Catalyst Gaming

Backup Sections => Archive => HL2RP Development[ARCHIVE] => Half-Life 2 Roleplay => Topic started by: garry :D on April 21, 2012, 05:42:24 PM

Title: [OBSOLETE] RP_City45_Catalyst_x1e_r
Post by: garry :D on April 21, 2012, 05:42:24 PM
RP_City45_Catalyst_x1e_r
"What's RSO?"

Credits to Kaz/KFrohman for x1d and previous versions as well as the original mappers.
This version contains several new features that are designed with Catalyst Gaming's HL2RP server in mind.

http://www.mediafire.com/?cn7jrpj7fsbx5z0
Extract to addons!


Changelog
- Civil Protection now have access to a garage which is opposite the CWU HQ.

- Removed secret tunnel entrance at District One. Tunnel now links to P3 and the Diordna.

- Four admin rooms for when you're AFK or teaching new players and you don't want to be seen on the RDT rooftop or CA office.

- Increase in security measures for the Nexus armoury.

- Precinct 3 HAP has undergone an angle change to line up with the Citadel wall and the Nexus corner.

- The front of the Nexus has been realigned from 23 degrees (or some silly number that had a decimal) to 45 degrees - huge credits to Kaz for this because now I can actually fix things without it breaking more things! :D

- Nexus medbay and the CWU HQ has undergone retexturing.

- Better skybox, more accustomed to the night atmosphere and mood.

- The crash-inducing furnace has been replaced with a much more stable and 'server-friendly' pit of acid. DON'T KILL PEOPLE IN THIS OTHERWISE THEY HAVE TO RECONNECT!

- The dumpster in the plaza now removes any items tossed into it by the placement of a trigger_remove.

- ZEALOT now has their own control room downstairs in the Hand to Hand area of the Nexus.

- Several areaportals added to the Nexus to improve optimisation.

- Removal of the light bulb which opened the secret room in the D6 underground bar. The new method of entry will be more difficult to locate.

- Overwatch deployment area next to the Nexus cafeteria.

- Sector 2 removed altogether, though the CWU HQ will remain.

- Night skybox has been put in place of the overly cheery day skybox. Lighting has been adjusted accordingly to create a darker atmosphere and mood.

- Some CWU HQ textures were changed to contrast better against the exterior brick wall and interior plaster walls.

- UCH now has a CCA booth in which the entire building can be locked down by the press of a button.

- The activation of the thumpers/exogen restriction field is joined by an announcement over the loudspeakers in several locations in the plaza.

- CA camera glitch where the screen wouldn't render should be fixed (though I think this was a serverside lag issue and not something wrong with the map)

- 'Too many vertices' errors should be lessened when travelling through the plaza (some of the plaza models have been given LOD properties)

- More efficient and less performance demanding lighting in District 6.

- Trainstation still has electrified rails, however there have been improvements in lighting and brushwork in this area.

- Nexus entrance now has a working areaportal. After doing this and running some tests, I got a 40 fps boost in the plaza. (tested on a quad core i5 @ 2.80ghz - other people have said it was a 20 fps boost or so for them on lower-grade PCs)

- Nexus door has been widened and the glitch that Kaz had with a part of the door not showing up properly has now been fixed.

- Nexus lighting has been tuned to create a 'cold' feeling in some areas.

- Environment lighting has been tuned for the night skybox.

- Custom decals have been placed over the Nexus side wall facing the UCH.

- Water/lighting glitch in the D6 canals is now fixed.

- Fixed an issue causing a func_viscluster in the D6 canals not to work effectively. After testing, I got a 10 fps boost in this area.

- Several floating prop placement issues have been fixed.

- Removed a shipyard that Kaz thought would be a good idea to put in the D6 canals as an extension. Reasons for its removal simply came down to the fact it wasn't going to help performance at all or do anything good for anticitizen RP.

- Buildings have been added to the 3D skybox in the plaza and D6, thus creating a walled-in feeling and one of entrapment.

- Most L4D2 content has been removed and replaced by similar textures.

- A dark secret...

Download link will be available once the map is confirmed to be working on the server. Kronic has been kind enough to upload it onto the server box already, map data still needs doing though.
[/b]
Title: Re: RP_City45_Catalyst_x1f
Post by: @Mmmaaattt94 on April 21, 2012, 06:11:45 PM
This admin room. Can we have a small room, like a cell where we can tp people to teach. So we dont have to publically use the roof all the time.

Also can we have the old medibay, now the vice testing room. Can it be made into more of a testing room. a small shooting range etc.
Also a storage room for vice would be good too.

What else :P

Fix the incinerator :D
and can we have a deposit box in the cell area for contraband. I hate having to use that armoury room, its annoying. Just a small room to put it in and maybe a bin next to it for when we sort through it all.

Last thing, as i said in the armoury, that room at the moment has that hatch we don't use to give out much but its used for weapon depository. Can we have a slide going down rather than just a box. Guns get caught and citizens could eaily take them, even with the new measures.
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 21, 2012, 06:15:07 PM
I'll take your suggestions into account.

I knew I was forgetting something with the incinerator. That'll be getting replaced with a much more server-friendly pit of acid.
Title: Re: RP_City45_Catalyst_x1f
Post by: @Mmmaaattt94 on April 21, 2012, 06:17:00 PM
Aw that would be great. But i love that. its as much torture as it is death.
WAIT!

IDEA

Make the pit of acid room but have like a cell or booth we can use to lower people in and out for torture or a slower death. Also we can put items in without falling in. So we can have a glass floor then this controllable lift so units dont die, lag in, fall in, lol in etc.
Title: Re: RP_City45_Catalyst_x1f
Post by: FPSRussia on April 21, 2012, 08:21:28 PM
YAY my idea for offices. Other suggestion is that we should add a lighting system to apartments so players could turn their lights on and off.
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 21, 2012, 10:11:12 PM
Putting in light switches for each apartment would cause RSO at around 20/40 players, unfortunately.
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 22, 2012, 12:05:45 AM
Soz for double post but I've colour coded each item on the changelog to show the status. Yellow is WIP, green is complete.
Title: Re: RP_City45_Catalyst_x1f
Post by: kmp on April 22, 2012, 12:40:48 AM
Where are the offices for CmDs :(
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 22, 2012, 12:43:32 AM
Not to worry my love, for I will construct an adequate number of offices.
Title: Re: RP_City45_Catalyst_x1f
Post by: FPSRussia on April 22, 2012, 03:39:50 AM
Purples office has glass windows! muhahahahahaha
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 22, 2012, 06:34:14 AM
Quote
8:26 PM - OzJackal: can you come up with some ideas for a new RDT, the current building is defective
8:27 PM - OzJackal: two areaportals sealing the building in aren't working and I had to remove them - before removal: 110fps in plaza, 80 average for other places
8:27 PM - OzJackal: after removal: 30fps in plaza, 25fps in other places

Bottom line: RDT is getting replaced with a manual method - non-negiotable.
Title: Re: RP_City45_Catalyst_x1f
Post by: @Mmmaaattt94 on April 22, 2012, 06:45:54 AM
for the RDT can we still have 2 rooms, one just glass the second with the manual hatch for the rations. Also a button in the control room to open the outer most doors would be good, so we don't have to use a combine lock all the time.

Also the area upstairs. Can we have a change of that, make the left room the amputation room, the right room the interrogation and the center just observation. I hate observing through a window in an amputation room.

Also a new idea. In the train station. Can we have the fence bit into a proper checkpoint/hard point for when we clamp and have some cells in the train station. Like it was in point insertion.

And a final little thing. Can we have some solid, non usable doors at the back to an area with some trains etc, just so there is an IC visible place we get in as there isnt at the moment, its just a wall and a subway :P
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 22, 2012, 07:48:42 AM
Debug version: http://www.mediafire.com/?c32a3mt3913bt2f (http://www.mediafire.com/?c32a3mt3913bt2f)

Extract to GMod maps. Post any issues you see and I'll get to work on fixing them to the best of my ability. I fixed the issue with the RDT by the way:

Quote
9:17 PM - OzJackal: yeah that rdt was definetely dodgy as fuck
9:17 PM - OzJackal: removed the whole lower level distribution area and now I get a 50fps boost everywhere
9:22 PM - OzJackal: yep, rdt was definetely the cause
9:22 PM - OzJackal: i'm getting 120fps in d6 rather than the 30fps from before I took it out

I'm still not sure what I'm going to do with upstairs seeing as it gets used rarely but at the moment my priority is to create a station where rations are served manually rather than dumping them into a box.
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 22, 2012, 08:40:07 AM
Looks like the D6 apartments won't be getting overhauled after all. Not enough space in terms of available brushes and entities and I'm not going to risk the progress I've made so far for an aesthetic replacement.
Title: Re: RP_City45_Catalyst_x1f
Post by: wag1 on April 22, 2012, 01:25:52 PM
Make the death-star detainment area like in City 11 :c

Anyways, looking pretty good, I just wonder what'll happen when I jump into the dumpster. And uh, dat admin room.
Title: Re: RP_City45_Catalyst_x1f
Post by: SatN on April 22, 2012, 06:24:30 PM
Aye, It's time the CCA wasn't so spoon-fed, pre-made Checkpoints, RDT's, Training Facilities take 50% of the creativeness and fun from the CCA.
Title: Re: RP_City45_Catalyst_x1f
Post by: Statua on April 22, 2012, 07:06:04 PM
Aye, It's time the CCA wasn't so spoon-fed, pre-made Checkpoints, RDT's, Training Facilities take 50% of the creativeness and fun from the CCA.
I wouldn't mind taking a couple extra minutes to set up a RDT or a clamp but a checkpoint as big as the d6 one should definitely be made in the map.
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 22, 2012, 11:53:15 PM
Screenshots of the renovated RDT and the garage.

Click to see the original size.
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On a side note, I can't do the offices or the D6 apartment renovation due to the fact that the entity/brush limits are fast approaching.

X1F is done!
Title: Re: RP_City45_Catalyst_x1f
Post by: cookiesofamerica on April 23, 2012, 12:17:40 AM
Screenshots of the renovated RDT and the garage.

Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.

On a side note, I can't do the offices or the D6 apartment renovation due to the fact that the entity/brush limits are fast approaching.

X1F is done!

*mindsplosion* My god oz, this map is fucking beautiful :'). Also if you are making a new one, I like to see it be more City 8 feel with the highways.
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 23, 2012, 12:28:59 AM
I'll let void and Alex work on City Twenty Four. If any problems come up in x1f I'll patch, but I'm not making a city from scratch - way too time consuming.
Title: Re: RP_City45_Catalyst_x1f
Post by: DeathByKittens on April 23, 2012, 01:41:36 AM
Oh god don't remove the training facilities, we'll end up with crap constructions consisting of 100+ props and then we'll be told to stack and the server will crash, assuming the RSO doesn't get us first.

Definitely agree with Statua on the HAP though.
Title: Re: RP_City45_Catalyst_x1f
Post by: 2stronk on April 23, 2012, 02:32:04 AM
Looks amazing so far, although I had hoped that the City 17-style appartments were brought back. :(
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 23, 2012, 02:41:28 AM
Unfortunately I don't foresee the C17 apartments returning unless they're a building of their own. In saying that, I won't ever sacrifice current performance for aesthetics unless I know I can import/build it efficiently.
Title: Re: RP_City45_Catalyst_x1f
Post by: 2stronk on April 23, 2012, 03:03:45 AM
Unfortunately I don't foresee the C17 apartments returning unless they're a building of their own. In saying that, I won't ever sacrifice current performance for aesthetics unless I know I can import/build it efficiently.
But why were they removed at first?
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 23, 2012, 03:10:40 AM
I believe Kaz removed them in favour of less RSO or more rooms.
Title: Re: RP_City45_Catalyst_x1f
Post by: 2stronk on April 23, 2012, 03:30:59 AM
I believe Kaz removed them in favour of less RSO or more rooms.
Oh, alright. Was the train removed because of that aswell?

Also, is it true that RSO will be fixed in GM13?
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 23, 2012, 04:12:30 AM
The train consisted of about 30 entities if I can remember correctly, so I'd imagine that it was one of the reasons it was removed.

I'm sceptical about RSO being gone in G13.
Title: Re: RP_City45_Catalyst_x1f
Post by: alaskan thunderfuck on April 23, 2012, 05:54:20 AM
Train was removed because source is a unstable piece of shit and anything that moves in the way it does will cause problems
RSO will be solved, already done in the beta
Title: Re: RP_City45_Catalyst_x1f
Post by: DeathByKittens on April 23, 2012, 11:24:25 AM
Pretty sure he removed the apartments because they were created in shite fashion from the beginning, rather than the style being inherently broken...meaning you could remake them. The current apartments look American.
Title: Re: RP_City45_Catalyst_x1f
Post by: rBST Cow on April 23, 2012, 01:28:03 PM
The current apartments look American.


My apartment looks nothing like the ones on City17 and City45.
Title: Re: RP_City45_Catalyst_x1f
Post by: Orange - Cisco Certified on April 23, 2012, 04:47:43 PM
The current apartments look American.


My apartment looks nothing like the ones on City17 and City45.

Because the apartments you live in represent every american apartment complex ever created.

And because the ones in game represent a certain apartment complex from one nation.
Title: Re: RP_City45_Catalyst_x1f
Post by: rBST Cow on April 23, 2012, 06:27:44 PM
The current apartments look American.


My apartment looks nothing like the ones on City17 and City45.

Because the apartments you live in represent every american apartment complex ever created.

And because the ones in game represent a certain apartment complex from one nation.

But you said that "American Apartments look like that", when not all of them are.
Title: Re: RP_City45_Catalyst_x1f
Post by: DeathByKittens on April 24, 2012, 03:09:06 AM
They look styled in American fashion. I'm thinking specifically a big city, maybe Chicago or even New York. They look utilitarian (Which is how most American buildings are built) but don't quite look flat enough to be Eastern Bloc.
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 24, 2012, 05:34:12 AM
The release has been uploaded and linked to the people in control of the HL2RP City server, however I haven't been able to get their attention for moving it to the server after several days/hours of asking them politely to do so.

(http://img402.imageshack.us/img402/246/mapupload1.png)
(http://img846.imageshack.us/img846/9905/mapupload2.png)
(http://img546.imageshack.us/img546/8601/mapupload3.png)

If people were concerned enough to ask them in chat to upload the map to the City server, they might be more inclined to do so when the community makes a combined response.
Title: Re: RP_City45_Catalyst_x1f
Post by: raged on April 24, 2012, 05:36:19 AM
fucking capitalist scum
Title: Re: RP_City45_Catalyst_x1f
Post by: FPSRussia on April 24, 2012, 06:31:35 AM
The server is locked due to it may possibly be edited with the new map (my theory)
Title: Re: RP_City45_Catalyst_x1f
Post by: ?AG-CL? Sheo on April 24, 2012, 07:45:28 AM
Nopenopenope. Still the same map, sadly.
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 24, 2012, 07:54:22 AM
Rofl has promised me that he will have time in the next 24 hours. Stay tuned.
Title: Re: RP_City45_Catalyst_x1f
Post by: DeathByKittens on April 24, 2012, 11:10:45 AM
Getting a hold of the Catalyst Empires kings is a feat rarely performed by mortal men.
Title: Re: RP_City45_Catalyst_x1f
Post by: Dogo the Immortal on April 24, 2012, 10:05:54 PM
don't change the map i don't want download it again...
(http://2.bp.blogspot.com/-ZZYicT4nfg0/TfpLeXPSGhI/AAAAAAAAAC4/L0ZQH9Gg_W4/s1600/yao-ming-meme.jpg)
Title: Re: RP_City45_Catalyst_x1f
Post by: rBST Cow on April 24, 2012, 10:45:34 PM
The release has been uploaded and linked to the people in control of the HL2RP City server, however I haven't been able to get their attention for moving it to the server after several days/hours of asking them politely to do so.

(http://img402.imageshack.us/img402/246/mapupload1.png)
(http://img846.imageshack.us/img846/9905/mapupload2.png)
(http://img546.imageshack.us/img546/8601/mapupload3.png)

If people were concerned enough to ask them in chat to upload the map to the City server, they might be more inclined to do so when the community makes a combined response.

Why are parts of it "red'ed" out? (of the steam chat
Title: Re: RP_City45_Catalyst_x1f
Post by: ?µ??µ??µ? on April 24, 2012, 10:52:50 PM
The release has been uploaded and linked to the people in control of the HL2RP City server, however I haven't been able to get their attention for moving it to the server after several days/hours of asking them politely to do so.

(http://img402.imageshack.us/img402/246/mapupload1.png)
(http://img846.imageshack.us/img846/9905/mapupload2.png)
(http://img546.imageshack.us/img546/8601/mapupload3.png)

If people were concerned enough to ask them in chat to upload the map to the City server, they might be more inclined to do so when the community makes a combined response.

Why are parts of it "red'ed" out? (of the steam chat

Probably links to the map.
Title: Re: RP_City45_Catalyst_x1f
Post by: rBST Cow on April 24, 2012, 11:00:36 PM
The release has been uploaded and linked to the people in control of the HL2RP City server, however I haven't been able to get their attention for moving it to the server after several days/hours of asking them politely to do so.

(http://img402.imageshack.us/img402/246/mapupload1.png)
(http://img846.imageshack.us/img846/9905/mapupload2.png)
(http://img546.imageshack.us/img546/8601/mapupload3.png)

If people were concerned enough to ask them in chat to upload the map to the City server, they might be more inclined to do so when the community makes a combined response.

Why are parts of it "red'ed" out? (of the steam chat

Probably links to the map.

Oh. AHHAHA bitches who dont have the truely epic map xd (I am joking with ya guys)


Serious Note: Oh, ok.
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 25, 2012, 06:32:07 AM
RP_City45_Catalyst_X1F: http://www.mediafire.com/?qe7yyvmdrt0fd6d

Map data has successfully been created and is uploaded to the City server.

Go nuts.
Title: Re: RP_City45_Catalyst_x1f
Post by: Airborne1st on April 25, 2012, 01:41:47 PM
So um... I went to get on the server after hearing the map had been put on and the old map is still in place, even after I downloaded it and people are on complaining about their character models being messed up (mine is as well, for the citizens). Someone said the server wasn't acting right and got restarted, which caused the map to set back to the old map. So just a heads up, the map isn't on the server now and HL2RP is basically un-playable with the way the citizen character models are. You're basically just a deformed blob that looks like it once resembled a human being.
Title: Re: RP_City45_Catalyst_x1f
Post by: Teitoku Ippan on April 25, 2012, 02:41:37 PM
Here are a few problems I have already encountered which make this map even more broken:

Click to see the original size.
Double doors to Firing Range

Click to see the original size.
Two windows are nighttime, one is daytime, wat.

Click to see the original size.
Another screwed up door, the one to CWU Storage.

Also, most of the doors do a 360 if you hit e on them twice. Did you even test this map properly or even double and triple check everything before you released? I want this map, but it is pretty broken atm.
Title: Re: RP_City45_Catalyst_x1f
Post by: Airborne1st on April 25, 2012, 03:04:43 PM
I have a feeling its going to be quite some time before HL2RP is up and running correctly with this new map and working character models. The character models don't work as it is, even with the old map.
Title: Re: RP_City45_Catalyst_x1f
Post by: Khub on April 25, 2012, 04:32:53 PM
Also do something with the citadel. The environment is dark, but you as a player see the whole citadel. It should be darkened a bit so you don't see it all.
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 27, 2012, 02:36:29 AM
After dicussing some issues with the issues we have encountered, KFrohman has been nice enough to make an x1e release thread. It will be available shortly in this forum.
Title: Re: RP_City45_Catalyst_x1f
Post by: .:KFrohman:. on April 27, 2012, 03:02:06 AM
Was just reading some of the thread. Very nice ideas.
Regards to abbotts' above post, about the windows, it's not daytime it's just a white brush, I left it in there.
The doors seem like an areaportal issue, like a leak or something.
Title: Re: RP_City45_Catalyst_x1f
Post by: AcelinH98 on April 28, 2012, 09:34:55 PM
I have seen people on their own server's use this map, are they allowed to because if they aren't can't you message them to stop using it?
And the map look's good played on it and it feels a lot better.
Title: Re: RP_City45_Catalyst_x1f
Post by: Khub on April 29, 2012, 12:50:02 AM
I have seen people on their own server's use this map, are they allowed to because if they aren't can't you message them to stop using it?

Yes, they are allowed. According to Valve developer licenses or some similar thing, all maps must be released under Public Domain. As long as they don't decompile the map and don't break the license terms by removing the initial credits seen on the trainstation spawn, they can use it. *sadly.*
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on April 29, 2012, 03:36:54 AM
I don't care if they use this version because it's broken as fuck, lol.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: garry :D on June 16, 2012, 02:58:32 AM
Well, I'm back after my month-long hiatus from Catalyst Gaming and I've fixed the city map up.

Download link will be available once the map is confirmed to be working on the server. Kronic has been kind enough to upload it on to the server box already but the map data still needs doing though and that'll hopefully be either in 5 hours or so when he wakes up or tomorrow.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Khub on July 07, 2012, 06:18:48 AM
I am not sure if this problem persists in the new version on map still, but in that one that is currently used at HL2RP there is a bug with door. The door leading to balcony ramp from the detainment block opens upwards, what causes it to slide out of ground in MoC. Fixing it is task of two minutes, so please, if you could  ::)

This is the door:
http://cloud-2.steampowered.com/ugc/918982608594561185/3148E8C21A35AE3ABA00F17D9F6A5012536382F1/

This is what happens:
http://cloud.steampowered.com/ugc/918982608594561896/A2E0DF9B9EEC0E4832D1E2EFB86E94CD79197C59/
Title: Re: RP_City45_Catalyst_x1e_r
Post by: garry :D on July 07, 2012, 06:36:52 AM
I fixed the balcony access doors since that version was released. Everything in the current map is in perfect condition aside from the acid pit in which I forgot to add a filter_class to so it removes player deathcams, causing a client lockup.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Airborne1st on July 08, 2012, 02:14:18 PM
What about the messed up citizen models like last time?
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Orange - Cisco Certified on July 08, 2012, 07:31:39 PM
Obviously that would be one of the first items addressed. It was the main reason the map was denied.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: garry :D on July 08, 2012, 07:42:46 PM
After doing rigorous beta testing and using the process of elimination with a number of testers, I have managed to determine that the models that were being packaged (or pakratted) with the map were causing conflicts and animation issues with several users. As such, the map has been packaged without ANY models and only includes the custom textures (credits and posters).

Some of my beta testers include Raged and Orange who had issues prior to the map being released and I wrongly assumed it was a client side issue, so I removed the models from the map editor. This didn't work, so I pakratted the map again and it suddenly worked for them on both singleplayer and the dev server without any issues.

Then I had Sectus test the map and he still had animation issues with only the male citizen models. After releasing about 5 different version of the map, he still had issues. This was when I removed the models from the map and gave him the map as an addon format:

Quote
4:43 PM - OzJackal - no internet 10 mins: yeah, thats fixable
4:43 PM - OzJackal - no internet 10 mins: are anims messed up
4:43 PM - Sectus: HOLY FUCK
4:43 PM - OzJackal - no internet 10 mins: ARE ANIMS
4:43 PM - OzJackal - no internet 10 mins: FIXED
4:43 PM - OzJackal - no internet 10 mins: UP
4:43 PM - Sectus: IT WORKS
4:43 PM - Sectus: O_O
4:43 PM - OzJackal - no internet 10 mins: for FUCKS SAKES YES
4:43 PM - Sectus: THEY'RE FIXED!
4:43 PM - OzJackal - no internet 10 mins: MY DICK IS HARD LIKE A TREE

To Kronic:
Quote
4:44 PM - OzJackal - no internet 10 mins: whos the best
4:44 PM - OzJackal - no internet 10 mins: im the best
4:44 PM - OzJackal - no internet 10 mins: <link> - there's your final version of the map, upload and map data will carry over from what i did last night - faction spawns, doors are done but still needs 3d text

Hopefully this should clear up any concerns or worries about the map being responsible for animation issues.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: FPSRussia on July 08, 2012, 08:18:37 PM
After doing rigorous beta testing and using the process of elimination with a number of testers, I have managed to determine that the models that were being packaged (or pakratted) with the map were causing conflicts and animation issues with several users. As such, the map has been packaged without ANY models and only includes the custom textures (credits and posters).

Some of my beta testers include Raged and Orange who had issues prior to the map being released and I wrongly assumed it was a client side issue, so I removed the models from the map editor. This didn't work, so I pakratted the map again and it suddenly worked for them on both singleplayer and the dev server without any issues.

Then I had Sectus test the map and he still had animation issues with only the male citizen models. After releasing about 5 different version of the map, he still had issues. This was when I removed the models from the map and gave him the map as an addon format:

Quote
4:43 PM - OzJackal - no internet 10 mins: yeah, thats fixable
4:43 PM - OzJackal - no internet 10 mins: are anims messed up
4:43 PM - Sectus: HOLY FUCK
4:43 PM - OzJackal - no internet 10 mins: ARE ANIMS
4:43 PM - OzJackal - no internet 10 mins: FIXED
4:43 PM - OzJackal - no internet 10 mins: UP
4:43 PM - Sectus: IT WORKS
4:43 PM - Sectus: O_O
4:43 PM - OzJackal - no internet 10 mins: for FUCKS SAKES YES
4:43 PM - Sectus: THEY'RE FIXED!
4:43 PM - OzJackal - no internet 10 mins: MY DICK IS HARD LIKE A TREE

To Kronic:
Quote
4:44 PM - OzJackal - no internet 10 mins: whos the best
4:44 PM - OzJackal - no internet 10 mins: im the best
4:44 PM - OzJackal - no internet 10 mins: <link> - there's your final version of the map, upload and map data will carry over from what i did last night - faction spawns, doors are done but still needs 3d text

Hopefully this should clear up any concerns or worries about the map being responsible for animation issues.

The map worked well for me when I tested it as well. Good work!
Title: Re: RP_City45_Catalyst_x1e_r
Post by: garry :D on July 08, 2012, 08:24:13 PM
UPDATE: Kronic and myself just tested it on the dev server and he isn't reporting any animation issues with any of the models. Just waiting on some plugins to be installed and then map data can be carried over to the city server.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: garry :D on July 08, 2012, 08:59:53 PM
OP updated with the map link: http://www.mediafire.com/?cn7jrpj7fsbx5z0

Extract to addons!
Title: Re: RP_City45_Catalyst_x1f
Post by: Atticat on July 09, 2012, 03:06:03 AM
They look styled in American fashion. I'm thinking specifically a big city, maybe Chicago or even New York. They look utilitarian (Which is how most American buildings are built) but don't quite look flat enough to be Eastern Bloc.

It doesn't matter because this game is made by CCA players for CCA players. It's disgusting how many things are added to the CCA. The size of the Nexus is absolutely staggering. It's ridiculous. There is absolutely no representation for citizens. Then the apartments are made even worse by adding that stupid ugly gray door that ruins the whole feel. The one place the citizens could feel semi-alone.

You can add a gigantic elevator that goes from the Nexus to the surface, but you can't make the apartments look Eastern. Yeah.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: kmp on July 09, 2012, 04:26:03 AM
Don't like the map? Play Outlands, the entire server dedicated to Citizen and Resistance RP.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Dallas on July 09, 2012, 08:50:57 AM
I think this map is great! Fantastic job to those who made it. My highlights were...

-The nice detainment bit in the RDT, not sure if new but I've never seen it before.

-The sexy Nexus... everything about it is so beautiful!

-The sneaky surveillance post inside the UCH

In summary: Thanks for giving us this map, it will be great. When will it launch? 
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Atticat on July 09, 2012, 10:26:26 AM
Don't like the map? Play Outlands, the entire server dedicated to Citizen and Resistance RP.


Nobody is on outlands. At any rate your comment is irrelevant because it does nothing to address the fact that the main faction of HL2RP, which it seems I need to remind people, is the citizens, gets almost zero attention. What about the apartments in D6? Just spruce them up. Do something for god's sake. Don't just remove Precinct Two for no reason whatsoever.

I am ignorant of coding and what generally causes RSO, but lights in the apartments that turn on and off are too much while the CCA gets a giant elevator, secret rooms all over the map like the torture room in the train station, a huge elaborate base that they obviously do not need, lights and props all over the Nexus including interrogation chairs that generate lightning when turned on and tons of other excessive nonsense. Don't even get me started on the small little CWU base that nobody seems to care about.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Sectus on July 09, 2012, 11:20:22 AM
Nobody is on outlands. At any rate your comment is irrelevant because it does nothing to address the fact that the main faction of HL2RP, which it seems I need to remind people, is the citizens, gets almost zero attention. What about the apartments in D6? Just spruce them up. Do something for god's sake. Don't just remove Precinct Two for no reason whatsoever.

I am ignorant of coding and what generally causes RSO, but lights in the apartments that turn on and off are too much while the CCA gets a giant elevator, secret rooms all over the map like the torture room in the train station, a huge elaborate base that they obviously do not need, lights and props all over the Nexus including interrogation chairs that generate lightning when turned on and tons of other excessive nonsense. Don't even get me started on the small little CWU base that nobody seems to care about.

Well, I suppose you could always take this as the combine furthering their invasion on the privacy of citizens. In all fairness, citizens are not supposed to like the way things are anyway. It is supposed to be a brutal and oppressive rule, which makes them want to do anything to escape from it. The fact that you are upset by the CCA having it better just means that the immersion-effect is doing it's job.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Atticat on July 09, 2012, 12:10:11 PM
Yes but the citizens being oppressed does not equal the CCA have much more content. Smaller apartment complexes with unique rooms in each could be a start. This doesn't even have to be viable. At least it's an idea for citizens to kick around. The CCA getting the bulk of content which I assume helps RSO is, if true, no excuse not add lights to apartments that can be turned on/off etc.

I'm fine with being oppressed, that's why I like citizen RP. It's great to live in a Cultural Revolution of sorts. But the true reason for the CCA's overwhelming amount of content and luxuries is the apathy towards citizen RP, not for the good of immersion. Most citizen players are too young and honestly, too stupid to care, because they aspire to be a CCA someday and view Citizen RP as a stepping stone.

Citizen RP should not be viewed as a stepping stone. Hell, this would never happen, but I'd be happier with the removal of D6 to open up more content to normal citizens. Resistance can roleplay in the shadows of bars and alleyways and run down apartments. I know ROFLWAFFLE will never let this happen so it's a moot point. The only counter-arguement I can think of to my assertion is that plenty of content is devoted to citizens in D6. It's a shame though because as we all know D6 contains a lot of minges that can't be addressed without admins.

If the Outlands server had more players I'd be on there right now. But I do very much love the oppressive feel of citizen RP. There is no reason to remove Precinct Two and add some stupid worthless elevator to the Nexus. In all fairness Precinct Two sucked. A new precinct should have been added. But instead citizens lost one more piece of their RP. Nobody cares because all the citizens want to be CCA. I am normally a CWU and I know that they are neglected very much so as well - but citizen RP should always come first in this server.

And to clarify to all you admins - I very much respect all of you, especially OZ. He is always quick to respond and helpful. But I also have to make my points on here clearly to all of you and I hope you understand and will take them into consideration. I know that I'm a jackass and I apologize as well for that.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: El Problemo? on July 09, 2012, 12:30:34 PM
You have to remember the citizens didn't get everything their way in the city either.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Statua on July 09, 2012, 01:02:41 PM
D6 has shops, benches, parks, apartments, RDT...

What else could you possibly ask for?
Title: Re: RP_City45_Catalyst_x1e_r
Post by: ur mom bob on July 09, 2012, 01:25:18 PM
I rarely even saw citizens in P2, all they did was go there for the sewer entrance from the bar.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Klashy on July 09, 2012, 01:45:14 PM
I think this map is great! Fantastic job to those who made it. My highlights were...

-The nice detainment bit in the RDT, not sure if new but I've never seen it before.

-The sexy Nexus... everything about it is so beautiful!

-The sneaky surveillance post inside the UCH

In summary: Thanks for giving us this map, it will be great. When will it launch?

That sneaky surveillance post happens to be my doings, only :3
Title: Re: RP_City45_Catalyst_x1e_r
Post by: garry :D on July 09, 2012, 06:18:06 PM
If I ever feel compelled to make a second version, I'm going to expand the street next to the Diordna with some citizen specific stuff.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Statua on July 09, 2012, 07:32:11 PM
If I ever feel compelled to make a second version, I'm going to expand the street next to the Diordna with some citizen specific stuff.
Add a lobby to the apartments, similar to the one in C18. Window showing plaza, etc. That was nice.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: raged on July 09, 2012, 08:25:59 PM
I already gave Oz some new apartment ideas for a future version way before he completed x1e.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Atticat on July 10, 2012, 07:31:59 PM
I just saw that the apartment on the third floor of the UCH is condemned. I am begging you to reverse this. If that room has to be condemned then you have to condemn two other apartments. The apartments are the ones with the holes in them, the ones that connect to one another. The one on the third floor has a huge gap in it that lets its occupant look down into the other apartment.

The condemned room doesn't make sense to me because the Combine are not supposed to care about citizen's living conditions. It also allows citizens to work with the CWU to board up the holes and then they get paid and RP is all over the place.

I personally think the room is a really nice touch to the UCH, and I would hate to see it go.

I really really beg you to consider this.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Khub on July 11, 2012, 01:52:10 AM
Not sure if you've already fixed that, however, once the garage front & main door opens, it blocks you inside the side outpost or whatever it is, as it slides over the door.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: garry :D on July 11, 2012, 02:01:41 AM
Yeah, I know of a few door blockage issues such as the garage door floating a bit into the HCMR corner as well as the upper doors colliding through the walls. It's not critical, but it is on my list of things to try and fix.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: cj on July 20, 2012, 02:55:22 AM
The nexus is very well done, especially with the interrogation rooms. But I would reccomend adding the XCCR back to promote more RP if it is possible.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: Vandal??¢ on August 05, 2012, 03:18:34 PM
How about changing the Nexus' front door a bit? The cut in half triangle in the center that only moves down seems a tad unnecessary. Could you make it so each corner of the door sinks into the corners of the border of it? Because it looks a bit strange that it slides down all uneven.
Title: Re: RP_City45_Catalyst_x1e_r
Post by: garry :D on August 05, 2012, 10:49:33 PM
I suppose I can try and fix the entrance door.

Also, the new suggestions thread can be found here: http://www.catalyst-gaming.net/index.php?topic=16994.0 (http://www.catalyst-gaming.net/index.php?topic=16994.0)

Locked.
Title: Re: [RELEASE] RP_City45_Catalyst_x1e_r
Post by: Khub on December 07, 2012, 08:40:11 AM
Unstickied.
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