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Post by gibberstein on May 12, 2006 20:11:08 GMT -5
Unless somethings changed since I last tried, all you need to do to get Wasteyard to load in 2.0 is delete the burning clot in the furnace.
However, to make it a proper 2.0 map it needs weapon and ammo spawn points, and a properly set up trader. Alex is better at that side than me, but I'm pretty sure that covers the basics for converting from version 1 to version 2
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Post by Seras Victoria on May 13, 2006 6:07:01 GMT -5
For all I know, supposing the KF 1.0 textures were exactly overwritten all textures will be updated automaticly, same goes for the clot BTW. At least in the beta I got here
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Post by Seras Victoria on May 13, 2006 7:57:51 GMT -5
Oki I found out why I could not test it, I'm missing the "Amboutside" package, please include it in your download Edit: Okay I took UT1's AmbOutside pack and it worked. A few things I noticed: One of the lockers is not working The fire on a lot of places does not hurt you Other than that there are a lot more zombies now and the layout works better than before, no more real camping places, So I can say the map took a turn for the good, Please fix the 2 bugs and the missing package and the map should be ready for a next test
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Doomest
Crawler
Laser Vision
Posts: 317
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Post by Doomest on May 13, 2006 17:22:40 GMT -5
Going to check it out. In some ways, Daytime is cool for a zombie game, it gives it a Dawn of the Dead feel. I'm gonna wait for the 2.0, then I'll start mapping some of my own. I got several ideas for KF levels
-Very large free roam city with people scattered (have to pair up, This is gonna be so freaking long to make) -A spooky mall -A seaport
still trying to think of some cool locals
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Post by Alex on May 13, 2006 20:27:43 GMT -5
Keep in mind, you may have to create custom staticmesh to flesh out these ideas. KF 2.0 has a wide variety of staticmesh, but they won't all fit with your map's theme.
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blubber
Stalker
rouge commando
Posts: 108
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Post by blubber on May 14, 2006 18:31:50 GMT -5
I don't get it !
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Post by Seras Victoria on May 19, 2006 9:57:42 GMT -5
And sometimes they post HERE!
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Post by uwasawaya on May 19, 2006 17:43:02 GMT -5
*applauds Lara* good show. A static mesh is a 3d model you create and add into UT. It's kinda the best and worst idea for the editor there is. Best, as it can be used multiple times and takes up very little memory, worst, as it in is the least stable aspect of the editor.
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Post by Alex on May 19, 2006 18:04:49 GMT -5
least stable?
Errr..... I don't even know how a staticmesh COULD be unstable. The only crashes i've experienced with them were due to corrupted vertices on import (my fault when modelling).
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Post by uwasawaya on May 23, 2006 17:13:55 GMT -5
Oh, that's what I heard from a mapper... something about meshes being problematic with the map at times... I don't know, it's hearsay, I'm only just beginning to dabble in mapping.
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Post by gibberstein on May 24, 2006 6:06:25 GMT -5
To answer the clot issue - yes, the zombies that spawn in-game will be automatically updated when moving from 1.0 to 2.0, but placed zombies (such as in the single player maps, and the lone zombie in the forge in Wasteyard) won't. In fact, they'll cause a fatal error that halts the engine competely. Unfortunately, I had to do this to solve an even worse problem, which stopped the compiler from building new versions. Thankfully, for wasteyard it is a quick thing to work around, and we were planning a total rework of the SP maps anyway
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Post by Seras Victoria on May 27, 2006 16:07:25 GMT -5
Bump! Please tell me you are still here, Ther is a weapon locker issue to be fixed
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Doomest
Crawler
Laser Vision
Posts: 317
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Post by Doomest on Jun 2, 2006 18:56:11 GMT -5
I got to get Maya.
Funny, I was at a trainstation and was thinking... This would be a cool KF map... My mind is so slow... 8)
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Post by soulscythe on Jun 5, 2006 13:20:58 GMT -5
First impression after playing some rounds on it: Nice! You definately put some work in there, BUT: - There are many places you can camp at where the zombies can't get you. - Everything is a bit "oversized". For example the tables and the beds are huge, as if I was a midget in a world of giants or something. Same goes with the stairs, which I think are also in a huge size, compared to normal ones. - All in all you have way too much space, where you can go and escape the zombies, which makes the map a little bit easy. There isn't this claustrophobic feeling you have like on the other maps. I suggest you to "shrink" everything a bit. Make the prefab objects smaller, block some ways and have another look at the overall area of movement, that you will be less able to avoid zombies. Keep up the good, work! This map has great potential and when you polish everything up a bit, it will be even better! BTW @lara both lockers worked properly. Didn't notice anything unusual.
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Post by Abyx on Jun 5, 2006 13:30:51 GMT -5
This map has alot of room? Really?
Last version I played, when I was testing it, it was so god damned small it wasn't even funny. It was REALLY hard to get away from zombs.
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