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Tex

Map Issues

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I've noticed several issues with the map that has been bugging me now. I would love to see developers fix these, and i am sure many people around the ship would too. Most of these are simply easy fixes or updates.

  1. The doors open and shut like aids when you walk up to them.
  2. Elevators can be spammed leading to a lot of minging.
  3. Materials Shining like the sun. Like honestly you have to turn reflections off when your new and its a pain as most people have this issue who do not know about the console command (mat_specular 0). + Turning off shining and reflections makes your game look worse. This is a issue with cube-maps. We shouldn't have to turn these off.
  4. (optional) but why do we have tie bay doors, Mh1 doors but no Mh2 doors? makes no sense.

I know these issues are not terribly hard to fix, i have even offered to attempt to fix them myself. but couldn't decompile the servers version of the map into a VMF. having issues with VMEX. And honestly a community member shouldn't have to do this sort of thing for a server development team. For this reason i put this up here so we can get the developers who have access to get working on a better version of the map.

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Well we use what Trilobite made... and hes constantly working on it but its a hobby for him so he takes his time. Best thing I can suggest is going to his stardestroyer addon on the workshop and putting suggestion in his "Map suggestions" section.
Also you really shouldn't try and edit someone else's map, Lord trilobite put anti-decompiling hooks in there because its his work, I believe he has only ever given 1 person permission and access to the star destroyer map to edit and it was only for optimizations to lag.

Also our boy @Martibo has an awesome map in the works that I "hope" (I have no idea) we use once theirs some more areas and stuff opened up :) 

Edited by |Stryker|

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10 minutes ago, |Stryker| said:

Well we use what Trilobite made... and hes constantly working on it but its a hobby for him so he takes his time. Best thing I can suggest is going to his stardestroyer addon on the workshop and putting suggestion in his "Map suggestions" section.
Also you really shouldn't try and edit someone else's map, Lord trilobite put anti-decompiling hooks in there because its his work, I believe he has only ever given 1 person permission and access to the star destroyer map to edit and it was only for optimizations to lag.

Even so fixing minor issues for a server specific issue shouldn't be a problem , we are not changing the core of the map, were not adding doors or walls or rooms. basic cube mapping could fix the shininess of materials. Fixing doors hes had in place and adding a timer of the call down buttons for the elevators would not be a sin. Especially if its a server set map and is not re uploaded to workshop. Ig already has a custom version on the fast dl and i have been told it only has scripts to stop block dmg. which means someone on the community must have access to a version of the current map. Surely fixing server specific issues on a server specific version of a map wouldn't be a crime. Especially if your not changing the map just fixing issues with features already there. hence i see no issue here. And i hope Marti(bros) (Love yah by the way) map that may be coming out is great. but what we have now has simple issues.

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1 minute ago, Hermes said:

Use your engineer mind to fix it xD

 

Hermes

Not a engineer anymore!!! xD

 

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Just now, Tex said:

Not a engineer anymore!!! xD

 

WTF, WHEN HOW WHY WHO??>!?!?!?!

 

P.S What are you now?

 

Hermes

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5 minutes ago, Tex said:

Even so fixing minor issues for a server specific issue shouldn't be a problem , we are not changing the core of the map, were not adding doors or walls or rooms. basic cube mapping could fix the shininess of materials. Fixing doors hes had in place and adding a timer of the call down buttons for the elevators would not be a sin. Especially if its a server set map and is not re uploaded to workshop. Ig already has a custom version on the fast dl and i have been told it only has scripts to stop block dmg. which means someone on the community must have access to a version of the current map. Surely fixing server specific issues on a server specific version of a map wouldn't be a crime. Especially if your not changing the map just fixing issues with features already there.

they user server side scripts to hook into map functions I think but idk I think its the same map everyone else has just with a different name. - I could be wrong and I guess we will never know -

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2 minutes ago, Hermes said:

WTF, WHEN HOW WHY WHO??>!?!?!?!

 

P.S What are you now?

 

Hermes

(Mustacha) "SCAR BROTHER HELP ME!!!" (ME) "LONG LIVE THE KING!"

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The map cannot be edited, Trilobite has requested the map is not to be edited and If someone attempts to edit it im pretty sure all the textures reset making it basically a nightmare.

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17 minutes ago, Barron said:

The map cannot be edited, Trilobite has requested the map is not to be edited and If someone attempts to edit it im pretty sure all the textures reset making it basically a nightmare.

Thanks i understand the situation. i was under the impression the server had a editable copy of the map because of the renamed fast DL version, could you please lock this thread, i will be posting a link to this discussion on trilobites  map suggestion page. 

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Dealing with Minges is a job for a lot of the users in regiments anyway. Stops the cuffs from getting cold. Anyway, the Elevator thing has cycles, where most people are good, see the Elevator going up, they'll wait 5 seconds. And then for a couple of weeks, there'll be some people who always want to seem to join the Elevator when it's already full, won't get in, and then proceed to spam it, as if the Elevator was full on purpose to not let them get on. If you legit wanna do your best to help, not saying this forum post isn't good, adding talking points is great, but I'd say search the mod packs make suggests, and just in general help the EM and @Martibo Design Crew where ever possible, even if it's just feedback. Constructive to help people make themselves better.

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10 hours ago, Tex said:

Thanks i understand the situation. i was under the impression the server had a editable copy of the map because of the renamed fast DL version, could you please lock this thread, i will be posting a link to this discussion on trilobites  map suggestion page. 

The map was renamed so people had a fresh download of it and had no your map differs from the server errors.

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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.

 

11 hours ago, Tex said:

I've noticed several issues with the map that has been bugging me now. I would love to see developers fix these, and i am sure many people around the ship would too. Most of these are simply easy fixes or updates.

  1. The doors open and shut like aids when you walk up to them.
  2. Elevators can be spammed leading to a lot of minging.
  3. Materials Shining like the sun. Like honestly you have to turn reflections off when your new and its a pain as most people have this issue who do not know about the console command (mat_specular 0). + Turning off shining and reflections makes your game look worse. This is a issue with cube-maps. We shouldn't have to turn these off.
  4. (optional) but why do we have tie bay doors, Mh1 doors but no Mh2 doors? makes no sense.

I know these issues are not terribly hard to fix, i have even offered to attempt to fix them myself. but couldn't decompile the servers version of the map into a VMF. having issues with VMEX. And honestly a community member shouldn't have to do this sort of thing for a server development team. For this reason i put this up here so we can get the developers who have access to get working on a better version of the 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.

11 hours ago, |Stryker| said:

Well we use what Trilobite made... and hes constantly working on it but its a hobby for him so he takes his time. Best thing I can suggest is going to his stardestroyer addon on the workshop and putting suggestion in his "Map suggestions" section.
Also you really shouldn't try and edit someone else's map, Lord trilobite put anti-decompiling hooks in there because its his work, I believe he has only ever given 1 person permission and access to the star destroyer map to edit and it was only for optimizations to lag.

Also our boy @Martibo has an awesome map in the works that I "hope" (I have no idea) we use once theirs some more areas and stuff opened up :) 

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.

 

10 hours ago, |Stryker| said:

they user server side scripts to hook into map functions I think but idk I think its the same map everyone else has just with a different name. - I could be wrong and I guess we will never know -

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

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Woah, @LordTrilobite thanks so much for actually coming onto here and leaving the comment! Helps heaps!

Cheers Mate!

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@LordTrilobite Thanks so much for replying! I am sorry for taking up your time but at least i , and some people now know the situation and why the map has these issues! It's also even better to know that you acknowledged us and the player base for the map and its truly a blessing to have such a dedicated person making the map!

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Pinejack, do you see that "22 hours ago" part. And do you see when this thread was made? Shit your already over 1k posts why you still at this xD ;-;

 

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12 hours ago, pinejack said:

I believe most, if not all, of your concerns were addressed here @Tex

 

see that "22 Hours ago" and when this thread was made? GOD DAMMIT PINEJACK YOUR OVER 1k POSTS! STOP SHITPOSTING xD <3 YOU KNOW I LOVE YAH THOUGH

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