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Map Pack 2.0 Released

Started by GogglesPizanno, August 23, 2007, 07:38:24 PM

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GogglesPizanno

I'm slowly making progress. I got a bunch of new maps added (including everyones beloved Gotham City and X-Mansion)...

A few of them have some missing texture issues -- but they are easy enough to fix, and I need to add the EZScript and Rumble Room markers. Then a new release should be ready.

Since Ive gotten some inquiries, what would people prefer, adding the markers to what I have and releasing it as it stands with a third release at some point in the future, or wait a bit longer and have a more complete release with most available maps done?

stumpy

Sweet.  :thumbup:

Just one opinion, but I'd lean towards a bit longer but more complete.

BentonGrey

Yeah man, the more maps, the more I have to work with, and I'm all for that!

Epimethee

Quote from: stumpy on December 10, 2007, 02:23:20 PM
Sweet.  :thumbup:

Just one opinion, but I'd lean towards a bit longer but more complete.
Idem. :)

yell0w_lantern


Jakew


Lionheart

What Stumpy, et al., said. :)

Your map pack is a real boon to the game. Thanks for all your hard work in putting these together.

laughing paradox

That's great to hear. I'm looking forward to it and I have to join the general consensus: take your time with it until you feel it's complete. It won't be easy to be patient ;) but we're very grateful.

GogglesPizanno

So as of tonight. I finished the initial basic conversions of what will be map pack Beta #2
I'm now beginning the tedious bit of adding EZScript Markers, tracking down missing textures, coming up with unique names etc...
Some of them are gonna have a few quirks here and there. Frankly I wouldn't be surprised if there are some that dont work in-game.
But as of now the following list of maps at least open up and display properly in FFedit.

I Don't have a timetable for release for those who may be tempted to ask.
I work on it a little at a time as I get some spare moments. I'll post more updates as I go...

At this point, its 163 maps clocking in at ~275MB  :blink:

The Prefix Key to the following list:
f1/mp = standard maps from the ff1 campaign/multiplayer
con = maps created for FF1 by Conduit
gg = maps created for FF1 by Gengoro
ds = maps created for FF1 by cmdrkoenig
ht = maps created for FF1 by Humanton

[spoiler]
con_asteroid                con_asteroid_2
con_cemetary                con_cemetary_stormy
con_computer                con_dance_club
con_downtown                con_football
con_hell                    con_hschoolgym
con_island3                 con_mall
con_post_apocalyptic        con_prison
con_pyramid                 con_russian_military_base
con_spaceship               con_spaceship_gladiator_pit
con_stormy downtown         con_volcano_2
con_western                 con_wrestling arena
con_wrestling arena 2       ds_alien_desert
ds_alien_iceworld           ds_alpha_catacombs
ds_ancient                  ds_arctic
ds_arctic_base              ds_asteroid_m
ds_castle_dracula           ds_catacombs
ds_desert                   ds_desert_fortress
ds_dinosaur_valley          ds_drfrankensteins_lab
ds_dungeon                  ds_forest_stream
ds_greenwich_village        ds_key_mordaz
ds_key_mordaz_interior      ds_large_cemetery
ds_large_cemetery_winter    ds_lighthouse
ds_lighthouse_night         ds_mars
ds_mars2                    ds_midway_city
ds_moon                     ds_moon2
ds_polar_mountains          ds_polar_plain
ds_polar_valley             ds_rainforest
ds_the_tardis               ds_the_yukon
ds_tower_of_doom            f101_begin
f102a_tip_off               f102b_tip_off
f103b_thin_ice              f103_thin_ice
f104a_winter_enterprise     f104b_winter_icepatch
f104c_winter_thepier        f105a_nick_bank
f105b_nick_cinema           f105c_nick_cafe
f107_panic                  f108_vanishing
f109_darkness               f110a_shadows_fall
f110b_shadows_fall          f111a_docks
f111b_docks                 f112a_wanted_bank
f112b_wanted_police         f112c_wanted_final
f113a_central               f113b_central
f114_double                 f116a_destroy_base
f116b_destroy_tower         f116c_destroy_tower
f117_destruction            f118_madness
f119_united                 f120_return
f121_forbidden              f122_pandemonium
f123_dawn                   f124a_end
f124b_end                   f124c_end
f124d_end                   gg_alien city
gg_autumn                   gg_autumn_road
gg_base                     gg_batcave
gg_blue_factory             gg_bridge
gg_castle                   gg_castle(night)
gg_castle_2                 gg_construction_site_blue
gg_construction_site_red    gg_cult
gg_danger_room              gg_danger_room_2
gg_dark_storm               gg_desert_road
gg_dojo                     gg_egypt
gg_falls                    gg_forest
gg_forest_2                 gg_gold
gg_gotham city              gg_gotham city winter
gg_hell_2                   gg_inside_warehouse
gg_inside_warehouse_2       gg_island
gg_island_2                 gg_jungle
gg_museum                   gg_ocean_front
gg_ocean_front_2            gg_office_space
gg_palace                   gg_parking_lot
gg_parking_lot_night        gg_pink_marble
gg_restaurant               gg_serengeti
gg_sewer_system             gg_sky
gg_snowy_forest             gg_snowy_forest_2
gg_storm                    gg_stormy_town
gg_suburbs                  gg_theater
gg_town                     gg_Transformers
gg_underwater               gg_volcanic
gg_x-mansion                ht_danger_cave
ht_danger_fantasy           ht_danger_industry
ht_danger_midtown           ht_danger_neighborhood
ht_danger_prison            mp_01_city_small
mp_02_city_medium           mp_03_city_large
mp_04_robot_factory         mp_05_desert
mp_08_aircraft_carrier      mp_09_frozen_boathouse
mp_10_city_park           
[/spoiler]

laughing paradox

I was expecting maybe ten or so new maps...what you are doing is so above and beyond anything I would have imagined. My jaw dropped just reading that expansive list.

You have maps I have never even seen before and others that I haven't seen in forever, like the Bridge map. (I hope that one works out fine!)

Seriously, thanks for all your work. You friggin' rock!

BentonGrey

Goggles.....man, you will solve a good deal of my map problems when you finish that ridiculously large list. :D

Lionheart


yell0w_lantern

 :blink: Holy moley!

So is this an addition to map pack 1 then?

GogglesPizanno

QuoteSo is this an addition to map pack 1 then?
It really is just a "update" of the first one with a bunch of new maps (in addition to those that were already in the first one).

Though I suppose I could do a download with just the new stuff for those that already have the first one to cut down on size for those with slower connections. People who are merging this with their own mods will still have to worry about merging the objects and character DAT files as there are more changes to those since the first release. But thats about it. The rest is just "content"

DEATH

Sweet Christmas!  That is unbelievable!  That pretty much solves every map issue I've ever had while attempting to mod since the dawn of EZScript!  Good gravy...it might actually mean I'll finally release a mod or two!  I can only think back on all the time I spent pouring over all those  :ff:  maps, drooling, wishing I had them in  :ffvstr:.
Thank you for the no doubt MASSIVE amounts of hard work thus far.

DEATH

USAgent

Thanks for all the hard work and time you putting into this Goggles, This will me most appreciated by all FFv3R fans!!

catwhowalksbyhimself

This could actually make my random campaign generator doable.  Hmm. . .

GogglesPizanno

Quotemy random campaign generator doable.

Funny you should mention such a thing.... :rolleyes:

HumanTon

That's an amazing list Goggles--keep up the good work!

GogglesPizanno

Just a quick update before I take a break for the holidays...

I am officially 50% done adding markers and fixing missing textures.
Only 2 of the maps so far have issues that will need to be revisited in more detail.. so all in all its moving pretty quickly.

Also for those who missed it, the map pack update will also include the 5 newly released FFCP group maps released by USAgent...

End of Update....
We may now return to admiring the new Hero Force V2.0 site (so pretty and shiny)

GogglesPizanno

Latest Update:

All the maps have been set up in FFedit.
I have started going through each one in-game, and lets just say this time, BETA is living up to it's name.
Ive just started going through each one starting up a quick rumble room session, and seeing what happens.
- Some work great
- Some have the occasional missing object or texture.
- A few have really bizarre behavior in terms of path finding (I believe due more to tricks used to make the maps)
- A couple have crashed the game.

Im trying to compile a list of issues as I go and fix the small things as I find them and document the big ones to go back afterwards and look at.

Initially I was gonna wait till it was mostly playable before releasing it.
However given the number of maps etc, I'm gonna offer it up to those who have the time and/or desire to help Test it out.
If anyone is interested, PM me and I'll send a link. Then as you play various maps and run into issues, just let me know which map it is and as specific the issue that you can.

Bear in mind that this is definitely a BETA and there ARE issues.

GogglesPizanno

This will probably be the last of my updated "bumps" before i just release the thing.
Ive loaded every map up in a rumble room session and tried each one briefly.
I have my nice spreadsheet with things to fix.
Some are doable some are not.

A big Thanks to Humanton for his testing and alerting of issues that would have slipped by me.

Of all the maps, only 5 of them crash the game. I'll play with them a bit, but I may just release it without them. All things being equal, thats not bad.

That said, the conversion while "mostly" successful, does have its issues, and unfortunately some of them I just dont see a fix for. They appear to just be quirks with the new game engine not liking some of the map making hacks the creative folks did with maps from the first game. So for the record here are some of the major issues you will find:

1. Pathfinding - there are a handful of maps (the bridge especially saddens me) that use pier pieces and building pieces to construct makeshift walkways. The path finding of the new game is not real happy with it. So while it works, you have to do a lot of baby steps to get characters to follow the path you want and get them them from point A to B.

2. Makeshift walls - There are instances where objects used to create artifical walls on a map either Stop a character dead in their tracks when they shouldn't or allow a character to just pretend a wall isn't there and just run through. Bounding box fixes tend to work as a toggle in that it will make solid pieces blank, or blank pieces totally solid. I have a few other ideas, but Im opting for "empty walls" with playability over "solid" walls and limitations.

3. Terrains - There are two terrains that are causing issues. One is similar to a path finding issue in that characters that try to walk at a certain intersection have to walk around some invisible area on the terrain. Only happens on one map at 2 specific spots. Definitely not a deal breaker, just mildly annoying. The other is part of the floor in the robot factory, secretly really wants to be a trap door and let characters fall through.... I'm looking into that one.

Other than that, just a few little burps and hiccups.
You know your playing a converted map cause they all seem a little sketchy, but for the most part are playable.



BentonGrey

Thanks for all your hard work on these Goggles!  I wouldn't sweat a few maps out of all of the different ones you've painstakingly converted for us.  I'm really looking forward to this release!

Epimethee

Quote from: GogglesPizanno on January 15, 2008, 07:12:53 PMThe other is part of the floor in the robot factory, secretly really wants to be a trap door and let characters fall through...
Uninformed poke in the dark suggestion: if fixing at the source doesn't work, a potential hack might be to add a flat building-class object  whose top would be just below floor level.

Boalt92

QuoteQuote from: GogglesPizanno on January 15, 2008, 07:12:53 PM
The other is part of the floor in the robot factory, secretly really wants to be a trap door and let characters fall through...
Uninformed poke in the dark suggestion: if fixing at the source doesn't work, a potential hack might be to add a flat building-class object  whose top would be just below floor level.

Is this the robot factory mp map?  Joemama's Patriot World seemed to solved this problem, but I haven't played the map in a while, so I can't remember how well it worked.  He copied a "floor" node from one of the rooms on the map and moved/resized it until it fit over the pit and the old floor.

Again, I can't recall if it worked or not, and I don't have the pack loaded.  Maybe somebody else has used it and can tell you if it worked.

B92

GogglesPizanno

That should work actually...
I've done similar things on other maps.

GogglesPizanno

OK, so after staring at these things for way too long, I'm releasing the 2.0 version of the mappack into the wild.
It contains ~160 maps that SHOULD be working correctly (mostly).

There will invariably be some issues on certain maps still (There is still one fence object that no matter how much I play with the bounding boxes, characters still run through it) but I don't think any of them are show stoppers for a map.

Items of note:
- The dark street corner texture issue is "sorta" fixed. Its not perfect, but it looks much better.
- There were 5 maps that crash the game for various reasons. If I had the energy I could try and track down what objects were the culprit, but Im currently too tired to look them anymore  :wacko: -- They are in the mission folder in a directory called "!Crash Game" if anyone feels like looking at them, have fun.
- Some of the path finding issues I was able to fix (most notably on the castle and bridge maps)


Thats about all.
Thanks to everyone who tested and sent feedback.

You can download it here:
http://gpwarehouse.freedomforceforever.com/ffx_mappack2.rar



Epimethee

Huge work, GP. A big thank you!

GogglesPizanno

Thanks to Humanton (again) for finding a holdover from some bug testing.
After getting the mappack, you should also download the fixed "midtown madness map" -- I will update the full pack this weekend, but for now...get it here:
http://gpwarehouse.freedomforceforever.com/ht_danger_midtown.zip

Extract it into your "/ffx_mappack/missions" folder and allow it to overwrite existing stuff

USAgent

Thank you so much for this major release for us that are still playing FFV3R, and thanks for all the time and work you put into this huge map pack as well, you just added a huge amount of replay for us!!

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