Totem Arts Staff Luhrian Posted June 30, 2017 Author Totem Arts Staff Share Posted June 30, 2017 Well there is an problem with that APC. I just pressed "Go To" and got to this point. Maybe someone can fix that problem in the next SDK version. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 30, 2017 Author Totem Arts Staff Share Posted June 30, 2017 (edited) I just noticed, that the actor who made the problems and the APC are not the same. The actor, which made the problems, have the destroyed APC as Static Mesh, but you don't see anything if you select it over the map check. The APC have the same Static Mesh, but that one is not making any problems and visible. Unvisible Actor Visible Actor I'm not sure if that is really fixable, sometimes things like are just happening. (Got on Forest nearly the same problem with some Colisions. Will start working on it in 2 weeks.) Edit: You can't notice that you have 2 different actors from the last number, you notice it from the first. My mistake. In this case you see on the first picture ...StaticMeshActor_2650... and on the second picture ...StaticMeshActor_2651... Edited June 30, 2017 by Luhrian Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted July 1, 2017 Author Totem Arts Staff Share Posted July 1, 2017 New Version is now online I'm now for 2 weeks not at home, but sometimes I will take a look inside the forum. If we don't have any big problem, this map can run on the public servers. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted July 1, 2017 Share Posted July 1, 2017 (edited) EDIT: .rar file corrupted!! @Luhrian Repackage and reupload your map, everything but the .upk file failed to archive properly. 1 hour ago, Luhrian said: Well there is an problem with that APC. I just pressed "Go To" and got to this point. Maybe someone can fix that problem in the next SDK version. You did realise that it is possible to just click on an item in the list and then just click the 'delete' button, right? Those are some odd looking ripples. Edited July 1, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted July 1, 2017 Author Totem Arts Staff Share Posted July 1, 2017 1 hour ago, Madkill40 said: EDIT: .rar file corrupted!! @Luhrian Repackage and reupload your map, everything but the .upk file failed to archive properly. Sometimes it is showing me that all got uploaded, but only the half was uploaded. Is already fixed since like 1 hour. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted July 3, 2017 Author Totem Arts Staff Share Posted July 3, 2017 Did anyone noticed a big yet? Otherwise the map would be ready to be released. Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted July 3, 2017 Share Posted July 3, 2017 Haven't tested it, but I can put it on CT testing on Wednesday Quote Link to comment Share on other sites More sharing options...
limsup Posted July 3, 2017 Share Posted July 3, 2017 (edited) This is a Technical Service Bulletin from Try-Out "Luhrian must know that his CliffSide .zip File contains a double of the .mp4 and the .upk File in the wrong folder. It causes an Error-message, if you install this as it is... Apart from this issue, and the ones shown in the screenshots, the map is fine now." Edited July 3, 2017 by limsup 1 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted July 4, 2017 Share Posted July 4, 2017 @Luhrian, just put a blocking volume along the ceiling of the tunnels and in the properties click the 'block camera' box. Them trees might be the cause of an FPS drop, it could also be because that is the direction of the GDI base and you haven't laid out any post-processing volumes throughout the map just yet? I'd still say its the trees though. Quote Link to comment Share on other sites More sharing options...
limsup Posted July 10, 2017 Share Posted July 10, 2017 (edited) UPDATE: Now Cliffside causes the following error if you start RenX: "Ambiguous package name" I think that I may have found a few minor things... (Gallery updated with screenshot of the package name error) http://imgur.com/a/LKTGz (Oh why oh why does this IPB hate my imgur galleries so much in the recent days?? They always showed in the past with preview, and now only as links :-/ ) Edited July 10, 2017 by limsup UPDATE Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted July 12, 2017 Author Totem Arts Staff Share Posted July 12, 2017 On 4.7.2017 at 1:08 AM, limsup said: Luhrian must know that his CliffSide .zip File contains a double of the .mp4 and the .upk File in the wrong folder. This message and your error are the same problem. Just do what I always miss to do. Put it in the right one. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted July 17, 2017 Author Totem Arts Staff Share Posted July 17, 2017 2.1 is now online Quote Link to comment Share on other sites More sharing options...
limsup Posted July 19, 2017 Share Posted July 19, 2017 Try-Out's screenshots: Spoiler Dynamic shadow OFF (see above) Dynamic shadow ON (see above) Floating fence poles still remain... Camera still not blocked... Some characters get stuck here... Stuck between Tank wreckage and rocks... Server log - warning messages Spoiler [0033.12] Log: Total Polygon Area invalid: 0.000000 [0043.67] Warning: Warning, Failed to compile Material Instance CNC-CliffSide.Text.Landscape_mat1_INST with Base Landscape_mat1 for platform PC-D3D-SM3, Default Material will be used in game. [0048.48] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_6 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0048.48] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_6 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0048.48] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_6 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0048.48] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_6 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0048.48] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_7 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0048.48] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_7 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0048.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_7 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0048.49] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_7 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0048.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_8 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0048.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_8 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0048.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_8 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0048.49] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_8 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0048.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_0 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0048.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_0 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0048.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_0 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0048.49] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_0 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0048.50] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_1 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0048.50] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_1 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0048.50] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_1 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0048.50] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-CliffSide.TheWorld:PersistentLevel.Rx_BuildingObjective_1 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 My own screenshots: Spoiler Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted July 19, 2017 Author Totem Arts Staff Share Posted July 19, 2017 Well, I don't know, had no warnigs. I build all again and the map check said nothing. I can't really block the tunnels, all I tried failed. And I can't really do anything against this dynamic shadow thing. I'm loosing my patient with this map. Quote Link to comment Share on other sites More sharing options...
limsup Posted July 19, 2017 Share Posted July 19, 2017 (edited) Guess Try & me are patient zero Okay, we'll stop pestering you about the cameras and shadows (neither are game-breaker), as for the warnings - Try has more info on that, I'll have to ask him for details... But those collisions and volumes... At least let our Flame Tanks chill on that cozy little island, if you already let us go overseas with them Jokes aside, we admire your hard work put in this map, and it is very close to completion! I personally think, that you have done a wonderful job, PLEASE don't stop now Edited July 19, 2017 by limsup Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted July 19, 2017 Author Totem Arts Staff Share Posted July 19, 2017 searched now for too long for this problem, will go back to 2.0 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted July 19, 2017 Author Totem Arts Staff Share Posted July 19, 2017 Building now the map, new versions of Cliffside and Forest will come tomorrow. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted July 20, 2017 Author Totem Arts Staff Share Posted July 20, 2017 New version is now online. I couldn't fix the whole tunnel thing from the right coner you can still look through it. So, if you build tunnels, make always sure that the tunnel is big enough. Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted July 20, 2017 Share Posted July 20, 2017 Updated on CT. However before you next upload the ZIP files. DELETE THE EXTRA FILES THAT ARE NOT NEEDED! Environment File (outside of the actual folder) and the .MP4 video that does nothing in the folder as well. All they do is add file size and can cause conflicts on the server as it tries to determine which to use. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted July 28, 2017 Author Totem Arts Staff Share Posted July 28, 2017 2.3 is now online Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted July 29, 2017 Share Posted July 29, 2017 On 19-7-2017 at 0:16 PM, Luhrian said: And I can't really do anything against this dynamic shadow thing. Try disabling the dynamic channel on the dominant directional light. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted July 31, 2017 Author Totem Arts Staff Share Posted July 31, 2017 (edited) Yep, that worked and it was much more easier to fix, then I thought, thank you Edited July 31, 2017 by Luhrian 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 1, 2017 Author Totem Arts Staff Share Posted August 1, 2017 2.4 is online Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted August 2, 2017 Share Posted August 2, 2017 Added to the IGDL 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 2, 2017 Author Totem Arts Staff Share Posted August 2, 2017 Well, now I there is some funky stuff going on. After the first loading there are even no lights. And if I load it the second time it is all like before with the shadows. Gonna try some more things out. If you think you can help me with that problem feel free to open the map in the SDK. I think, I'll fokus on Forest now first, this map is waiting for a lightning build since days Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted August 3, 2017 Share Posted August 3, 2017 3 hours ago, Luhrian said: Well, now I there is some funky stuff going on. . Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 18, 2017 Author Totem Arts Staff Share Posted August 18, 2017 Map is now on Hold Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 26, 2017 Author Totem Arts Staff Share Posted August 26, 2017 I'll do a lightning build over the night then this map should be ready to run. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 27, 2017 Author Totem Arts Staff Share Posted August 27, 2017 2.5 is now online Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 27, 2017 Author Totem Arts Staff Share Posted August 27, 2017 2.6 is now online I hope I can finally call it final version Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 28, 2017 Author Totem Arts Staff Share Posted August 28, 2017 Hey Try-Out, it is very nice, that you put the bug reports on your FTP server, but since the new launcher update I can't see the IP, so it is pretty useless. @DarkSn4ke and @limsup could post the screens over here, or you write the IP in the server name. Btw, @Schmitzenbergh, it would be really nice, if this feature get added again. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted August 28, 2017 Share Posted August 28, 2017 join the server, leave again. check your logs for the IP. easy. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 29, 2017 Author Totem Arts Staff Share Posted August 29, 2017 (edited) @kenz3001 Cliffside is using your beach head materials. Got the beach head package an updated in one of the last patches? If it isn't like that, I have no idea how to fix this. This, in this case not visible, sun is form CNC-Walls like the Sun on Forest and Gobi and some other maps. @Henk @Ruud033 @kenz3001 any idea what I could do or what you guys could do to fix this? Edited August 29, 2017 by Luhrian Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted August 29, 2017 Totem Arts Staff Share Posted August 29, 2017 6 minutes ago, Luhrian said: @kenz3001 Cliffside is using your beach head materials. Got the beach head package an updated in one of the last patches? If it isn't like that, I have no idea how to fix this. This, in this case not visible, sun is form CNC-Walls like the Sun on Forest and Gobi and some other maps. @Henk @Ruud033 @kenz3001 any idea what I could do or what you guys could do to fix this? Just use the one in Canyon package OR copy the sun over to your map Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 29, 2017 Author Totem Arts Staff Share Posted August 29, 2017 2 minutes ago, TK0104 said: Just use the one in Canyon package OR copy the sun over to your map Ok, I'll try that. I also got some wierd dynamic shadows in my map and I have no idea why. Any ideas? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted August 29, 2017 Totem Arts Staff Share Posted August 29, 2017 im not sure if my beachhead assets were added to the new patch i have been changing stuff so yer there might be issues Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 29, 2017 Author Totem Arts Staff Share Posted August 29, 2017 Just checked it on 2 PC's, it got some changes. I think I'm just gonna rename the old beach head upk to Cliffside and that should be solved. In the SDK should be still the old version. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted September 15, 2017 Author Totem Arts Staff Share Posted September 15, 2017 (edited) . Edited September 15, 2017 by Luhrian Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted September 17, 2017 Author Totem Arts Staff Share Posted September 17, 2017 2.7 is ready for testing Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted December 31, 2017 Author Totem Arts Staff Share Posted December 31, 2017 2.8 now live Map should be 100% finished now 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted January 1, 2018 Totem Arts Staff Share Posted January 1, 2018 But is it done though? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted January 1, 2018 Author Totem Arts Staff Share Posted January 1, 2018 yes Quote Link to comment Share on other sites More sharing options...
limsup Posted January 1, 2018 Share Posted January 1, 2018 1 hour ago, yosh56 said: But is it done though? It is. It has been thoroughly tested. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted January 5, 2018 Author Totem Arts Staff Share Posted January 5, 2018 Fixed a little thing on Cliffside in 2.8.1 This version is final now Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted January 5, 2018 Totem Arts Staff Share Posted January 5, 2018 Have you added a LightmassImportanceVolume around the map? Might fix the lighting in the Nod Refinery Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted January 5, 2018 Author Totem Arts Staff Share Posted January 5, 2018 On 29.8.2017 at 3:31 PM, Luhrian said: If you mean the lightning problem in this picture, I can tell you that it is fixed since a long time. Quote Link to comment Share on other sites More sharing options...
Guest Gliven Posted January 5, 2018 Share Posted January 5, 2018 Also check the height of GDI infantry tunnel, a big chunk of it has a barrier that prevents you from jumping very high. I'm not a big fan of being able to sneak into every single building except the AGT/Obby, Yes bar and airstrip are possible. This map is going to need at least 2 people watching mines at all times. This is just my opinion, i'm sure some people will appreciate this. I am also not a big fan of the tunnel under the airstrip. I absolutely hate it in Goldrush, i'm sure i will hate it in this map too. Other than those things i actually really like the map. I think this will be a good map for higher player counts. Anyone want to playtest this map after the pug tomorrow? I want to see how the field and tiberium tunnel plays out with tank battles. @yosh56 @CampinJeff @Xeon Wraith @TK0104 @Luhrian ? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted January 5, 2018 Author Totem Arts Staff Share Posted January 5, 2018 (edited) Remember: The map isn't from me. The idea and layout was from @Redline and I'm gonna not change too much on this layout, only if one team has a big map advantage on this map. I'm also not a big fan of this airstrip tunnel For now I'll just leave it like it is until the play test was going on. I don't want to make 10 new version so I'm just waiting for more bugs and problems. But thank you for your report. Edited January 5, 2018 by Luhrian Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted January 5, 2018 Totem Arts Staff Share Posted January 5, 2018 (edited) @Luhrian Oh but dloaded latest version and that one had that issue i believe. I know it's Redline's map, but you continued his map and it's your job to improve it😉 If he comes back and decides to work further on it you two can maybe team up... And yeah I'm for testing this map tomorrow after PUG if it ends very early Edited January 5, 2018 by TK0104 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted February 23, 2018 Totem Arts Staff Share Posted February 23, 2018 @TK0104 @Luhrian : Is there anyway anyone can make an optimization pass on Cliffside? That tib tunnel is straight cancer to people's FPS Quote Link to comment Share on other sites More sharing options...
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