New Map: Gehenna Rising v2 - Lava map creation - Page 4

New Map: Gehenna Rising v2 - Lava map creation

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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: New Map: Gehenna Rising v1 - Lava map creation

Post by PicassoCT »

didnt expect this - lava is whitehot...
Image

boiling milk?
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smoth
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by smoth »

SirArtturi wrote:Void water with water damage?

Looks great btw. I like the lava bursts. Layout feels good too, reminds me of good old battlezone maps, eventhough not sure how it works as teamgame. How I would see it to play well is 4-way team ffa!

+ And you haven't gone crazy with metal layout as in the last map :wink:
That could work.
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knorke
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by knorke »

will test later. shader and everything will probally be great :-)
though tbh what i dont like, already from looking at the minimap is that there is just one texture over the whole map.
Yes, its all rocky ground but still possible to bring some variation.

Image vs Image
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Beherith
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by Beherith »

Picasso: please post your infolog
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PicassoCT
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by PicassoCT »

http://pastebin.com/wTUcSBVW

INB4 LOL SO MANY UNATTENDED ERRORMSGS
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knorke
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by knorke »

[f=0000000] error = 2, LuaRules/draw.lua, error = 2, LuaRules/gadgets.lua, [string "LuaRules/Gadgets/lava.lua"]:136: attempt to call field 'CreateShader' (a nil value)
http://pastebin.com/vGx50pFi
Also causes other lua to fail ie no startunits spawned in ba&xta.

Also addTideRhym (250, 0.25, 5*6000), the last number is the time until lava starts raising in seconds, so that is something like 8 hours which is basically never?
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PicassoCT
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by PicassoCT »

I wanted to add, that before the gamestarts- i can see the lava for seconds (is beautifull)


But then knorke happened.
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Beherith
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by Beherith »

Uh, lava is not visible before game start...
Picasso, do you have luashaders enabled in springsettings? Can you see ground fog on maps that have it?

edit: ah saw the infologs, will fix tomorrow, gnight!
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PicassoCT
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by PicassoCT »

Yes, i have. Smoths moutainmaps all fogged up.


Another late-night shift in the infolog-sawmill. Can you hear the snorring, sawing through thick planks?
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Beherith
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by Beherith »

Sorry knorke, but the shader wont work on your gpu :(
Picasso: the issue is solved.
Smoth: the pathing should be better with a typemap in next version.
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knorke
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by knorke »

does that mean i can crash other peoples games by joining?
exploitable! 8)
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Beherith
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Re: New Map: Gehenna Rising v2 - Lava map creation

Post by Beherith »

Its fixed, falls back to non shader lava :P
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Lava map creation

Post by FLOZi »

Beherith wrote:Thanks Flozi! Works perfectly now!
Just another side note:

https://github.com/spring/spring/commit ... 2481d03bc0

So in 0.83 *all* CEGs should work correctly in maps, afaics.
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knorke
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Re: New Map: Gehenna Rising v2 - Lava map creation

Post by knorke »

cegs look good, metalspots could be a bit more visible, ramps are good, lava should move esp. since the map is called Gehenna Rising
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Lava map creation

Post by FLOZi »

FLOZi wrote:https://github.com/spring/spring/blob/d ... r.cpp#L176

looks like in resources_map it is resources.projectiletextures, no graphics intermediary?
For anyone in the future wondering why this map's CEGs are broken, the graphics subtable went back in.
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The Yak
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Re: New Map: Gehenna Rising v2 - Lava map creation

Post by The Yak »

Lava-splosions indeed look very ugly in latest dev build, a pity because otherwise this map has the best lava. would love to see this fixed
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