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War factory die zones [message #288737] Sat, 06 October 2007 08:49 Go to next message
Goztow is currently offline  Goztow
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Goztoe
On islands and complex, the warf die zones seem very big: meds or infantry that run close to the warf get killed.

Anyway, I've been talking with danpaul about this and we tried to solve it server side, that didn't work. The die zone doesn't seem to be in the server side file.

Then we thought that maybe it could be solved client side, however without it being a fanmap. Here's where we're stuck: does anyone know how to do this (I think core patch did similar changes)? Any help is welcome. The idea is that people with the client side fix wouldn't get the problem, people without it would probably still get it but the map on the serevr would be the original islands-map.

Thanks.


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Re: War factory die zones [message #288790 is a reply to message #288737] Sat, 06 October 2007 15:12 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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Goztow wrote on Sat, 06 October 2007 11:49

On islands and complex, the warf die zones seem very big: meds or infantry that run close to the warf get killed.

Anyway, I've been talking with danpaul about this and we tried to solve it server side, that didn't work. The die zone doesn't seem to be in the server side file.

Then we thought that maybe it could be solved client side, however without it being a fanmap. Here's where we're stuck: does anyone know how to do this (I think core patch did similar changes)? Any help is welcome. The idea is that people with the client side fix wouldn't get the problem, people without it would probably still get it but the map on the serevr would be the original islands-map.

Thanks.


I've haven't really looked into it, but I've believe it's caused by the vehicle construction script zone, making it smaller might stop it.

Not sure though, this is my theory on it.
Re: War factory die zones [message #288803 is a reply to message #288737] Sat, 06 October 2007 17:03 Go to previous messageGo to next message
Yrr is currently offline  Yrr
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The vehicle construction zone is server-side. Afaik, Renegade copies the position and size from the construction zone to the vehicle factory when initializing it, so modifying the zone after the factory was initialized will not change anything.

For Resurrection, I'm thinking about removing construction zones at all. Only objects, which collide with the constructed vehicle should be killed. So you can even stay inside the war factory construction zone without getting killed, if the vehicle doesn't collide with you.


Re: War factory die zones [message #288854 is a reply to message #288803] Sat, 06 October 2007 22:21 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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Yrr wrote on Sat, 06 October 2007 19:03

The vehicle construction zone is server-side. Afaik, Renegade copies the position and size from the construction zone to the vehicle factory when initializing it, so modifying the zone after the factory was initialized will not change anything.

For Resurrection, I'm thinking about removing construction zones at all. Only objects, which collide with the constructed vehicle should be killed. So you can even stay inside the war factory construction zone without getting killed, if the vehicle doesn't collide with you.


As it is server side, then it can be easy fixed.

Edit the maps in the server, load them them, fixed.
Re: War factory die zones [message #288866 is a reply to message #288737] Sun, 07 October 2007 01:37 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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We tried that. I made the zones smaller than a buggy in the very center of the WF bay and they STILL killed vehicles outside the WF walls.

http://steamsignature.com/card/1/76561197975867233.png
Re: War factory die zones [message #288872 is a reply to message #288737] Sun, 07 October 2007 03:35 Go to previous messageGo to next message
Yrr is currently offline  Yrr
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And how did you make them smaller?

Re: War factory die zones [message #288873 is a reply to message #288737] Sun, 07 October 2007 03:57 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Loaded the LVL from the westwood FTP into level edit, and manually resized them, saved the level and loaded the .lsd file onto the server. Perhaps that's not the best way to do it, but it works for adding new items server side.

http://steamsignature.com/card/1/76561197975867233.png
Re: War factory die zones [message #288884 is a reply to message #288737] Sun, 07 October 2007 04:44 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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That's why we thought it's not server side. Any more ideas?

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Re: War factory die zones [message #289112 is a reply to message #288873] Mon, 08 October 2007 11:26 Go to previous messageGo to next message
Yrr is currently offline  Yrr
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danpaul88 wrote on Sun, 07 October 2007 12:57

Loaded the LVL from the westwood FTP into level edit, and manually resized them, saved the level and loaded the .lsd file onto the server. Perhaps that's not the best way to do it, but it works for adding new items server side.


.lsd ist static level data. Scripting zones of any kind are dynamic objects, so you have to replace the .ldd.


[Updated on: Mon, 08 October 2007 11:27]

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Re: War factory die zones [message #289121 is a reply to message #288737] Mon, 08 October 2007 12:03 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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From what I understand the ldd is not server side?

http://steamsignature.com/card/1/76561197975867233.png
Re: War factory die zones [message #289127 is a reply to message #288737] Mon, 08 October 2007 12:35 Go to previous messageGo to next message
Yrr is currently offline  Yrr
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The .ldd is ONLY server-side. The .lsd is the one being both, client- and server-side.

icon14.gif  Re: War factory die zones [message #289350 is a reply to message #289127] Tue, 09 October 2007 09:42 Go to previous messageGo to next message
The Elite Officer is currently offline  The Elite Officer
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Yrr wrote on Mon, 08 October 2007 15:35

The .ldd is ONLY server-side. The .lsd is the one being both, client- and server-side.


This is true Thumbs Up


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Re: War factory die zones [message #289352 is a reply to message #288737] Tue, 09 October 2007 10:15 Go to previous messageGo to next message
jnz is currently offline  jnz
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I was able to resize the zone just fine with just a server side mod, in the usual way.
Re: War factory die zones [message #289357 is a reply to message #288737] Tue, 09 October 2007 10:45 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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Replacing the .lsd file can cause crashs in the map.

All you ever need to change in a server side mod is the .ldd file.

Hmm, might test the resizing idea later if am not lazy.

[Updated on: Tue, 09 October 2007 10:46]

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Re: War factory die zones [message #289647 is a reply to message #288737] Wed, 10 October 2007 12:28 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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!n00b danpaul for sending me the .lsd instead of the .ldd...

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: War factory die zones [message #289681 is a reply to message #288737] Wed, 10 October 2007 14:18 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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I gave up on trying to fix this. I tried what Goztow tried but that didn't seem to work.

Btw, Mesa is also another map with the zone way too big. It's a bi*** in clanwars because your trying to use the wall to dodge arty shots and you get owned by the harvester coming out of the WF.


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Re: War factory die zones [message #289817 is a reply to message #288737] Thu, 11 October 2007 05:56 Go to previous messageGo to next message
InternetThug is currently offline  InternetThug
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xpert ..

anyways, you guys should fix all the buildings so you can hit them from anywhere on the map without deadzones where you don't get points!11!! Big Ups
Re: War factory die zones [message #289879 is a reply to message #289681] Thu, 11 October 2007 11:43 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Xpert wrote on Wed, 10 October 2007 23:18

I gave up on trying to fix this. I tried what Goztow tried but that didn't seem to work.

Btw, Mesa is also another map with the zone way too big. It's a bi*** in clanwars because your trying to use the wall to dodge arty shots and you get owned by the harvester coming out of the WF.

Oh well, thanks anyway, mate.


You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: War factory die zones [message #289955 is a reply to message #289879] Thu, 11 October 2007 18:28 Go to previous messageGo to next message
Chuck Norris is currently offline  Chuck Norris
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This has annoyed me to no end on Islands. Definitely the worst there. Never noticed it on Complex much, probably becuase I don't take a tank around that way often. Another map not mentioned that it happens on alot is Volcano.

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Re: War factory die zones [message #290000 is a reply to message #288737] Fri, 12 October 2007 00:11 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Goztoe
Any of the other experts willing to give it a try?

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: War factory die zones [message #290008 is a reply to message #289352] Fri, 12 October 2007 03:33 Go to previous messageGo to next message
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RoShamBo wrote on Tue, 09 October 2007 18:15

I was able to resize the zone just fine with just a server side mod, in the usual way.


some other things mess up, though, dunno why.

[Updated on: Fri, 12 October 2007 03:33]

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Re: War factory die zones [message #290134 is a reply to message #288737] Fri, 12 October 2007 17:40 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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The zone collision detection is inaccurate. It kills objects outside of the zone as well. I have fixed this and we are currently testing it in the BlackIntel servers. TK2 should follow soon (as soon as we are sure it is mostly stable). It will be released but currently not sure how and when.

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Re: War factory die zones [message #290204 is a reply to message #290134] Sat, 13 October 2007 01:15 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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StealthEye wrote on Sat, 13 October 2007 02:40

The zone collision detection is inaccurate. It kills objects outside of the zone as well. I have fixed this and we are currently testing it in the BlackIntel servers. TK2 should follow soon (as soon as we are sure it is mostly stable). It will be released but currently not sure how and when.

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Re: War factory die zones [message #290221 is a reply to message #288737] Sat, 13 October 2007 03:48 Go to previous messageGo to next message
Tunaman
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Nice. =]
The stuff on islands and complex is annoying. :\


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Re: War factory die zones [message #290399 is a reply to message #288737] Sun, 14 October 2007 04:29 Go to previous message
CarrierII is currently offline  CarrierII
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I reckon I've lost about 1,000,000,000 worth of med tank to that bug. Yay for BI!


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