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CCP Eterne
C C P C C P Alliance
1696
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Posted - 2013.05.22 15:09:00 -
[1] - Quote
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This thread is for specific feedback on any Iron Delta map in the Domination game mode. Please post any issues you have with the map in this thread. If addressing a specific section of the map, please include the grid coordinates included in the image above for easier verification. |
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dustyvanilla
Crux Special Tasks Group Gallente Federation
4
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Posted - 2013.06.06 14:38:00 -
[2] - Quote
I fell into a hole on this map. http://imgur.com/a/53wRG
Looks like it was in H10, but there were 2 or 3 more from the looks of it nearby. I ran over one with a tank but it wasn't big enough for the tank to fall in thankfully. |
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CCP Tigris
C C P C C P Alliance
1
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Posted - 2013.06.07 03:30:00 -
[3] - Quote
dustyvanilla wrote:I fell into a hole on this map. http://imgur.com/a/53wRGLooks like it was in H10, but there were 2 or 3 more from the looks of it nearby. I ran over one with a tank but it wasn't big enough for the tank to fall in thankfully.
Thank you for reporting this! I just let our terrain artists know, and they're looking into the problem. Providing screenshots made it very easy for us to locate the area, so thank you very much for that! |
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Centurion mkII
SVER True Blood Unclaimed.
91
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Posted - 2013.06.07 06:00:00 -
[4] - Quote
CCP Tigris wrote:dustyvanilla wrote:I fell into a hole on this map. http://imgur.com/a/53wRGLooks like it was in H10, but there were 2 or 3 more from the looks of it nearby. I ran over one with a tank but it wasn't big enough for the tank to fall in thankfully. Thank you for reporting this! I just let our terrain artists know, and they're looking into the problem. Providing screenshots made it very easy for us to locate the area, so thank you very much for that!
CCP tigris how do holes end up in maps? |
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xp3ll3d dust
The Southern Legion RISE of LEGION
66
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Posted - 2013.06.07 06:47:00 -
[5] - Quote
Centurion mkII wrote:CCP Tigris wrote:dustyvanilla wrote:I fell into a hole on this map. http://imgur.com/a/53wRGLooks like it was in H10, but there were 2 or 3 more from the looks of it nearby. I ran over one with a tank but it wasn't big enough for the tank to fall in thankfully. Thank you for reporting this! I just let our terrain artists know, and they're looking into the problem. Providing screenshots made it very easy for us to locate the area, so thank you very much for that! CCP tigris how do holes end up in maps?
Laser orbital bombardments. |
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crazy space 1
Unkn0wn Killers
1311
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Posted - 2013.06.07 07:24:00 -
[6] - Quote
Centurion mkII wrote:CCP Tigris wrote:dustyvanilla wrote:I fell into a hole on this map. http://imgur.com/a/53wRGLooks like it was in H10, but there were 2 or 3 more from the looks of it nearby. I ran over one with a tank but it wasn't big enough for the tank to fall in thankfully. Thank you for reporting this! I just let our terrain artists know, and they're looking into the problem. Providing screenshots made it very easy for us to locate the area, so thank you very much for that! CCP tigris how do holes end up in maps? I'd like to know too, as a professional unreal3 dev actually.... |
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CCP Android
C C P C C P Alliance
21
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Posted - 2013.06.07 08:41:00 -
[7] - Quote
xp3ll3d dust wrote: Laser orbital bombardments. Actually, its Pods from EVE that don't burn up in the atmosphere 
First off let me say thanks for pointing this out, we confirmed this in our internal builds and it will be fixed and deployed as soon as possible.
I-¦m CCP Android, Senior Technical Artist. I've work with the terrains so I can give a bit of insight.
As for why this happened, the terrain is essentially a height map. Our tools allow us to have multiple height maps layered on top of each other and blend between them using an alpha channel. This allows multiple people to work on the terrain at the same time. IGÇÖm guessing that, by accident, a few stray pixels with some extreme value, (100% white most likely) got introduced into one of the alpha channels between two layers in this area. Maybe due to a bug in our tool or maybe someone just accidentally touched this area when working on something else.
We built our own terrain tech in-house because we have pretty big things planned, If your interested in the tech I suggest watching this great presentation by our Technical Art Director:
EVE Fanfest 2013: DUST 514 Reflecting the Universe |
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crazy space 1
Unkn0wn Killers
1311
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Posted - 2013.06.07 17:41:00 -
[8] - Quote
Ahahaha that makes sense : ) Always fun when your values overlap! Looking forward to the endless landscapes : )
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Centurion mkII
SVER True Blood Unclaimed.
92
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Posted - 2013.06.07 18:04:00 -
[9] - Quote
CCP Android wrote:xp3ll3d dust wrote: Laser orbital bombardments. Actually, its Pods from EVE that don't burn up in the atmosphere  First off let me say thanks for pointing this out, we confirmed this in our internal builds and it will be fixed and deployed as soon as possible. I-¦m CCP Android, Senior Technical Artist. I've work with the terrains so I can give a bit of insight. As for why this happened, the terrain is essentially a height map. Our tools allow us to have multiple height maps layered on top of each other and blend between them using an alpha channel. This allows multiple people to work on the terrain at the same time. IGÇÖm guessing that, by accident, a few stray pixels with some extreme value, (100% white most likely) got introduced into one of the alpha channels between two layers in this area. Maybe due to a bug in our tool or maybe someone just accidentally touched this area when working on something else. We built our own terrain tech in-house because we have pretty big things planned, If your interested in the tech I suggest watching this great presentation by our Technical Art Director: EVE Fanfest 2013: DUST 514 Reflecting the Universe
Thank you! |
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From Costa Rica
Grupo de Asalto Chacal CRONOS.
99
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Posted - 2013.06.08 03:27:00 -
[10] - Quote
I now feel obligated to fall in this hole. |
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CCP Android
C C P C C P Alliance
43
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Posted - 2013.06.08 08:34:00 -
[11] - Quote
From Costa Rica wrote:I now feel obligated to fall in this hole.
You need to do it fast because we fixed this last night internally, It'll hopefully be deployed in the next patch.
In 5 years you can be one of the Dust vets saying "I remember the good old days when maps had holes"  |
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Roufato Kavlimou
Lucem Caelestem
6
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Posted - 2013.06.08 11:07:00 -
[12] - Quote
Well I've post it these hole 1 month ago but it seems no dev sees them
https://forums.dust514.com/default.aspx?g=posts&m=824289#post824289 |
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From Costa Rica
Grupo de Asalto Chacal CRONOS.
100
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Posted - 2013.06.08 19:05:00 -
[13] - Quote
CCP Android wrote:From Costa Rica wrote:I now feel obligated to fall in this hole. You need to do it fast because we fixed this last night internally, It'll hopefully be deployed in the next patch. In 5 years you can be one of the Dust vets saying "I remember the good old days when maps had holes" 
i just did... yey !!
also, a dev answered to one of my post!!! |
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voidfaction
Circle of Huskarl Minmatar Republic
0
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Posted - 2013.06.09 11:56:00 -
[14] - Quote
And I thought they were to help snipers protect there back. Snipe from in front of them and when that guy tries to sneak up and stab you in the back or head shot from 1m they fail. Yes there are 3 total that I have found and use often. I guess now I have to hope they come out with infantry prox mines to replace the holes. |
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Mia Romani
Nexus Marines
2
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Posted - 2013.06.10 01:07:00 -
[15] - Quote
CCP Android wrote:xp3ll3d dust wrote: Laser orbital bombardments. IGÇÖm guessing that, by accident, a few stray pixels with some extreme value, (100% white most likely) got introduced into one of the alpha channels between two layers in this area. Maybe due to a bug in our tool or maybe someone just accidentally touched this area when working on something else. Is this something you could catch programatically?
Whether by building a standalone map validator, or by having a warning thrown by the server at runtime, you should theoretically be able to detect instances where the difference in value between a pixel and all its surrounding pixels exceeds some threshold. |
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CCP Android
C C P C C P Alliance
61
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Posted - 2013.06.14 03:30:00 -
[16] - Quote
Quote:Is this something you could catch programatically?
Definitely!, something like if 1 pixel is black and the next pixel is white its probably an error. We plan to create a large amount of environments in a short amount of time so creating easy to use tools like these is very important. Right now we have about 10 square kilometers of gameplay area (most of it is not playable yet). We will soon reach a point were its going to be impossible to manually check every inch of the maps for errors after each change so automation will become extremely important.
I think I should stop derailing this thread with Technical Art, Maybe I'll do a devblog on terrain creation and our tools if people are interested 
Lets talk about the domination game-mode |
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Absolon Gainne
Subdreddit Test Alliance Please Ignore
17
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Posted - 2013.06.14 04:23:00 -
[17] - Quote
CCP Android wrote:Definitely!, something like if 1 pixel is black and the next pixel is white its probably an error. We plan to create a large amount of environments in a short amount of time so creating easy to use tools like these is very important. Right now we have about 10 square kilometers of gameplay area (most of it is not playable yet). We will soon reach a point were its going to be impossible to manually check every inch of the maps for errors after each change so automation will become extremely important. I think I should stop derailing this thread with Technical Art, Maybe I'll do a devblog on terrain creation and our tools if people are interested  Lets talk about the domination game-mode  I for one would love a devblog on terrain creation and your plans for future map development!
On the topic of Domination, there does not seem like there is anything unique about the game mode when compared to Skirmish. It seems more like an Ambush focused around one point than anything else. Unfortunately I do not have ideas to improve the game mode, but I am sure that there are others who do. |
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Centurion mkII
SVER True Blood Public Disorder.
99
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Posted - 2013.06.14 04:57:00 -
[18] - Quote
CCP Android wrote:Quote:Is this something you could catch programatically? Definitely!, something like if 1 pixel is black and the next pixel is white its probably an error. We plan to create a large amount of environments in a short amount of time so creating easy to use tools like these is very important. Right now we have about 10 square kilometers of gameplay area (most of it is not playable yet). We will soon reach a point were its going to be impossible to manually check every inch of the maps for errors after each change so automation will become extremely important. I think I should stop derailing this thread with Technical Art, Maybe I'll do a devblog on terrain creation and our tools if people are interested  Lets talk about the domination game-mode  You make it sound interesting id love to see a Dec blog on it. |
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D legendary hero
Strong-Arm
163
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Posted - 2013.06.14 06:56:00 -
[19] - Quote
here is a suggestion:
give the mod a 15min timer and at the 7min mark, restart the match and swtich sides so people have a chance to catch up.
if its a draw let it be a draw, who ever wins both rounds wins! (or a loss for both sides, or a win for bothh sides)) |
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D legendary hero
Strong-Arm
163
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Posted - 2013.06.14 07:01:00 -
[20] - Quote
CCP Android wrote:Quote:Is this something you could catch programatically? Definitely!, something like if 1 pixel is black and the next pixel is white its probably an error. We plan to create a large amount of environments in a short amount of time so creating easy to use tools like these is very important. Right now we have about 10 square kilometers of gameplay area (most of it is not playable yet). We will soon reach a point were its going to be impossible to manually check every inch of the maps for errors after each change so automation will become extremely important. I think I should stop derailing this thread with Technical Art, Maybe I'll do a devblog on terrain creation and our tools if people are interested  Lets talk about the domination game-mode 
^^POCO battles lets have a space station battle it is inevitable. Or an underground/ underwater mining facility. these could be special game modes, because we know people love their vehicles but it would be nice.
battle in underground mine battle in an underwater facility battle in POCOs/space stations battle in a TITAN (maybe way in the future)
these could host ambush, and skirmish games types. when the motor bkes/air bikes are release smaller vehicles can still be used. lol whaddaya say? |
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S Park Finner
BetaMax. CRONOS.
146
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Posted - 2013.06.14 12:09:00 -
[21] - Quote
Put the spawn point on a large moving platform -- maybe four times the size of a HAV -- that you can jump up on but can't drive over. Have it move through the map at around 5 m/sec. Put only minimal cover on the platform. As much as possible have it's path vary from game to game. |
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D legendary hero
Strong-Arm
165
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Posted - 2013.06.15 07:32:00 -
[22] - Quote
^^also, might be cool to board an enemy MCC and make a game type out of taking all the clone respawns they have. |
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Fredrikson Revel
Holdfast Syndicate Amarr Empire
7
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Posted - 2013.06.21 01:18:00 -
[23] - Quote
Snipers love this map. Surrounding areas are too high. Lower back drop. |
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