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    Otreum

    @Otreum

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    Posts made by Otreum

    • RE: [WIP] Fortification Map Contest - On The Edge (Tentative Title)

      Sorry to revive my old thread, but I noticed when trying to play On The Edge now, the battering rams do not work at all.
      They show “Press E to use”, but when you try to use them, nothing happens.

      This makes me scratch my head because they worked when I last uploaded them.

      I decided to open up the maps in the editor, and strangely enough, the battering rams no longer work.

      I then opened up an older version, with the same battering ram script in kismet, and it worked fine.

      I tried a whole bunch of different things to get the battering ram fixed, but after my latest test, I know now that the map itself is actually somehow corrupted….

      I went into a blank test map I had made and set up the most basic battering ram, so that it can be used almost immediately after the round starts, and it worked in the test map.
      I then did the EXACT same thing in OnTheEdgeP1_p and once again, it showed “Press E to use” but nothing happens when pressing E.

      Has anybody run into this issue? I really would like to get the map up and running again without having to do a tonne of work (the last working backup has so much stuff that needs doing and I really don’t have the time as I need to continue working on my game).

      Can any of the devs perhaps shed some light on why this is happening?

      NOTE: The workshop version that is currently up, is the same as the one that doesn’t work in the SDK, and is the same version that worked perfectly fine when I was hosting my own server a while ago while testing Colosseum out.
      So the workshop version worked, and something out of my control has somehow changed and broken the map.

      posted in Chivalry Mods
      Otreum
      Otreum
    • RE: Roman Colosseum

      @loin:

      I am not sure of the maps name, does it keep saying in red map randomising?

      Every 5 minutes the map randomizes. There are 4 themes; Plain (arena with traps), Oasis, Forest, Water/Boats.
      And on the standard plain theme, there are a variety of traps/props that may or may not spawn in.

      I wanted to do a randomized TO mode, but I sunk a crap-load of hours into the map for all of the other game modes, and even then, I didn’t realize all of the traps I wanted to create. The TO mode would have been a massive amount of work to make interesting and fun, and I honestly needed to get to work on my own game project, then was contacted by Torn Banner, so readied the map for them to work on and prepare for the map pack.

      I’d love to see the TO mode, or some more traps, but it’s a fair bit of work, and to be honest, my skills with kismet were pretty rough. I just made do with what little I did know.

      posted in Chivalry Mods
      Otreum
      Otreum
    • RE: Roman Colosseum

      @loin:

      What a horrid map this is tbh. Having come across it in the last few days. I suggest it should be removed from the ffa
      rotation on official 24slots. It gets my thumbs down

      Fair enough. But so far, every server I have played on, people are loving it. It’s also the 3rd most popular map of all time, thanks to 22,000 people who think the map is good.
      Bare in mind, there were changes made to the official version of the map, compared to the workshop version, which unfortunately reflect terribly on the map. Most issues are fixed up again thanks to some quick work from Torn Banner, and help from myself.

      I have noticed some pretty major issues have popped up during some gameplay sessions which weren’t there previously, and I have forwarded the issues onto Torn Banner with some advice and help from myself on how to fix those issues, so hopefully those issues are resolved.

      The map was not intended for any specific audience originally, but it was something I wanted to create because I wanted to create it, and it just turned out to be incredibly popular. But it is certainly not for everyone.

      Perhaps if you add why you don’t like the map, Torn Banner can make improvements to it. Thanks for the criticism.

      posted in Chivalry Mods
      Otreum
      Otreum
    • RE: Chivalry: Medieval Warfare Patch 39 (plus UGC sale)

      Woohoo! Sorry, I read this as being a beta patch for some reason.

      Finally I can enjoy my own map :D

      Well done Torn Banner! :)

      posted in Official News
      Otreum
      Otreum
    • RE: Chivalry: Medieval Warfare Patch 39 Beta

      +1 for Spike ring around outside of Colosseum. It’s not the same around the outside of the map without it.

      I noticed that the spike objects were actually completely deleted. Probably so bots work better on the map, but really, bots don’t care if there are or aren’t spikes, us players do care :P
      I would say “plug this node into that node” and show how to quickly fix it, but it looks as though the spike objects around the outside were just flat out removed :(

      Also, I noticed a really kind of random bug with the pendulum axes when I jumped into the SDK and tested the map. The axes sometimes just do not do any damage at all while swinging and I think it may be because their collisions were added to an object list to disable spring boards. (obviously they are not spring boards lol). So the axes cause a lot of noise and blood spews out of the player, but zero damage is actually done.

      This is where I think the culprit is, but I couldn’t figure out how to replicate the problem.

      posted in Official News
      Otreum
      Otreum
    • RE: Chivalry: Medieval Warfare Patch 39 Beta

      @Retsnom:

      return the spiked ring around Colosseum! it is so naked and boring without having that there. Also the current version doesn’t spawn all the variations of the original map.

      I haven’t played the beta version just yet, but what variations aren’t showing and what game mode?

      CTF won’t spawn the boats theme. I tried to make little platforms (which you can see at the base of the team spawn areas), where flags spawn, but I couldn’t get flags to dynamically change their location. I hope that Torn Banner can make it work, because I think CTF would be nice on the boats theme.

      posted in Official News
      Otreum
      Otreum
    • RE: Chivalry: Medieval Warfare Patch 39 Beta

      WOAH!
      This makes me very happy!. It may not be a patch for the official release yet, but it shows me that you guys listened and have been working at making changes. And thank you for doing so, I should now get to enjoy playing my own map again :P

      For me, that makes me happy. Although I have to wonder, did the cage trap get re-implemented as a console command for admins. There are a few who have asked where it went :P
      Also, great move on changing FFA time from 30 to 10mins, should make a lot of players happy as it won’t be as drawn out, and players still get 2 map randomizations :)

      I like the auto return flag that you guys have added, it should make things better for Shore (see what I did there? :P).

      Good to see that glowy grass removed on hideout too, that was kind of a glaring issue (tsk tsk).

      posted in Official News
      Otreum
      Otreum
    • RE: Chivalry: Medieval Warfare Patch 38 (Chivalry Community Fest)

      So it seems now that Torn Banner are aware of the Colosseum bug fix post. Let us all hope they have 5 minutes to make the changes, and however long it takes to make a hotfix. ;)
      I can’t even enjoy playing because once the rotation comes around to Colosseum, it’s just a bunch of frustration from players, and someone recognizes me, asks me if I know when a fix is coming, then people direct their frustration towards me. Not enjoyable at all then. :(

      posted in Official News
      Otreum
      Otreum
    • RE: Chivalry: Medieval Warfare Patch 38 (Chivalry Community Fest)

      I posted map fixes in my colosseum thread if devs haven’t noticed yet :)

      http://forums.tornbanner.com/showthread.php/21049-Roman-Colosseum/page7

      posted in Official News
      Otreum
      Otreum
    • RE: Roman Colosseum

      **FIXES FOR PROBLEMS:

      **These took me a few hours to find where the problems were and test them, but it should only take 5 mins or less to fix. :)

      1. SPAWN RAMP FIX: (Should also fix the Team Deathmatch problem)
      This one is super simple, super easy, this connection needs to be broken:

      2. TOWER AXE BUG:
      The matinee outputs for completed is connected incorrectly. It should be connected to “in” input on the gate. As seen in the 2nd image.
      This is the current script.

      This is how it was previously (working)

      3. AXE BUG:
      In the matinee for the axe spin, there is a TURN ON, TURN OFF event during the matinee.
      The output for turning the COLLISION ON is going to the Collision node which turns collision OFF, the output for TURN OFF is connecting to the Collision node which turns collision ON. So while swinging, the axe doesn’t hurt anybody, but when it’s stationary, it kills.
      Obviously it should be the other way around.
      The blue and red connections are what it should be.

      OASIS ROCKS:
      Here is just one of the rocks that need to be moved so trees aren’t inside. There are about 3 rocks that need moving…or the trees need moving.

      OASIS TREES IN CTF:
      In CTF mode, on OASIS, there are a cluster of trees blocking the capture platform ramp.

      SPRING TRAP FIX:
      I have a feeling this was my doing, it’s not a major problem, but this should fix it. Add this.

      ENABLE CAGE TRAP CONSOLE COMMAND:
      Enabling this won’t put the nightmare cage into the random spawn cycle, but it will allow administrators the ability to load the cage, I disabled it, but I shouldn’t have disabled the command, I should have only disabled the random cycle.
      Here is where to enable it.

      BOAT MAP BUG FIXES:

      1. This is to fix up the water damage disappearing if the water theme spawns more than once in a match.
      For some reason when the water volume was turned OFF, it was seemingly removing the entire thing from the level, or permanently turning it off. Took me hours today to work out why it was doing this.
      The picture should explain what to do pretty simply.

      2. Players are spawning under water. There are 3 spawn points that I think when you guys did a navigation build, the spawns fell to the arena floor since they snap to the ground during/after navigation mesh rebuild.

      You can see in the image the 3 spawn points that are under water.

      The last thing with the water theme is that when players are underwater, there is a post process volume that previously looked like you were underwater. Now it doesn’t. Can you please change this back so when players fall in water it actually looks like they are underwater.

      Also, there is no water splash when players fall into water, can you please put that splash back in?

      posted in Chivalry Mods
      Otreum
      Otreum