Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by LordTrilobite

  1. 2 on both sides. The controls are just on one side to make things easier.
  2. Live meaning I released the new version to the public. Also I've hotfixed the issues. So both the normal and infinite versions should be working without issues now.
  3. Again big thanks to KingPommes. I got to use his interactive control panel models and made some new skins for it. I'm now using these panels as replacements to some of my old big ugly solid colour buttons. I probably won't replace all the buttons in the upcoming update as it's a lot of work to replace all of them. So here are the new buttons in action in the Brig (also with Pommes' cool circle console models) and on the Sentinel holo projection.
  4. Already done. An earlier post describes the route. Alright no harm done.
  5. Here's some more previews. Extra TIE launch bay Maintenance area/ship super structure. This now connects to the vents and lowest deck. more angles of Main Generator When the Main Generator is turned off the blast doors and lifts lock. The buttons and lights will then be greyed out. New bed models made by KingPommes in the officers quarters, TIE pilot bunks and medbay. Small sparring room extension
  6. I've been talking to gusky about this. I'm thinking about it on what the best solution might be. There's plenty of spawns all over the map, and now spawns in the bunks at all. So if servers move players to that area and they get killed it's hardly my fault. The bunks are not really meant as spawns anyway.
  7. A good idea. Just a lot of work. I'd need to make sure nothing can be overridden and such. But in theory it would indeed be useful to have a number of controls all in one place.
  8. Indeed. It's safe to say that dynamic lights will never be a feature of this map. As you said, they are bad for performance. And in this engine they look terrible too. So it's just not going to happen.
  9. I hate to be a pedant, but it's the main generator, not the engine. The actual engine is not featured in the map When turning it off it doesn't just disable hyperspace but other systems as well because this is what generates power for the ship.
  10. Hello there! Yeah I've been posting a few screenshots on my Steam profile for a few days now, been hard at work on a new update. I originally just wanted to fix the lifts really quickly, but the update rapidly spiraled into a much larger update. And by now I've added a tonne of new cool features already. I'll do my best to keep the map stable and performing optimally. But one downside of adding more interactive things, is that it does require more memory for the map to run properly. The more cool things I add, the slower it will be on lower end PCs. Thanks! And yes, I've been quite busy the past week. Yes, because there's not supposed to be a Sith temple in a hallway Though if you look closely in the first picture Gusky posted, in the room in front of the Main Generator (cause that's the canon name) there is a lift on the left side of that room. That lift goes down to the old exterior Main Generator room. So in theory you could go around your precious Sith Temple by just using the lift. Since I've been getting so much requests for moving the medbay, I might change the location. But yes, right now they are in the same room as the old one. I'm not yet sure if I'll move the medbay for this update. But I have a few possible options for a new location (Not the location you guys are using though, because that's much too small). There's also some stuff I don't have any screenshots for yet. As Gusky said, I've added a fourth TIE launch bay next to the three that were already there. That hallway extension that is visible in the last screenshot in Gusky's post leads around the small hangar and goes directly to the lift in the back of the hangar behind the blast door. This will serve as a way in and out to the pilot bunks under the hangar in case the blast doors are locked. In the interior Main Generator room it's possible to turn off the generator. This stops it from turning, stops the sound. But this also locks all the multi floor lifts, closes and locks all blast doors, disables hyperspace, the buttons for those will be greyed out and freezes the security camera. Once the generator is turned on again all the things will be unlocked and turned on again as well. This can be fun for RP, but it also will serve as an in universe function to reset the lifts in case they break. These are just the things that I have already implemented. Among other things I'm also working on a model for the holo projection for the ISD status on the bridge. This same model will also be used for the fleet in space.
  11. This just means your Gmod is broken. The lighting is not broken as far as I know. This problem only appears when when a map does not have cubemaps. And the map has cubemaps built into the .bsp file so this problem should not exist. Just to be sure, for testing, try changing in the options between HDR and no HDR and see if that fixes it. If that fixes it, I made a mistake. If that doesn't then the problem is on your end.
  12. There is a button in the secret room now that turns it off. It's on by default because it's prettier. The host can turn that floor off on map spawn if they have trouble with FPS.
  13. Sorry but setting up a beta would only take a lot of time and it would push the actual release further away into the future. Finalising a map takes quite a lot of time. What I generally do is I get a final version ready and let one or two people I know really well test it. The medbay hasn't changed. I want to replace the bacta tanks and beds with new models though. But I'm not sure I will get around to do that for this update as I would still need to make those models. I want to give all the elevators an overhaul, but that might take so much time I'm not sure I will get around to do that for this update. So for the time being, these new elevators are just teleports like the old bridge elevator. And as to where they are. Think of the bridge layout, the door in the back that is closed right now. I've added a room behind that door, if you enter that room you will see two elevators on left and right. Both these elevators do the same, they go down one floor. If you go down in these elevators, you'll get to a room with three elevators. The two on the sides take you back up, and the one in the middle will take you down to the rest of the ship. This third elevator also replaces the old elevator that used to connect the bridge to the rest of the ship. On this floor that is directly below the bridge are the officers quarters. There are many, many control rooms. Where do you mean? Because often I've opted to leave spaces empty because this map pushes the Source engine to it's limits. I can only add so much. So in general I tend to make more unique rooms on one side rather than have mirror images on both sides, because that would mean I can't add as many new unique rooms.
  14. I don't see how that would make sense. It's pretty standard to speak to a crowd from one side, not two sides. This plaform is for all leaders, whether that be just an officer or Palpatine. Adding another balcony doesn't really make sense and it would also take up space that can be used for more troops. The Death Star is already in the map. And no it has never changed in era. This has always been a Galactic Civil War map since I started it back in 2010. I don't think travelator is a word. But I assume you mean the tram that goes to the small hangar. It's not broken, people just don't know how to use it, which is easy. Press the white button and press forward or backward (W or S). Easy. That being said, I have changed it so that in the next update you won't have to press W or S to move, you just press the arrow keys in the tram and it goes. Turning off the buttons might be a good idea. The trouble is timing that sort of thing, so it's a pain to make. I'm terribly sorry, but that is literally impossible. This ship is not full size, it's roughly one third the actual size due to engine map limits. As such the inside and outside don't exactly match since I can't make tiny hallways. So in some areas the interior is simplified to fit everything in. Due to the layout of the outside of the ship I cannot increase the size of the TIE launch bays. What I could theoretically do, is add 3 more to the left of the current ones. But other features have priority. They actually do fit in the very front. And they can take off from there as well. But indeed it is quite cramped. It's directly below the bridge. Please note that the officers quarters are still unfinished and a bit empty. They'll be prettier layer on. Also it's the Generator room, the engine is not featured in the map.
  15. I just don't do ETAs unless I absolutely know when something is done. This is done in my free time and I don't know when it's done. That being said. I want to release this before the end of the year. This is actually the same hallway that was already on the same old floor. I've just extended it. So the brig/detention area is now behind the turbolifts. If you start at the tram. There's a new route now, you can walk from there a floor up to the detention area, if you walk past it, you will end up at the old turbolifts where the detention area used to be. This old spot is where the debrief room is now.
  16. The blastdoor in the small hangar is indeed fixed. I broke it by mistake when I was optimising stuff. Having shorter entity names will optimise a map slightly. But to do that I have to replace a lot of names. And sometimes something breaks in that process. But yeah, it's fixed. I've also tweaked a lot of performance. It should run smoother.
  17. Hello there. Yeah I told Guskywalker that it was okay to make a post here. I publicly posted the screenshots on my profile anyway. Btw, please note that some of these areas are still very much WIP. so some might not be as pretty as they will be when they are done. The debrief room is pretty much the same size as the ship parking area that most servers use for debriefings. It's pretty big.
  18. LordTrilobite

    Map Issues

    Hello there... So yeah, I got linked here from my suggestion thread on the workshop. So I'm assuming we're talking about my rp_stardestroyer map. 1. Not really a constructive comment, but oh well. But I suppose the doors could be improved. The doors only malfunction when there's lag or if several players quickly enter and exit the triggers. After someone re-enters the trigger any problem should be fixed. But I have been updating the doors a little the past 2 updates. I added a failsafe to the doors so E opens them as well. But it's possible that I missed some doors and I don't think I added that to the double doors. So adding that failsafe to all the doors is definitely something I want to add. 2. The elevators are actually my main problem with the map right now. I've been wanting to improve them for a while now, but I kept postponing it since I'm not the best at triggers. But for the next update I do want to improve the elevators so they are more user friendly and less exploitable. If I can get it working I want to add multifloor elevators as well (mainly at the three floors with the barracks and detention area). 3. This shouldn't be happening, and you're right, you shouldnt have to turn the cubemaps off. Bright reflective materials are a common problem for maps that do not have cubemaps compiled. For those that don't know, cubemaps are basically what make the reflections of a map work. If there are no cubemaps, no reflections. But this map does have cubemaps in the .bsp files so there are reflections. I've tested it and had others test it. If someone is still having this material problem, then it's not the map, it's their Gmod that is breaking it. Some ideas on what it could be, the workshop isn't perfect and sometimes addons fail to download correctly. And Gmod is a complex mess with thousands of addons that don't always play nice with each other. So my guess is that another addon might be breaking the materials. 4. Because it's not canon. I've tried to make my Star Destroyer as accurate as possible, basing rooms on film footage, behind the scenes or book references. In all reference, the big hangar has large segmented doors like I've made. The TIE launch bays are based on the cross section image and they have doors as well, though no details are known on these doors. And to the front of the ship where the smaller hangar is, there are no doors at all. It's technically not completely accurate because my Star Destroyer is only like one third of the real size. So some of the interior is a little simplified. Where the small hangar is, there should actually be two. But in canon, neither of these hangars have any visible doors in any of the reference. So not all of these suggestions will make it in. But there's definitely some stuff I agree with that I should improve on the map. But please, don't decompile my map. That optimisation edit was done without my knowledge at the time. I did actually give someone permission to edit my map once. But that ended badly so it's not really something I'd like to repeat in the future. Which is why I have decompile protection in place. But I am always happy to listen to suggestions so I can implement them myself. But as you say, this is just a hobby (or one of my hobbies). And it takes lots of time. From what they told me, yeah it's just a name change an nothing else. It was because they had some trouble with people not being able to download the map. Anyway, so I updated the map a few months ago with a tonne of new rooms and such. I've said it on the forum but I kinda rushed out half an update before I went away for a number of weeks. I wanted to add a lot more. So right now I'm working on the second half of what I wanted to add to the map. And I can tell a few things of things that I will definitely improve/change and other things that I plan to do but haven't done yet. Some people have had complaints about the new shiny reflective floor in the big hangar because it causes fps issues. So in the upcoming update I've added a button in the secret room that just turns off this reflective shiny floor, saving some fps. I'm also looking into some other performance related issues. So the next version should be running a bit smoother. I definitely want to improve the elevators, but this takes time since that stuff is complex to get right and there are a lot of elevators, which is why I released part of the update a few months ago without any elevator improvements. I want to add more custom content to make it more accurate and pretty. So that means more custom textures, and more custom models. This also takes a lot of time though. Those are just some general improvements, but I also want to add new stuff. I want to expand the hyperspace function with more locations. No promises yet on what those will be but I have some cool ideas. I want to make more things interactive as well. I want to expand the hallways. And there are a few rooms I want to add. I'm thinking of adding a debrief room. Only the trouble is finding a good location for it. Right now I'm thinking of moving the detention area and putting it there. I've also really been wanting to add some officers quarters for some time. The obvious location is near the bridge. The only problem is there's not a lot of hallway infrastructure there so that will be a lot of work to add. And there's the problem of engine limits. This map is huge, and it's pushing the limits of the engine as it is. Optimisation can only go so far, so I can't keep adding things indefinitely. So those are a few things I'm adding and want to add in the next version. I don't do ETAs. But I can say that I want to release this update before the end of the year. If any of you have any other suggestions for the map you should probably post them in my suggestion thread on the workshop. I read every comment. http://steamcommunity.com/workshop/filedetails/discussion/130083907/492378265877821850/ Cheers, LordTrilobite
  • Create New...