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Re: Check point system Converted maps
Posted: Wed 30 Apr , 2014 2:58 pm
by Azarael
Warning: Failed to load 'BallisticUI2': Can't find file for package 'BallisticUI2'
Warning: Failed to load 'RACE-DB-StormRace[C]': Can't find file for package 'BallisticUI2'
Warning: Failed to load 'LevelSummary RACE-DB-StormRace[C].LevelSummary': Can't find file for package 'BallisticUI2'
Warning: Error loading RACE-DB-StormRace[C] !
Re: Check point system Converted maps
Posted: Wed 30 Apr , 2014 3:32 pm
by darkelf
Azarael wrote:Warning: Failed to load 'BallisticUI2': Can't find file for package 'BallisticUI2'
Warning: Failed to load 'RACE-DB-StormRace[C]': Can't find file for package 'BallisticUI2'
Warning: Failed to load 'LevelSummary RACE-DB-StormRace[C].LevelSummary': Can't find file for package 'BallisticUI2'
Warning: Error loading RACE-DB-StormRace[C] !
Lol I didn't add anything to the map that it didn't already have... Oh we'll I'll upload that file tommrow I'm away from home PC for rest of day.
Re: Check point system Converted maps
Posted: Wed 30 Apr , 2014 3:49 pm
by Azarael
You'll need to fix the map. It's a part of Ballistic Weapons and AS/Race isn't pathed into BW.
Re: Check point system Converted maps
Posted: Wed 30 Apr , 2014 4:35 pm
by iZumo
Looks like texture (maybe typo). Export the map to text, then search for "BallisticUI2" to know what exactly happens.
Re: Check point system Converted maps
Posted: Thu 01 May , 2014 5:15 am
by darkelf
Izumo_CZ wrote:Looks like texture (maybe typo). Export the map to text, then search for "BallisticUI2" to know what exactly happens.
Yah, it was the texture on the long jump ramp to obj one. So whenever the server was separated from ballistics is most likely when map was having problems. I saved it to mylevel so its working now and on server.
Also whats with the FunKarmaRace map its not in play list any reason why? I kinda liked that map.
Re: Check point system Converted maps
Posted: Thu 01 May , 2014 10:15 am
by iRobot
Needs a 3rd objective so it's not always loldraw

Re: Check point system Converted maps
Posted: Thu 01 May , 2014 10:53 am
by darkelf
Change log(5-1-2014):
Aztec(emp,quantum and unarmed):
-Checkpoints fixed/re-positioned due to players spawning further along track when they missed a cp. Which caused them to be unable to complete objective.
Derby:
-optimized with fog (used aztec as a guideline. It now runs a lot smother)
-optimized vehicle area on obj1 to prevent frame drop.
-cull distances reduced on select static meshes
-Doors now close once room objective is done. (people seem to be getting lost and rq)
-Arrows have been added in spawn area to direct those who need a sign.
-room 3 obj 2 has some fences now to help re train people on how to properly do the first trial.
Son of Coaster:
-Optimized with fog
-Cull distances reduced on select static meshes
-Lights and other decorative objects have no collision now.
-End camera added for eye candy.
Re: Check point system Converted maps
Posted: Sat 03 May , 2014 4:04 pm
by bOnO
If you tweak Racetown again, can you add back the vehicle teleporter from obj 2 to the bridge to obj 3? I don't understand why you removed this one but left the other. Both are valid shortcut so either leave them both or remove them both...
Also could it be possible to have a map with checkpoints visible to see how it goes? Some people have complained to be sent back after missing a checkpoint without understanding why.
Re: Check point system Converted maps
Posted: Sun 04 May , 2014 1:24 am
by darkelf
bOnO wrote:If you tweak Racetown again, can you add back the vehicle teleporter from obj 2 to the bridge to obj 3? I don't understand why you removed this one but left the other. Both are valid shortcut so either leave them both or remove them both...
Also could it be possible to have a map with checkpoints visible to see how it goes? Some people have complained to be sent back after missing a checkpoint without understanding why.
As for race town the vehicle teleport for obj 2 to 3 I have used and I see no benefit but it can be added if I do I'll be using a proper vehicle teleport and have a sign to show where it is. As of now it's hidden and not widely known or understood.
As for marking the CP's I am hoping something can be coded into the code vs editing all the maps. A simple 2048 unit radius by 4096 unit tall transparent blue cylinder would do well
Re: Check point system Converted maps
Posted: Sun 04 May , 2014 11:20 am
by iZumo
Restored Nightmare's pussy room to it's former glory. Volumes to prevent spamming objectives perserved.