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    MassiveChaos

    @MassiveChaos

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    Posts made by MassiveChaos

    • RE: Beta - CMW Patch 37

      Great fixes TB guys, I just couln’t resolve 2 of these i knew about

      that flag getting stuck in the ground - so it sthe collision setting!!!
      and every attempt I had of using a cubemap for the sea just crashed the editor :-(

      I did do a pass on reducing instrauctions on materials, but ran out of time - so thanks for the effort to who ever had to go through all of those and complete that!!!

      posted in Official News
      MassiveChaos
      MassiveChaos
    • RE: Play animation on bots

      It is very trcky…and despite days of trying i never got this to work well.

      Finally i resorted to a trick when the bot reached a point replaced it with skeletal mesh of the same and used matinee to play anims on that…. which is not in itself very easy. If you want to know how to do that let me know … i would have to dig it out of.the archive (origionally the trebuchets in irilla were loaded by teams of bots)

      posted in General Ideas & SDK chat
      MassiveChaos
      MassiveChaos
    • RE: How do I make a bot feint and attack?

      Look at the kismet in my grail ffa old style duel map…. or the bit kismet in irilla… bith of the have bit feint commands

      posted in General Ideas & SDK chat
      MassiveChaos
      MassiveChaos
    • RE: Little question that may or may not concern bots

      U can make bots better… try the ones on grail castle old duel map :)

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      MassiveChaos
      MassiveChaos
    • RE: Updated: Join us in testing custom maps that will be future C:MW official maps.

      Maybe my last chance to do fixes for a while so any feedback for testing irilla most welcome.

      Already got the missing towwet :) ooops

      posted in Official News
      MassiveChaos
      MassiveChaos
    • RE: [WIP] Fortification Contest - Irilla

      See how it plays.with what the sound cues that i added… does that work ??? If not shall explore further…

      posted in Chivalry Mods
      MassiveChaos
      MassiveChaos
    • RE: [WIP] Fortification Contest - Irilla

      Several update over the last few days….

      More collision optimisation (another half a day on this, should be getting good fps improvements)
      Dungeon remade for better game play and less cluttered environment
      SPectator stands added to final malric platform, together with additional attackers roof access, for better tactical environment.
      Market stall changes - you now only have to destroy 9 of the 11 stalls (previous change reduced 13 stalls to 11)
      added tourch sounds
      minor cosmetic adjustments all overload
      collision and path smoothing
      fixed block door on final cathedral level
      collision optimisation
      final agatha spawn grass area refined
      Optimisation - area mesh controls improved

      posted in Chivalry Mods
      MassiveChaos
      MassiveChaos
    • RE: [WIP] Fortification Contest - Irilla

      new upload going up now…

      Some more remodelling and glitch fixes to the final 2 objectives. Alternative flag capture root as new access to flag… Balcony in hall is now a minstrel gallery, wider and easier to fight on. Door at end of hall is a lot wider, with easier access to the roof.

      plus these…

      DONE - treb rock explosions not happening = test
      DONE : Voting Concept is great, execution needs work. Some more indication of who has voted, ways to confirm. : display of vote stats plus bots now vote - cos it was annoying me

      DONE - Siege Tower run is lengthy. : about 1000 units knocked of run distance and forward spawn at fishing hut activates sooner. but guys, the run length was about standard for official maps - are you SURE you want it shorter!??!?!
      DONE : Unclear when Siege Tower was being contested. : to test - sound cue when tower stops now, contested sound added.
      DONE : elwebbaro: "marketplace needs less burnables to complete, like 70% of all stalls or something

      and any more insights on the following comments from the competition feedback ?

      TB Question : “Could do with forwards spawn intervals”. : Not sure what this means, maybe remedied by lengthy run fix
      TB Question : “Unclear where to stand when pushing” : Seriously guys, which pushable does make it clear, how is what we have done here not the same as every other pushable in the game, am i missing something??? More detail please?

      posted in Chivalry Mods
      MassiveChaos
      MassiveChaos
    • RE: [WIP] Fortification Contest - Irilla

      Another little update uploaded… added another minor side path to malric platform to open up any agathiam defensive position a bit… also given masons an overshoot positiom on that area… This should help reduce the “all defend malric” strategy… though when i played this hasnt been that effective … amyway whole effect should be last objective is less defensible

      posted in Chivalry Mods
      MassiveChaos
      MassiveChaos
    • RE: [WIP] Fortification Contest - Irilla

      Change notes for the recent upload

      • DONE - increase agatha min spawn times…

      • DONE - siege tower needs the forward spawn earlier - Now 5 seconds of travel earlier.

      • DONE -The final objective is very defensible, they(The defenders) nearly lasted the whole 25 minutes Less defensible.

      • DONE -There is one walkway you can defend that gives a view of all the attacker options. re- routed

      • DONE -Dock Spawn Invisible Wall. Need something more convincing to block people from dropping off here - DONE

      • DONE -Need more warning on forced forward spawns. - DONE - If I get what this meant!!!

      • DONE -Siege Tower run is lengthy. - DONE - switched to fishing hut spawn sooner now

      • DONE - -The final objective time was way too long. The first objectives took a moderate amount of time to complete each of them, we were still left with ~25 minutes.
        Made some initial stages a bit harder… Whole was 35 mins so you must have motored those 1st ones, reduced to 34 mins and rebalanced stage bonuses

      Objective 2:

      • NEED DETAIL - Unclear path options by the docks. - what does this mean please, need more detail. You run forwards, you get to docks…
      • NO CHANGE - Very long run to the shipments - shorter than most maps though, so I’m not Channing that…
      • MAYBE! - Need Better indication on what is/how many burnables. - tried to fix scoreboard again, if only 2 left then they start to glow
      • DONE - Wagons are easily mistaken for burnables(There are a bunch, and it is cloth next to cloth) - replaced cloth wagopns
      • DONE - There are a couple of estranged markets stalls that need to be burned. - 2 market stalls removed
      • MAYBE! - Consider more distinct grouping on the market stalls. - see if better now???
      • DONE - Might be too many burnables, becomes very repetitive. Maybe Destroy the supplies? - 2 market stalls removed

      Objective 3/4:

      • DONE -Capture layout was very unclear. - DONE - Not sure what this was for really, but redo flag Capture, less bottleneck
      • DONE -End objective is confusing. (Far spawn, Rescue Malric with no indication) - DONE - simpler routes, less routes, moved agatha spawn
        Close off the ramp leading to the previous area. - NOT DONE but spawn moved so wrong turn is much harder,need access from previous areas so cant really close off
      • DONE -Castle as a whole was very confusing to move through. Sensory overload on doors and paths. Streamline. - DONE - simpler routes, less routes, moved agatha spawn
      • DONE -Run to the King was long and bottle necky PARTIAL DONE - tried to reduce bottlenecks, run is std length i am sure
      posted in Chivalry Mods
      MassiveChaos
      MassiveChaos