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 Post subject: Re: hlw_battlemounds (v0.3 Released)
PostPosted: Tue Aug 05, 2008 9:05 pm 
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Thanks a lot for those commands. It's going to be fun seeing the combines trying to navigate the map without the AI as well ;).

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 Post subject: Re: hlw_battlemounds (v0.3 Released)
PostPosted: Tue Aug 05, 2008 9:40 pm 
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JeCa wrote:
I got the problem of enemies massing up troops in one base and not doing anything with them as well (last time they had like 50 stalkers - yes - that stood massed around the point in the starting area) but only with the enemy combines.


Yeah the stalker parties should lessen as the map + mod progresses.

JeCa wrote:
However, I'd suggest putting "add victory conditions" to that To Do list, as the map more or less plays in sandbox mode right now ;).


Remember this is only a very early release of the map, also victory may be decided in a different way when multiplayer is released.


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 Post subject: Re: hlw_battlemounds (v0.3 Released)
PostPosted: Wed Aug 06, 2008 12:55 pm 
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Yea I know, just pointing it out. It's not like I hate you because your map in Ver 0.3 doesn't tell me when I win :D. And it seems you won't need to do any scripting for wictory conditions at all when it comes to multiplayer, so it's easy to see who knows what they're doing.

But as a note of interest, do you simply try to create a map the AI will more easily understand when fixing clusters, or do you actually add info_hint_nodes and similar to help them find their way?

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console wrote:
Convar r_skin has conflicting FCVAR_CHEAT flags (child: no FCVAR_CHEAT, parent: FCVAR_CHEAT, parent wins)

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 Post subject: Re: hlw_battlemounds (v0.3 Released)
PostPosted: Wed Aug 06, 2008 1:34 pm 
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Anti Viper wrote:
To Do List:
- Clean up Displacements
- Clean up brush work
- Add more Detail models
- Add Objectives / Victory & Defeat Conditions


Ill just stick them in there for some Winning satisfaction :P

Once you have made your map you set the engine to generate a navigation mesh which usually does a pretty good job of reading where the walkable areas are. You can still use node but I find them painful for a whole map.


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 Post subject: Re: hlw_battlemounds (v0.3 Released)
PostPosted: Wed Aug 06, 2008 11:49 pm 
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Cool map! So you haven't prepped it for human vs. human multiplayer yet correct? Once you've done that let me know and I'll help you test it!

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 Post subject: Re: hlw_battlemounds (v0.3 Released)
PostPosted: Thu Aug 07, 2008 6:29 am 
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well, this doesn't work on the current build SP, since entities now need their script files defined in hammer (for modding ease)

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 Post subject: Re: hlw_battlemounds (v0.3 Released)
PostPosted: Thu Aug 07, 2008 3:20 pm 
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Ennui wrote:
Cool map! So you haven't prepped it for human vs. human multiplayer yet correct? Once you've done that let me know and I'll help you test it!


HellSpawn wrote:
well, this doesn't work on the current build SP, since entities now need their script files defined in hammer (for modding ease)



Ill probably do some adjustments soon to get rid of the auto AI and make it compatible with the latest development build. Its gonna be cool testing with 4 human players :)


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 Post subject: Re: hlw_battlemounds (v0.3 Released)
PostPosted: Thu Aug 07, 2008 3:40 pm 
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Anti Viper wrote:

Ill just stick them in there for some Winning satisfaction :P

Once you have made your map you set the engine to generate a navigation mesh which usually does a pretty good job of reading where the walkable areas are. You can still use node but I find them painful for a whole map.


Haha, that always helps doesn't it :). And yes, I'd love to see this in a fully functioning multiplayer mode. I managed to host a game and get a friend to join me (every map crashed except this one) but he had to constantly battle his own AI for the control over his units, so that didn't turn out too well... :P

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console wrote:
Convar r_skin has conflicting FCVAR_CHEAT flags (child: no FCVAR_CHEAT, parent: FCVAR_CHEAT, parent wins)

See? They know how it works.


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 Post subject: Re: hlw_battlemounds (v0.3 Released)
PostPosted: Thu Aug 07, 2008 3:53 pm 
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JeCa wrote:
Anti Viper wrote:

Ill just stick them in there for some Winning satisfaction :P

Once you have made your map you set the engine to generate a navigation mesh which usually does a pretty good job of reading where the walkable areas are. You can still use node but I find them painful for a whole map.


Haha, that always helps doesn't it :). And yes, I'd love to see this in a fully functioning multiplayer mode. I managed to host a game and get a friend to join me (every map crashed except this one) but he had to constantly battle his own AI for the control over his units, so that didn't turn out too well... :P

wmp_forest should work online too? The other hlw_ maps are single player maps and are using a lot of single player only entities ( so they might or might not work online ), although I will try to fix some of the stuff for online usage.
wmp_forest should be started through the map "room".


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 Post subject: Re: hlw_battlemounds (v0.3 Released)
PostPosted: Sun Aug 10, 2008 6:21 pm 
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Sander wrote:
wmp_forest should work online too? The other hlw_ maps are single player maps and are using a lot of single player only entities ( so they might or might not work online ), although I will try to fix some of the stuff for online usage.
wmp_forest should be started through the map "room".


Well, we both downloaded wmp_forest separately, and there was no map mismatch meaning that either both did it right or both did the same mistake (seems unlikely to me :/), but when we started the game there weren't any units on screen at all. We got wmp_TheBridge Alpha working as well but as that one's hughely unbalanced (I started with a point, he didn't) there wasn't much of a point in playing it. Still the game seems to work perfectly, so I'll just stick around and see what happens.


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 Post subject: Re: hlw_battlemounds (v0.5 Released)
PostPosted: Sun Aug 17, 2008 1:17 pm 
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* Version 0.5 Released*

- Fully multiplayer compatiable (start the map using the game lobby)
- Fixed most of the places where the units were getting stuck (Bridges mostly)
- Cleaned up displacements
- Optimised brush work
- Added more prop detail


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 Post subject: Re: wmp_battlemounds (v0.5 Released)
PostPosted: Sun Aug 17, 2008 6:27 pm 
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Sweet! Add me on Steam (SteamID: EnnuiSirHC, Community name is Ennui) and I'll playtest it with you.

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 Post subject: Re: [Release] wmp_battlemounds v0.5
PostPosted: Mon Aug 24, 2009 5:26 pm 
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bump.


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 Post subject: Re: [Released] wmp_battlemounds v0.5
PostPosted: Sat Jan 30, 2010 6:52 am 
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bump ?

What is this game lobby you speak of? I've tried select mission and have confirmed the map files are in the map folder, materials/resource respectivly yet I do not know hwo to load this map.


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 Post subject: Re: [Released] wmp_battlemounds v0.5
PostPosted: Sun Feb 07, 2010 3:49 am 
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Mercsenary wrote:
bump ?

What is this game lobby you speak of? I've tried select mission and have confirmed the map files are in the map folder, materials/resource respectivly yet I do not know hwo to load this map.


Type this in Console:

map room

Have fun...you just found your lobby.

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