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Messages - DarkSynopsis

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16
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 19, 2016, 09:56:36 PM »
Having a quick look at HQ again it looks like they have "CoverLink" nodes placed around the map, I imagine this is to let Tangos know they would be safe at those locations, not tried setting any up in the past so no idea how they work, might be worth throwing some in your map to see if it feels any different.



As you can see each Red Box is where an enemy might take cover, or at least that is what I assume is going on, HQ seems to have 444 alone!

Looks like they have a fair amount of properties to toy with.



Seems each "slot" represents one of the red boxes in the world so in the case of the one above its one entity with 2 cover points then it goes as far what they would do at those points like Leaning Left, is it standing or crouch cover etc.

Under the Navigation Point section they also seem to have Destination Only ticked.

17
1.2
- Added "Prepare Takedown" button which will edit a single line in
   "steamapps\common\Takedown Red Sabre Early Access\TakedownGame\Config\TakedownEngine.ini"
   "Documents\My Games\UnrealEngine3\TakedownGame\Config\TakedownEngine.ini"
  The line being "bAllowMultiThreadedShaderCompile=True" once set to False the game should no longer crash when running a custom map using custom content.
- Added "Prepare Editor" button which will edit "UseTextureFileCache=TRUE" to False in the "steamapps\common\Takedown Red Sabre Level Editor\Engine\Config\BaseEngine.ini" file
  it will also edit the TDRS PC.xml file found within the editors folder to setup the right profile for cooking maps.

18
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 19, 2016, 01:00:35 AM »
I've no clue on any AI Tweaks within the editor, never messed with it in the past, I think them building up is due to the weapon sounds, I had a similar problem when I was toying with the game Insurgency.

I feel like the Tangos are just more spread out in the default Takedown maps that you don't notice AS much that they have super hearing, could be wrong, might have to go back into the HQ map in the editor and see if I notice anything that could help with the AI.

Maybe sound will get more blocked once the map is more fleshed out with Static Meshes, Doors and such.

19
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 10:08:40 PM »
I think the Recast fixed it, just applied it and saw some Tangos moving around though some still didn't seem to want to purse me and they like bunching up in that middle room :P even before I got in there.



Also placed down the extra PlayerStarts and I'm not seeing any Tangos spawn at them.

20
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 08:00:23 PM »
I'm not sure how the new maps ended up adding images to the game, since it was just an update to the game I imagine the devs added them to the FrontEndMenus, maybe? and the one we have in the Editor is just outdated since the editor never got updated.

Just might not be possible to add our own images even though it would be nice, I'm sure I'll play around with it a bit more though.

As for your map, since I don't have your R06.upk package I can't see any of the Static Meshes, just a ground plane :P I did however look at the Pylon and "Use Recast" isn't ticked, might want to try that and give the Tangos another test.

As for your Tangos spawning on one of the Insertion points I don't see it? so if I spawn at A an enemy will spawn at B? if that is the case I just ran the map 5 times and not once was a Tango at B.

Oh... so the Tango spawning on insertion is only when you have more then 1 PlayerStart setup? I'd need a cooked and uncooked version of that to see the issue and check the entities, not had that problem on my end.

21
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 07:14:58 PM »
Well I at least found out that the _Other MapImg even though is KillHouse is just like the default image, they are found within the FrontEndMenus package, I've not tried to insert an image there and repack that itself since that means every custom map would have to overwrite that file :(

AI Teammates is not a thing in Tango Hunt anyway, I don't know if there is a way for us to get them in.

Hmm, not tried adding more points to _TangoHunt one way maybe is place them in the default map, select the new ones you want to bring over and export them as a .t3d then remove from map, open up _TangoHunt and import that .t3d.

Hell, I think even just Cutting them and Pasting them into the _TangoHunt will keep them in the current place, on that note I've noticed in the maps that come with the game the Insertion A and B PlayerStarts are kept within each game mode so they would go into _TangoHunt and not the Persistant Level, though when I was testing Multiplayer I thought I tried that and it wouldn't let anyone spawn since it said PlayerStarts where missing.

As for the Pylons I feel like the back of my memory it was best to use multiple but with the testing from the last few days I've only been using 1, might be something to look into.

I'll grab the map and toy around and see if I can find anything out :)

22
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 02:11:10 PM »
Having a quick look at the menu images I've found the Killhouse one seems to be "MapSelectImg_Other" yet within our .ini we are using MapImgID="killHouse" and I've no clue how those two are getting connected.

23
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 01:52:07 PM »
Hmm, maybe the AI just sometimes decide to be more defensive and not move, I ran "SHOW PATHS" I believe it was in the console and looked like the pylon was generating fine.

As for enemies spawning on Insertion points, I've no clue, don't believe I've seen it happen before but could have easily missed it, got at least 30 TDTeamPlayerStart? might decide if there is not enough points it will take an insertion.

Have you got 6 points for A and 6 for B? forgot to mention this in the past since was just trying to run a simple test map but you will need 6 per point when it comes to Multiplayer/Mission Mode with AI or everyone would spawn on top of each other :P

Think I've got TATDMM mostly fixed up at this point, do a bit more testing today and then I've just got to work out how I made the installer for it...

As for custom map images I've no clue, not done it before and not sure how we would, unless the game can grab a material from the .umap file.

24
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 05:23:01 AM »
Messing with a new build of TATDMM.



"Prepare Takedown" will edit the required files so loading Custom Meshes/Textures should work.
"Prepare Editor" will edit the required file that allows for cooking along with replacing the profile in UFE with the correct setup.

About the only thing I can't make it do is make Takedown launch with "-SEEKFREEPACKAGEMAP" since its something you need to do via Steam Properties.

Slowly driving me crazy, the build of TATDMM I found had a few issues from version 1.0 which I had fixed, having not worked with the code for awhile its a pain to fix again... will have to sleep on it and with any luck fix it up tomorrow :)

25
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 18, 2016, 02:40:29 AM »
Awesome! had a quick go didn't last long :) didn't notice any of the Tangos Move though, Hmm... My test map was not an amazing test but if I hid behind the Static Mesh they would come get me, didn't seem to do so in your map.

Man... The AI range is crazy! was getting shot from the other side of the map! while I was at spawn! I know people in the Steam forums had messed with the "DefaultAI.ini" maybe can reduce how far they can see.

Glad the Tango Hunt Tutorial worked out :) might take a look at Bomb Disarm next, getting a fully functioning Mission mode seems tough looking at the HQ Kismet for it, I'm not that familiar with Kismet as is, just making it up as I go along.

Nice to see a remake of old school maps, we wanted to work on bringing some SWAT 3 maps to Takedown, I might still have one mostly blocked out but might be too small for Takedown, we shall see... may try finish it up.

I do not work in the Video Game Industry, just too much time on my hands my tinker :P

26
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 17, 2016, 08:37:58 PM »
After countless hours of changing various lines in .ini files to trying some console commands I thought to myself, I haven't tried any command lines that execute when the game starts, messed with a few of those and ended up using "-SEEKFREEPACKAGEMAP"

I GIVE YOU MULTIPLAYER!





1. Right Click Takedown in Steam and hit Properties
2. Click Set Launch Options.
3. Add "-SEEKFREEPACKAGEMAP"


4. Hit OK.
5. Multiplayer should now work on custom maps ;)

I should most likely have tested to make sure default maps still worked... imagine they do and the command line is easy enough to remove anyway.

:'( :'( :'( its beautiful...

I'm sure none of what I'm doing is the correct way but I won't argue if it works :)

27
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 17, 2016, 03:17:13 PM »
Found "AllowDownloads=True" and set it to False which resulted in the following.



I had started to come to the conclusion the way we are cooking the map is wrong, the custom models/textures are being packed into the .umap file it seems where as they should be a in a separate .upk that we also bring over from Editor to Retail which could have been what was leading to the game trying to "redownload" a package the game should already have, we might be repacking the assets from Takedown into our .umap.

I've slowly started to believe that is not the problem though since even with removing any Takedown Material/Model and just leaving in my custom ones it stills give me a failed to download message so its not the original TD Assets conflicting with the ones inside the .umap assuming they are being packed in.

I think we might need a new cooking process? unsure or a hacky way in which we disable the client/server trying to see if files match up, no idea if Unreal Engine 3 has the ability to disable something like that or where to find it.

My files aren't mismatching anyway so don't see why its causing hassle.

Most I can find is an Unreal Engine 4 Console Command "net.IgnorePackageMismatch=1" unfortunately I'm not finding anything similar for UE3/UDK :(

28
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 17, 2016, 02:09:07 PM »
Booted up a second machine, also had to do the whole change "bAllowMultiThreadedShaderCompile" to False so unless you are running a single core I'm baffled why you didn't have to toy with anything.

Onto Multiplayer, the map didn't work, comes up with a failed to download package error which is odd since its trying to get a base game package that I haven't touched, unless I can find an ini tweak that would let it join without trying to download we might be out of luck :(



On the + side as long as the Lobby isn't set to the Custom Map I can join it, so Multiplayer isn't completely broken.

29
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 17, 2016, 04:13:18 AM »
Right, quick tutorial on TATDMM.

1. Head to "steamapps\common\Takedown Red Sabre Early Access\TakedownGame\Config"
2. Create a folder called "TAMissionManager"
3. Create a Text File that is the same as the .umap, in my case "TA_Test.txt"
4. In this file you just want to add the line you added to the DefaultGame.ini when setting up Tango Hunt.
5. "+TangoHunt_MapNames=(MapDisplayName="TA Test",MapFile="TA_Test",MapDescription="KillHouse_desc",MapImgID="killHouse")"


6. Now when you boot up TATDMM you can click "TA_Test" and it will add the line to the DefaultGame.ini.


7. Boot up the game and enjoy.

Program was made so users didn't have to fiddle with editing .ini files all the time, so when you pack up a map you would include the .txt file, at least we was going to make it a standard for any maps we hosted here on the site.

Damn... not sure I even have the code for TATDMM O.o think its my HDD that failed :( hopefully shouldn't need any real improvements at this point, though it does show "TA_Test_TangoHunt" since I never thought about excluding it showing each game mode, would be tough to do anyway if creators don't follow the standard Takedown uses, ah well won't cause an issue.

Now I really should get some sleep, maybe tomorrow I'll boot up a second machine and see how Multiplayer goes, in the past just having a custom map in the folder seemed to break Multiplayer for any level let alone the custom map not working, another reason we never really got anything out.

No one wants to install a custom map, forget they did so and can't play Multiplayer.

30
Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 17, 2016, 03:40:24 AM »
Had to try a Mesh...




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