Page 4 of 4
Re: New Map: Gehenna Rising v1 - Lava map creation
Posted: 02 Sep 2011, 17:24
by PicassoCT
didnt expect this - lava is whitehot...
boiling milk?
Re: New Map: Gehenna Rising v1 - Lava map creation
Posted: 02 Sep 2011, 17:27
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
That could work.
Re: New Map: Gehenna Rising v1 - Lava map creation
Posted: 02 Sep 2011, 17:31
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.
vs
Re: New Map: Gehenna Rising v1 - Lava map creation
Posted: 02 Sep 2011, 17:47
by Beherith
Picasso: please post your infolog
Re: New Map: Gehenna Rising v1 - Lava map creation
Posted: 02 Sep 2011, 18:48
by PicassoCT
http://pastebin.com/wTUcSBVW
INB4 LOL SO MANY UNATTENDED ERRORMSGS
Re: New Map: Gehenna Rising v1 - Lava map creation
Posted: 02 Sep 2011, 20:07
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?
Re: New Map: Gehenna Rising v1 - Lava map creation
Posted: 02 Sep 2011, 21:27
by PicassoCT
I wanted to add, that before the gamestarts- i can see the lava for seconds (is beautifull)
But then knorke happened.
Re: New Map: Gehenna Rising v1 - Lava map creation
Posted: 03 Sep 2011, 01:10
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!
Re: New Map: Gehenna Rising v1 - Lava map creation
Posted: 03 Sep 2011, 02:10
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?
Re: New Map: Gehenna Rising v1 - Lava map creation
Posted: 03 Sep 2011, 15:43
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.
Re: New Map: Gehenna Rising v1 - Lava map creation
Posted: 03 Sep 2011, 16:05
by knorke
does that mean i can crash other peoples games by joining?
exploitable!
Re: New Map: Gehenna Rising v2 - Lava map creation
Posted: 03 Sep 2011, 16:07
by Beherith
Its fixed, falls back to non shader lava
Re: Lava map creation
Posted: 05 Sep 2011, 19:45
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.
Re: New Map: Gehenna Rising v2 - Lava map creation
Posted: 06 Sep 2011, 02:45
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
Re: Lava map creation
Posted: 05 Aug 2013, 19:42
by FLOZi
For anyone in the future wondering why this map's CEGs are broken, the graphics subtable went back in.
Re: New Map: Gehenna Rising v2 - Lava map creation
Posted: 19 Aug 2013, 17:05
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