit patch.
Can't you do that in the level header editor?
2005-06-22, 10:54 AM #59
Quote:
Originally posted by Brian
Can't you do that in the level header editor?
It would be nice if we could, but unfortunately we cannot do it that way :(
May the mass times acceleration be with you.
12

↑ Up to the top!