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The Maze - Scripted coop map

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Tiank

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Post 13 Jun 2014, 13:16

Re: The Maze - Scripted coop map

After I took a quick look at it, it seems, that andreus have already changed The Maze for next release, so it won't work like it should on r5503. You can try it on new nightly, should work fine. It would be also great if you test it on new nightly, to give feedback if everything works as it's supposed to :).

That text box works fine on new nightly, now it can be showed/hidden without using dynamic scripts like it was before, but with button on screen.

About adding maps to Remake: only thing you need to do, is move the whole map folder to MapsMP. So you did it right. No need to putting anyting from that map folder anywhere.

And usually map folders don't contain "data" folders, I've seen it only in Maze folder, but I'm not sure why it is there, what's the use of it... :).
Without honour, victory is hollow.
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andreus

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Post 13 Jun 2014, 13:51

Re: The Maze - Scripted coop map

@TaBull, you get this error because script uses things (like GroupHungerSet) which are implemented only in nightly builds. Try to play in nightly, as Tiank mentioned.
"data" folder is used for Readme btw ;)

p.s. there can be some problems with AI, because AI settings were changed in last nightly release... if you find any problems please let me know ;)
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andreus

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Post 22 Jun 2014, 19:37

Re: The Maze - Scripted coop map

Development will never end...
Next update:

+Fixed some bugs
+Simplified some scripts
+Added sounds! Thx Tiank for helping me ;)

Download: http://speedy.sh/Wh2TP/The-Maze-23jun.zip

EDIT: added sound credits and removed duplicate sounds.
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vovets1

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Post 24 Jun 2014, 20:22

Re: The Maze - Scripted coop map

Development will never end...
Final version will be ready in Remake over r9000 :D
Now this map is the best coop in KaM.
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andreus

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Post 27 Jun 2014, 09:39

Re: The Maze - Scripted coop map

Well, final version has been released :) This time FINAL. We tested it multiple times and there are no bugs now.
Download: http://speedy.sh/UUdsK/The-Maze-FINAL-r6427.zip

Some statistic about this map:
- almost year of work (since 10th august 2013 - 321 days)
- 43 different versions of the map
- 6030 lines of script code (212,7 kb)
- 120 text lines
- 2 hours of game fun per game :P
- over 100 test games

Thx for help guys!

Enjoy ;)
And continue to report any issues if you find them :)
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Remake 2012

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Post 27 Jun 2014, 09:54

Re: The Maze - Scripted coop map

Well, final version has been released :) This time FINAL. We tested it multiple times and there are no bugs now.
Download: http://speedy.sh/UUdsK/The-Maze-FINAL-r6427.zip
AMAZING !
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Lewin

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Post 27 Jun 2014, 10:20

Re: The Maze - Scripted coop map

Some of those SFX will sound terrible over the top of the game music, for example CASTLE. I suggest you use PlayWAVFadeMusic instead when the sounds are themselves music (so the music will fade like it does for victory/defeat sounds). Short sounds like OUTPOSTDONE probably don't need fading. Best to test it in-game with the game music playing and see how it sounds.

BTW, you should never call anything "final" ;) But great work on your 6000 line script, I think that's a record :P
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pawel95

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Post 27 Jun 2014, 10:44

Re: The Maze - Scripted coop map

Some of those SFX will sound terrible over the top of the game music, for example CASTLE.
Hahaha I would like to see andreus´ face in this moment when he has read this, just with his statement before:
Well, final version has been released :) This time FINAL
:mrgreen:
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andreus

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Post 27 Jun 2014, 10:59

Re: The Maze - Scripted coop map

Some of those SFX will sound terrible over the top of the game music, for example CASTLE. I suggest you use PlayWAVFadeMusic instead when the sounds are themselves music (so the music will fade like it does for victory/defeat sounds). Short sounds like OUTPOSTDONE probably don't need fading. Best to test it in-game with the game music playing and see how it sounds.

BTW, you should never call anything "final" ;) But great work on your 6000 line script, I think that's a record :P
I played with these sounds but without ingame music. But agree, some sounds can sound terrible on top of ingame music. I'll test this ;)

Agree also about "final". Anyway, I can add or remove something :D
Hahaha I would like to see andreus´ face in this moment when he has read this, just with his statement before:
Well, final version has been released :) This time FINAL :mrgreen:
not final, again :?

:D
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pawel95

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Post 27 Jun 2014, 11:13

Re: The Maze - Scripted coop map

Agree also about "final". Anyway, I can add or remove something :D
Just name the versions before Betaversions and this is version 1.0. You can still bring 1.1.... out ;-)
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Lewin

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Post 27 Jun 2014, 12:30

Re: The Maze - Scripted coop map

Andreus can you also convert your readme to a pdf file so there's a button to open it from in the game? (see this topic)
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andreus

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Post 27 Jun 2014, 13:25

Re: The Maze - Scripted coop map

ok ;)
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Tiank

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Post 27 Jun 2014, 14:59

Re: The Maze - Scripted coop map

Some of those SFX will sound terrible over the top of the game music, for example CASTLE.
Not really :). I was playing with music on and extra music (Castle.wav) didn't sound terrible, it wasn't annoying or something. But maybe I just got used to KaM music or maybe it was because of music volume set on 4 and sounds on 5 ;).

FadeMusic would be useful though, it should sound a lot better then. Needs testing. (Testing... Testing... Testing... Testing... Testing...)

It's not needed for short sounds in my opinion. Troop voices are not interrupting music. Neither do short sounds like eagle cry.
Without honour, victory is hollow.
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dicsoupcan

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Post 27 Jun 2014, 18:12

Re: The Maze - Scripted coop map

the devs agreed about optional parameters to mute ingame sound when playing a sound. that can be used to play short music clips. just renmeber to avoid copyrighted stuff though.
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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Lewin

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Post 28 Jun 2014, 00:41

Re: The Maze - Scripted coop map

the devs agreed about optional parameters to mute ingame sound when playing a sound. that can be used to play short music clips. just renmeber to avoid copyrighted stuff though.
It's already implemented. That's why I told Andreus to use Actions.PlayWAVFadeMusic :P

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