Animus

Animus a8

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
naughtyanimus.jpg


:cursing:

If that's still there in a7 I will never allow it on the servers.

Additionally... do the cart materials really need to be uncompressed? 10 MBs for both is kinda excessive.
 
Last edited:

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
If that's still there in a7 I will never allow it on the servers.

Additionally... do the cart materials really need to be uncompressed? 10 MBs for both is kinda excessive.

Thats just a left over from Borax. I can make it a completely new if you want, but I dont see what the problem is, since that vmt is only loaded when Animus is running.

Ill see if I can do something about the cart materials, thanks.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
since that vmt is only loaded when Animus is running.
No, no it isn't. Any embedded content stays cached after the map is over, and overriding default content is a huge no-no because of it. It will persist to the following maps until the client is restarted. It is especially dumb to do with something that can just be a compete custom file and you aren't trying to do something like change locked hud materials.

and you did this in Borax too? :facepalm:
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
I was planning on doing a final sweep on all the contest maps before the end of the contest. If you've seen what I've done in other detailed maps, I go through a map on my own and find any rocket jump exploits, playerclip fails, displacement fails, misaligned props, weird lighting, etc. and provide screenshots of it all.

I was planning on doing it as soon as a new version of your map was released, but now that I notice there are only 15 days left, I didn't want to find out that a map was updated, go through it, and then find out that since there are only x days left, a new version wouldn't be submitted to the contest, thus my work not as useful as it could be (that is, I'm implying that you will finish your map even after the contest).

So message me on Steam (my name is littleedge), find me in the chat (between 3 and 9 pm ET), pm me here, or reply in this thread if you want me to go through your map in the current version, or do it in your next version. Or if you don't want me to go through it at all, and anything i come upon in a Gameday is enough.
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
newpic7.jpg

newpic6.jpg

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-------------
A7 (09-10-06)
-------------
> Possibly fixed the crossover bug (again)
> Adjusted the lighting, blue players are back, green players are gone
> Removed stairs to the enemy base in stage 1
> Added track lights
> Minor detailing
> Improved optimazation (still compiled on fast)
> Fixed players getting stuck in the spawn door
> Added new spawn exits in stage 3
> 'Stage won' particle is now a child to the cart, so if stage ends without the cart being in the end of the stage, it will still be emmited from the cart.
> 'Stage won' particles now shows up in stage 2 aswell
> Added working timer to stage 2
> Carts eyes particle now only shows up when someone dies
> Made changes to stage 3
> Slight improvements to particles


I'm not sure if I'll make it until the contest deadline, but I will sure try. :)
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Just did some testing on a local server.

Nice job on the finale, by the way. :D

There's a fairly major showstopper I ran into, though.

First time running the map, I had BLU win the first two rounds, and on the third, I switched over to RED. The RED bomb-cart HUD... wasn't there, just the BLU. :O Started to push the cart, and it got stuck at the top of the ramp past the start point.

Switched back to BLU and finished the map out, to see if it was repeatable. Ran through the first two stages again, this time with RED winning.

It wasn't... because the second time I got to the third stage, the RED bomb didn't even show up. :O (HUD was still gone, too.)

Havn't tried it on a dedicated remote server, though, to see if that fixes things.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Alright, after some extensive investigation of the I/O reports it seems your map is haunted. For some reason or another, the output timing on your entities tends to be longer than normal and it's causing the crossover error. All the other PLR maps I tested seemed to run fine.

You can work around this by just increasing the SetSpeedDirAccel input on the crossover logic_branches up to 1 second from the 0.5 that it is. I only noticed the problem on stage one, but you might do the fix on stage 2 anyway...
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
Just did some testing on a local server.

Nice job on the finale, by the way. :D

There's a fairly major showstopper I ran into, though.

First time running the map, I had BLU win the first two rounds, and on the third, I switched over to RED. The RED bomb-cart HUD... wasn't there, just the BLU. :O Started to push the cart, and it got stuck at the top of the ramp past the start point.

Switched back to BLU and finished the map out, to see if it was repeatable. Ran through the first two stages again, this time with RED winning.

It wasn't... because the second time I got to the third stage, the RED bomb didn't even show up. :O (HUD was still gone, too.)

Havn't tried it on a dedicated remote server, though, to see if that fixes things.
Yeah, I can confirm this, I have no idea how these bugs keep showing up differently in each version I release :p. Always something about the cart. I guess when I fix one bug, another one comes up. Thanks though, Ill look into it.

Alright, after some extensive investigation of the I/O reports it seems your map is haunted. For some reason or another, the output timing on your entities tends to be longer than normal and it's causing the crossover error. All the other PLR maps I tested seemed to run fine.

You can work around this by just increasing the SetSpeedDirAccel input on the crossover logic_branches up to 1 second from the 0.5 that it is. I only noticed the problem on stage one, but you might do the fix on stage 2 anyway...

Thanks a bunch if this ends up working.