Archive for the ‘Sorry for Slacking!’ Category

Oh boy, the longer I stay without posting the harder it gets to start typing one of these down… Is an ugly mix of shame and inhuman laziness.

It all started when I decided to take 1 month off after mapping non-stop for so long (mostly KF-Insurrection for Killing Floor 2, but also Mako V6 for CS:S), but then I spent over 3 months playing Path of Exile, and at some point we got the results from the KF2 contest and we were kinda disappointed as we expected a bigger reward for all the effort and time we put into it. This didn’t do any good for what I call “my mapping mood“. I guess what we got was about right since we didn’t play-test it enough and ran out of time to fix all the problems the map had (even if many were due to the game itself not being prepared yet for the mod we were mapping for), but it sure hit us hard.

For those curious, we were honestly expecting 1st or 2nd place in the modality we were presenting for and at the very least a 3.000$ price. In the end we only got 1.500$, which even if its still something (and may look like a lot for a map for many of you, seeing how sometimes I get offered 50$-100$ to do a map that may take me several months) it was a little underwhelming. We had to split that between the two of us and you have to take in mind that we had been working more than full time for about a month, so in the end it was less than minimum wage (here in Spain). At least we were doing what we like (mapping) and we got to see each other for a month and play some Dota mano-a-mano πŸ˜›

So now I’m “back” (I guess, I honestly try) and I hope I get back to finishing Mako V6 at the very least… (Junon is so out of the picture right now).
For all those curious (some of you guys even asked me) I did absolutely nothing related to Mako V6 since I released the open beta you all played… Not a single brush.
All I did was write down some things that needed fixing in the first week after release (including some that most of you aren’t aware of because your awesome server handlers and admins did scripts and used plugins to fix them so the current version was, at the very least, playable).

Anyway… I have been pretty much away from ZE for 5 months (Really? Already? Again? Time flies!) so if you guys have discovered new bugs, exploits or have suggestions for Mako V6 that I may not be aware off, please let me know (on the off chance someone still visits the blog, XD).
Also interested in your honest opinion about the map. When I was doing it I was very aware that it was so different to V5.3 that many people would prefer the old version or consider them both two different maps altogether, but I want to know if you guys think it was worth the effort and what things may need to change to improve/fix it.
Have you been playing it lately? Or since its unfinished you pretty much rolled back to V5.3 after the novelty fell off? What has been going on? Let me know! πŸ˜›

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On another front, after some Last Man Standing events took place in some servers, many people and some mappers have been trying to contact Hannibal to ask for the latest .vmf of the map so they can attempt to fix it to make it fully playable and enjoyable.
Hannibal is completely okay with it and hopes you the best while trying to fix his mess, so here is the file you guys have been asking for:

ZE LAST MAN STANDING B0_001 (vmf)
(Ignore the fact that the file is named b0_0001, I don’t understand the train of thought behind Hannibal‘s decisions, but its the vmf used for V3_1)

Everyone is free to download and check it to learn how to do certain things (but I would suggest trying to keep the blatant copy-pasting to a minimum) or to have fun with Hannibal‘s ways of mapping, but if you guys are honestly thinking about doing a fixed version of the map I would ask you to please write a comment on this post, not only to know who you are (mostly out of curiosity, but I may also be able to help a little) but also so you guys can contact (or at least know about) each other and not waste resources. As far as I know there are at least 2 different parties (maybe more) wanting to work on the map and it would be really stupid if we ended with several mediocre fixes when you guys could work together for a way better result you all can be proud of.

Good luck!

Oh boy… So long without posting that I barely remember how it goes…

First of all I wanted to say sorry to all four of you that still visit the blog for not posting in such a long time. Sorry πŸ˜›

So there were many reasons… But the big main one that prevented me from releasing Mako V6 in December 2015 was mostly my computer issues. My hard drive started to fail and it was getting worse and worse (making working on the map almost impossible) until it pretty much stopped working. But it was the holidays, along with family visits and what not, so it took me a while to get it repaired, and when I finally did, Hannibal of all people asked for my assistance with a Killing Floor 2 project, so I went to visit him IRL (for the first time, and believe it or not he is even uglier in person) and we worked together on his KF2 map for around a month… (Will let you know when it gets released, should be later this month too if nothing changes).

Now I’m back at home, with a working computer and tired of failing and teasing you guys and not releasing Mako. You have been waiting for so long, and sure there were some issues here and there, and somethings took longer than expected, but I also slacked a lot…

So that’s it! I’m feed up! I’m drawing a line! I’m releasing Mako V6 later this month in whatever status it is! (Luckily its a leap year).
The map is already fully playable anyway (is mostly that I didn’t get to make new animations for Bahamut and the other boss yet) and should be relatively bug free (maybe a little too hard because I’m buffing zombie speed, but playing on a server will tell us about that).
I was planning on releasing a V6.1 and V6.2 later on for fixes anyway, so I guess it will be okay if the first released version is not as final and polished as I wanted it to be. The thing is I made you guys wait long enough and maybe releasing it will make me get more serious about finishing the little details while I fix whatever problems you encounter on the live servers.

Also a friendly reminder: there is no new difficulty (seriously), so don’t wait for one. The current ones should be sightly harder because of zombie speed buffs and fixes and the fact that you get one materia less per difficulty, but don’t wait for a Ex3 or anything like that. I may add something later on (no promises, just saying) but for the first V6 I just wanted to keep things as close as possible to what they are on V5.3.

Sorry once more for not posting more often. But I have been mapping! Promise!

So, recently I have noticed (and I’m sure many of you as well) and increasing number of people yelling others to “shoot the shoulders” when facing Bahamut on Mako Reactor for CS:S… And you know what? The have a point. This wave of shoulder-shooters pretty much started after I shared with some Steam contacts a couple of screenshots showcasing what was a new discovery to me: Bahamut‘s physical body (the one taking the hits) is very different from the visual one… I was working on Mako Reactor V6 when I decided I wanted to improve Bahamut‘s animations, and as soon as I started working with the model I noticed this weird physics build:

The visuals are in blue, the physics in red. As you can see, most of the body can't even be hit.

The visuals are in blue, the physics in red.
As you can see, most of the body can’t even be hit.

Notice how the “shoulders” is not really the most accurate description of where you should shoot, as your real target should be the biggest hitboxes that are located sightly outwards from the shoulders, in front of the small wings. Those hitboxes, before the physics got broken on him, used to belong to the bigger wings.

After seeing the weird physics, what happened became obvious to me: when working with the model for the first time, so long time ago, a less experienced Hannibal scaled the model up on 3D Studio Max (instead of using a “$scale” line on the .qc file) and forgot to scale the physical mesh when he did so. Still attached to the same bones they always were, the smaller (relatively) physic parts had to spread out and lots of “holes” appeared, making most of the bullets just fly through the model. This has been the case since the very first version of Mako Reactor.

This however explains a couple things that I couldn’t figure out why happened the way they did:

– The DPS Metter not working properly, not even in single-player.
– The so called “Missing Bullets” as the number of players increases, which I always assumed was a limit on how many bullets the engine can count per second.
– Why it was initially so hard to balance Bahamut‘s HP (it seemed too easy to kill one round and the next they couldn’t kill it with everyone shooting?).
– Why every time I was asked about Bahamut‘s HP values by others mappers doing bosses they reported that was way too low (as Bahamut‘s 150 hits per player is more like 450 when you take into account the shoot-able area).

So far I fixed this issue for Mako V6 by just using a big box on top of him (like the Red Combine Dropship already does), which is better for both FPS and Lag, but now you won’t see bullet sparks on impact. Maybe I may look into giving him a proper physical body AFTER the V6 release, but won’t bother with it before.

And talking about V6 release… I still don’t know when it will be done, but we tested V6_B04 the other day and was looking really good and not to have too many things broken or left to do. I’m even thinking about releasing the first version before finishing the new animations for Bahamut and include them later in the V6.1, a version I’m sure will be needed as something always escapes the tests.

That said… I’m not working much on Mako this week as Enviolinador convinced me to do a map with him for Gamebanana‘s Halloween Contest. Apparently, just like the time I did the same with Luffaren (resulting on MG Serpentis Temple) we are pretty much rushing most of the map this last week, so it won’t be as complete/polished as we would like, but at least it will be playable and its release can’t be delayed. This time is a ZE map and will be released only for CS:GO at first. If we continue polishing and building on top of it afterwards (like happened with Serpentis) and the map becomes really good, I will look into porting it into Source (which I still prefer myself).

So that is pretty much it. Sorry for the lack of news, but Mako is looking good (honest!), and its definitely happening sometime soon (will release, 100% guaranteed).

By the way, you can check Bahamut‘s physics yourself in-game with the command “vcollide_wireframe 1“, however it requires “sv_cheats 1” so you won’t be able to use it while playing on a normal ZE server along other people. Also, this issue is only exclusive to the CS:S versions as the CS:GO one uses different entities on top of the model to read the bullet hits.

Ey there everyone, it’s a me, Kaemon. I’m still alive, I came back and I’m really sorry for the long hiatus.

When I first announced the date I wanted to release Mako V6 I really meant it and I thought it would be done by then, but I overestimated how much work was still left and how fast I work myself… The problem is that then I took a “break” and I haven’t worked on it for 2 months, going back to mapping as of today.

If you want to know exactly what happened… Well, many small things piled up on top of my usual slackness. My sister (which I don’t see most years) visited, I was working on a quite physically tiring job (and temperatures of 30-40ΒΊ didn’t help), most friends get holidays around these dates (and it’s summer!) so I got some IRL socializing going on, Path of Exile released Act IV (and the fact that my Hardcore Templar refused to die didn’t help to stop playing) and I also experienced that complete lack of interest in CS:S/ZE we all suffer from time to time.
But now I’m done with those things and I’m back to working on Mako V6.

I’m really sorry for having you all waiting this long and I don’t really know how to apologize about it. I just hope you guys like the final product.
Just afraid to inform you that, as mentioned earlier and unlike what some may have thought, I wasn’t working on the map while I was gone. But I’m getting right back into it right now!

Not sure right now when it will be done, but will try to make it relatively fast. We already did a close beta test before I left and worked quite well. Planning on doing a new one after fixing/adding a couple of things this week. Still a close-test as I would prefer that when the map gets exposed to most people is on a more polished and finished status.

See you soon and, again, sorry for the long wait!