(WIP) dys_parity

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Re: (WIP) dys_parity

Postby Neon Girl » Mon Apr 11, 2011 1:45 pm

Ohhhh... Progress :p I love me some progress :)
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Re: (WIP) dys_parity

Postby Ballistic Cranium » Sun Apr 24, 2011 3:57 pm

Working on the teleport room for Punks.

http://tinypic.com/r/1r2eck/7

Teleport placeholders for now. The OFFLINE screens indicate the toggleable teleport status.

There are 8 teleports in the room: 2 under each screen and 4 on the middle platform.

It feels too empty. :(

EDIT:

Better: http://tinypic.com/r/mblich/7
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Re: (WIP) dys_parity

Postby Ballistic Cranium » Sat Apr 30, 2011 7:16 pm

I just spent 40 minutes trying to fix a crash when spawning in a cordoned testing area. The problem was with the spawn entities. Despite no other spawns in the cordoned area, I still had to set my testing spawn IDs to 5 and 6. I assume this is because there's already a 1 and 2 in the area not being compiled, which is rather concerning if I ever add a final set of spawns.

When I cordon the new areas, the game crashes after about 2 minutes, no matter what. I'll have to perform a full build to see if it's just a quirk or something worse.

Current progress:
  • "I think it's right" I/O has been added to the teleports
  • New areas are playable
  • The overlay has been slightly extended into the hallway to the teleport room
  • Added indicators for teleport availability. Teleports are disabled after activation and are reenabled after the player completely leaves the destination pad.
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Re: (WIP) dys_parity

Postby Ballistic Cranium » Fri May 13, 2011 5:42 pm

Everything is built, in the level, but not tested. The map compiles fine, but I can't run it.

I'm getting the following error (for the first time ever):
Host_Error: CVEngineServer::PrecacheModel: overflow, too many models
First it complained about wrench.mdl, next was sprite01.spr. I've removed models people probably won't see and cut the number of lighting sprites by 1/3, but it isn't helping. :cry:

EDIT:

The map now runs.

I removed several servers, a couple vents, some TVs, and all the wastebins.

The wastebins and TVs were loading multiple gib models each since they were flagged as destroyable when compiled. To get them back in, I could decompile the models, remove the lines saying "this prop can be destroyed" and recompile.

Actually, I'm using a quite few models that can be gibbed...
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Re: (WIP) dys_parity

Postby Ballistic Cranium » Sat Jun 11, 2011 10:12 pm

Release: dys_parity_b5b
zip
bz2

I had to remove the teleport room's JIP models. The ones I had weren't allowing the screens to be visible and changing the models brought the overflow error back (even undo wouldn't fix it). So, it's brushwork now.

Players can still block the spinning disks, but that's a hazard of using rotating brushes here. I can't account for every single way the player can block them and I don't want players randomy dying when they happen to do so. However, if desired, I can enable the "fan pain" flags.

With that, everything should be packed, cubemaps built, and mappaths updated. Barring major bugs, I'm calling this map done. Over 2 years. Finished. Ugh.

I can't help but wonder what things would have been like had I finished this within a year of announcement...
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Re: (WIP) dys_parity

Postby Neon Girl » Sun Jun 12, 2011 1:43 pm

Wow, it's been that long eh? I'm pleased to see each new version come out, I'm a little sad now that it's finished. One of these days we'll get another MFP going and I'll be sure parity gets in.

Anyways, here's the link to mirror on the Puny Human FastDL. Please put in on the first post.

http://fastdl.punyhumangames.com/dystop ... 5b.bsp.bz2
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Re: (WIP) dys_parity

Postby Ballistic Cranium » Sun Jun 12, 2011 6:04 pm

Ya, that long. I put builds off because I didn't like having to repack everything over and over again. My copy of pakrat doesn't detect the screens, helpers, and mappaths. It isn't difficult to add them and fix up the filepaths, just repetitive.

Then there's the screen builder that I stopped working on after being unable to scale an image in Java. I solved that issue a few months ago, but I haven't completed the parsing portion. Just not something I want to do now, but I should.

Anyways, Latest Build link updated.
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Re: (WIP) dys_parity

Postby Dredhorse » Sun Jun 12, 2011 7:45 pm

well nice to see it finished..

makes me wonder if I should install dystopia again and try to get some people togehter to play a whole night again of it... but I would suck so much as I haven't played it really for years I think ;-(

I don't normally are in the forum, if you want to reach me you need to pm me and hope I get an mail or to get me via steam.
OH. btw: I'm normally NOT in these forums anymore, so if you want something from me you need to PM me.

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