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September 18, 2018, 11:51:07 PM
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1  Development / Mapping / Re: New BSP (0.97b) on: September 13, 2018, 01:29:19 AM
I can repro that issue.  I pinged Sort about it on discord.
2  Development / Mapping / Re: 20 Year Anniversary Mapping Competition on: September 08, 2018, 07:38:46 PM
Sorry for the late reply.  Between Labor Day stuff and doing things the last few days before the LawBreakers servers shut down, I haven't had time to wrap this up.  I'd like to get a group together to actually play the maps so we can judge based on gameplay.  Let's plan to do that next Saturday (Sept. 15) at Noon Eastern time.  Feel free to iterate on your maps until then.
3  Development / Mapping / Re: New BSP (0.97b) on: September 05, 2018, 02:34:49 AM
Maybe it's just not finding the Paintball2 install directory in the registry.  Did you actually install Paintball2 from the installer?

In bsp/pball2/quake2/pball/compilers, do you have a runmap.bat?  If so, open it in notepad and remove the first "@echo off" line and run it again and see if it has any extra info.  Do you have HKCU\SOFTWARE\Digital Paint\Paintball2 in your registry with an INSTDIR key?

Also, what version of Windows are you running?
4  Development / Beta / In-Progress Maps / Re: Newmap: Zemer (Beta 5) on: August 29, 2018, 12:19:34 PM
A couple more comparison shots and the bsp file, if anybody wants to check it out.
5  Development / Beta / In-Progress Maps / Re: Newmap: Zemer (Beta 5) on: August 29, 2018, 12:13:31 PM
This is the map that made me want to implement proper ambient lighting from the sky.  Later I discovered that arghrad already supports it if you use _sun_surface instead of _sun_ambient!

I did a little test where I tweaked these values and relit it:
"_sun_light" "150"
"_sun_surface" "150"
(and removed _sun_ambient)

Unfortunately this means some of the tunnels ended up completely black.  Hopefully selda is still around and can adjust the map to work with these settings.

Comparison shots:
6  Development / Beta / In-Progress Maps / Re: New map: Concrete b1 (contest entry) on: August 29, 2018, 10:31:33 AM
Looks good!  Part of the problem with the reflective water is that a different reflection has to be rendered per plane height, so if you have 3 water brushes visible that are at different heights, it'll have to render the world 4 times (once normally and 3 reflections).  This is the case around the flag.  You have water in the spawn room, water around the flag, and water on the lower level.  You could adjust the spawn room water height to match the flag water height and add some geometry and/or use some hint brushes to block off the lower water area to help a lot.  Even without the water, though, there's a lot of map geometry visible standing on the flag area looking out.  That's an area where there will be a lot of combat, so it would be good to keep that as optimal as possible.

The middle flag might limit the paths people take and strategies people use.  Not sure if that's good or bad.  People will always have to take that route to prevent the enemy from just grabbing and capping that repeatedly.
7  Development / Beta / In-Progress Maps / Re: New map: Orion (contest entry) (beta 2) on: August 14, 2018, 11:10:08 PM
My main concern about the design now is that it it looks like it's almost designed to amplify the skill gap in players.  With as few people as we have playing now, I think it's important to have designs that allow players with a variety of skills to have fun together.

The most obvious and easiest path to end up in is the slowest.  There's a large section with water, then you drop down and have to jump up a bunch of ledges or climb up a ladder.  Then you have to either go all the way around the flag platform or ramp jump off of two small, specific locations.  This is very easy to defend against, since attackers will be making a lot of noise in the water and have very limited approaches to the flag.

The other path, meanwhile, has ice, so a skilled player will be able to zip in at difficult-to-hit speeds and zip out and cap likely before a new player can even reach the enemy flag.

I think the trick is to have the most straightforward path also be the fastest (walking) path so it's accessible to new players but provide alternative routes with trick jumps that make the map more interesting at the competitive level.

- Align the flag platform with the ground (or ground with the flag platform) so that it's easy to approach the flag from any angle and not as easy to defend.
- Move the water path up and the ice path down so the water path is higher (or equal to) the ice path.
- Remove the ice from the main path and instead add it as a shortcut between paths (where the waterfall is) so you can quickly alternate between attack angles but not just quickly launch yourself to the flag/cap.
- Imagine playing this game for the first time and try to cater some elements of the map to that.

I put it up on the EV1 beta server, if you want to try to playtest it.
8  Development / Mapping / BSP Video Tutorials on: August 13, 2018, 01:48:07 AM
BSP Tutorial 001: Downloading, Installing, and Creating Your First Paintball 2 Map: https://youtu.be/ksw31sY4GRI
9  Paintball 2: The Game / Paintball 2 Discussion / Re: The best player so far on: August 06, 2018, 09:28:46 AM
I don't think anything positive is going to come out of bickering about who is the best player.  Locking this thread.
10  Paintball 2: The Game / Paintball 2 Discussion / Re: 20-Year Anniversary on: August 04, 2018, 10:17:24 AM
Starting in less than an hour!  If you want to get in on the tournament, jump on the #team_making channel on the discord server (https://discord.gg/nExEMuM) and say you want to participate!

JMR and I are going to shoutcast this.  I'll be streaming here: http://twitch.tv/jitspoe/
11  Development / Mapping / Re: 20 Year Anniversary Mapping Competition on: August 03, 2018, 10:30:05 PM
Ok, extending this until the end of the month!  Get your entries in by September!  I'll try to do a BSP tutorial to help out any new mappers that might wish to participate.
12  Paintball 2: The Game / Paintball 2 Discussion / Re: 20-Year Anniversary on: August 03, 2018, 02:52:06 PM
Tomorrow is the day!  To start off with, we'll do a 3v3 tournament starting at 12:00PM (Noon) Eastern time, 4:00PM GMT.  Teams can be clans, premade groups, or, if you're solo, we'll try to randomly group you.

If you want to participate, get on Discord here https://discord.gg/nExEMuM and post your team name and members to the.  If you don't have a team, just post your player name and that you're looking for a team.

If you have a preference for maps to be played, let me know here or on the discord channel.  Hope to see you there!
13  Fairness Enforcement / Cheater Reports and Bans / Re: Cheat/Mod detected: FaKed/Limited on: August 02, 2018, 03:48:11 PM
Detected again.

Names used:

IP's: = ltea-047-065-235-007.pools.arcor-ip.net = ltea-047-065-134-200.pools.arcor-ip.net = ltea-047-065-228-135.pools.arcor-ip.net = ltea-047-065-169-076.pools.arcor-ip.net = ltea-047-065-177-018.pools.arcor-ip.net

DPLogin ID: 220028
14  Development / Mapping / Re: 20 Year Anniversary Mapping Competition on: August 01, 2018, 03:20:42 PM
It sounds like a lot of people were busy and unable to finish in time.  Perhaps we should extend this another month to get more entries?
15  Development / Beta / In-Progress Maps / Re: Newmap: Rushed on: August 01, 2018, 03:10:17 PM
Layout seems fun.  One thing you might try to do is see if you can add some visibility blockers so you can't see all the way from one side to the other, as that will cause performance issues.  Also, you should try using _sun_surface instead of _sun_ambient.  It takes longer to compile but looks a lot better.
16  Fairness Enforcement / Cheater Reports and Bans / Re: Multiple Accounts, Cheat/Mod, Malicious Files: Lumixan on: July 29, 2018, 01:02:14 PM
Detected again:

Names used:

IP's: = x4dbe3c75.dyn.telefonica.de = x4dbee3b0.dyn.telefonica.de = x4e31be09.dyn.telefonica.de = x4e31b956.dyn.telefonica.de = x4dbe269b.dyn.telefonica.de = x4dbe6db8.dyn.telefonica.de = x4dbd9191.dyn.telefonica.de = x4dbd39cb.dyn.telefonica.de = x590f7f64.dyn.telefonica.de = x5ce39633.dyn.telefonica.de = x4dbd08c3.dyn.telefonica.de

DPLogin ID: 211282
17  Fairness Enforcement / Cheater Reports and Bans / Re: Multiple Accounts, Aimbot: Snox on: July 29, 2018, 12:46:57 PM
Detected cheating again:

Names used:

IP: = ip5f5af9e2.dynamic.kabel-deutschland.de

DPLogin ID: 85605
18  Paintball 2: The Game / Paintball 2 Discussion / Re: Popular play times? on: July 27, 2018, 01:40:53 PM
Hopefully we'll have a bunch of people playing on July 31st and August 4th, since that's when we're celebrating the 20th anniversary.  Be sure to swing by on those days if you can!
19  Development / Beta / In-Progress Maps / Re: New Map: projektkunda_1 on: July 23, 2018, 12:45:26 PM
I removed the map because swastikas are not appropriate here.  If you're serious about making maps, cut the childish behavior, then you might want to grab the newest version of BSP that was just released.  Also, you'll need to add lighting to the map.  Since this map is outdoors, you can use some of the sun lighting parameters to light the outdoor area, but you will need to add lights to the underground area.  The easiest way to do that is to add brushes that have a light emitting texture on them.
20  Development / Beta / In-Progress Maps / Re: New map: Orion (contest entry) (beta 1) on: July 23, 2018, 12:25:05 PM
Just some quick first impressions:

The map feels like 2x's larger than it needs to be.  The area where the autocockers are as you exit the base feels like it should be about the center of the map.  Maybe it's just a matter of clarity.  After running around a bit more, I think the most straightforward path is also the longest because there's so much snaking when going out the autococker path.  It's good that you have the arrows pointing in the base directions, but I think it would be nice if you could make the paths more intuitive so those wouldn't even be necessary (not saying you should remove them, but the orientation of the paths should be straightforward enough that you can just immediately tell which way is toward the enemy base.  For example, maybe center the the small dry tunnels and have them face each other (and cut an opening through the mountain so there's direct line of sight).

I know you like the way the water looks, but honestly I feel it inhibits the gameplay (as well as hurting the framerate).  If you want to keep the water, you might try making it transparent instead of solid.  If it's solid, 2 passes need to be made for the water: one for the texture (which is broken up into a bunch of polygons to make the waves), and 1 for the reflection.  If you enable gl_showtris you can see the base area is split up a lot more than it needs to be because of the flame lights.  Make sure you have those set to +detail.  Not sure if that stops the BSP splitting.  You could also try adding a hint box around the light to hopefully split it in a smarter manner, but that's not always guaranteed.

As MyeRs suggested, it would be good to move the flag out of the corner and make it more difficult to defend.

Good work, though.  Thanks for participating!
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