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Sephiroth_RIC   Posted 3rd Nov 2010 1:08pm
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1). In the official RF Single-Player Maps some times there is objects out of the level, like Ambient sound. It will also allow you to save without an error. Until you move more objects out of the level.

2). Moving Textures only work in single player.. unless you geo-mode but how come in some default Multi-Player levels, like Mine Warfare it works?

3). On the RedFaction PlayStation2 Disc there is Test Levels, Where they Tested Entity waypoints and bots. Also unfinished Multi-Player levels. Why is that left there if its not in the pc version?

4). In RF default Multi-Player levels there is Music_start events, They work in PS2 Version but not in PC. Why was it turned off? or just not turned on for Online play

5). Bots on PS2 work fully, they re-spawn, pick up guns and health and In the PS2 Tables there is this text, $Num bots: 4 6. Is there a way to get them to work the same way on PC?

6). EAX sound doesn't work * I think* on new sound cards, does anybody know a way to get it working again?

If anybody else can think of any more go ahead and post them
READ FOCTION!!!    Modified Nov 3rd, 02:06pm by Sephiroth_RIC
Assman15    Posted 3rd Nov 2010 3:35pm
Post 2056 / 2085
Quoting Sephiroth_RIC

3). On the RedFaction PlayStation2 Disc there is Test Levels, Where they Tested Entity waypoints and bots. Also unfinished Multi-Player levels. Why is that left there if its not in the pc version?


Like, digital_ruler said, it's likely storage constraints. A single DVD holds roughly four times what two CD's can. Rather than going through the hassle of removing content for the PS2 build they simply left it intact. If the source code is still sitting somewhere on a dusty old hard drive, I'm sure the test levels are right there along side it.
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Sephiroth_RIC   Posted 3rd Nov 2010 4:35pm
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3) there is a debug mode in RF I think, atleast there is a table file containing the codes to get on the test levels In PS2 version. And RF comes with 2 CDs, 1 full and the 2nd one is half full, could be a space issue. The test maps are only 3mb at max, although there is one .RFL called m_canyon that looks half finished and it looks amazing! but I don't understand why its a biggest RFL file when most of the stuff is missing lol, its 5911KB making it the biggest file of all rf levels.

4) you could just turn music up and down but i guess you are right digital but they didn't need to disable events in multi!

5) how did trotskie get bots in Multi anyway? is there a way we can do it?



Thanks for the fast reply's
READ FOCTION!!!    
goober   Posted 3rd Nov 2010 11:25pm
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1. Volition's version of RED was not identical to the released version. For instance, they worked with files in data/*, not stored in .vpp packfiles. This is also why Killbox gives an error for too many decals if you try to resave it.

2. Again, same answer as above. Volition's version of RED seemed to be able to make levels with scrolling textures which work properly without an in-game rebuild. It's a bug.

3. No idea, would have to ask Volition. Not really like it matters though.

4. Those events don't work properly in MP, we don't know why. I've asked Volition employees but none of the ones I ask have known. Most of the original RF team has moved onto other things by now so we will probably never know. Either way, the PS2 multiplayer component runs in single player, unlike the PC multiplayer component, this is why they work fine on the PS2. So do all other events.

5. Same answer as above, PS2 MP is just SP with AI spawned and a custom scoreboard. The PC version doesn't know what $Num bots means, so no this won't work. You have to remember that the PC version of RF is a newer build of the application (a different application at that), so there are fundamental changes that we can't get around without hacking and reprogramming parts of it.

6. Digi already answered this question better than I can.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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jan_the_mean   Posted 3rd Nov 2010 11:48pm
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2. In MultiPlayer you just have to add a geomod event (in a hidden place of the map) linked with the when_dead catalyst-event (to make it happen when the map starts) and you have moving textures in multi as well...
find my maps here: http://redfaction.levels4you.com/downloads.l4y?cat=search&author=Jan%20Radt    Modified Nov 3rd, 11:49pm by jan_the_mean
Sephiroth_RIC   Posted 4th Nov 2010 12:08am
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Thanks jan_the_mean but i already knew that, hope it helps somebody out though.

I agree with Doc, anythings possible. I just wished it worked now. It would be so awesome... Co-Op imagine.. what a outbreak that would be lol. How many people would come back to RF for that?
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7). In Strings.tbl there is text like: Anti-aliasing, Fogging? are these apart of PC version and is it possible to enable them? *yes I could with gfx card settings but that's not the point*

8). Is there any Events that's built into Red Faction that is not enabled in Red Editor?

9). Strange enough in Multi, why does When_dead event enable Events to work but Triggers don't. Have they been purposely disabled?

10). PureFaction is awesome, is it not?


again thanks for your comments, its quite interesting
READ FOCTION!!!    Modified Nov 4th, 12:29am by Sephiroth_RIC
goober   Posted 4th Nov 2010 1:06am
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7. No, as far as I know.

8. Yes, but they don't work. IE. Set_Liquid_Depth

9. Pretty sure this is just a fortunate bug.

10. ... must I answer this?
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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Spikey2005   Posted 4th Nov 2010 6:59am
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Just a question about the bots...

Do they work in Custom maps?
I know that bots usually have to follow a specific path in the game in order to work correctly, otherwise they would collide with walls?
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goober   Posted 4th Nov 2010 11:20am
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Quoting Spikey2005
Do they work in Custom maps?

Yes, they work in any map.

They do collide with walls, but they know when they hit walls and stop hitting it
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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Spikey2005   Posted 4th Nov 2010 12:50pm
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LOL so they are coded like this...

If Bot Hits Wall >SMACK >Fall Down >Cry a little >Get up >Continue Walking Away >Shoot Other Players.

I think I would laugh my butt off watching them walking into walls, except its more funnier when you see other people do it in real life... Or lamp posts because they are metal.

Its the DING that gets me lol.
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 Modified Nov 4th, 12:51pm by Spikey2005
Sephiroth_RIC   Posted 4th Nov 2010 12:54pm
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Post 121 / 381

Lol spike you didn't previously do that did you ?

-----------------------------------

11). Multi-Player Movement speed: In game.tbl there is $Multi Player Acceleration: which controls how fast the player can accelerate when he starts running
and $Max Vel: is how far the player can move in the Air, in Single-player that changes the run speed.
But in Multi-Player this maybe built in the client do we know? why would it be?


12). PS2: There is a Table file called debug_menu.tbl with many awesome commands. Is there a possible way, this maybe usable in the PC version? Showing FPS would really help Level/Mod Designers out. Example:
$Menu: "Debug Menu"
$Item: "Toggle FPS display On/Off" "fps"
$Item: "Toggle FPS Graph On/Off" "fps_graph"
$Item: "Toggle HUD On/Off" "hud_off"
$Item: "Toggle FSAA On/Off" "fsaa"


13). The latest PureFaction patch brought us Higher Quality Models. It also changes Lighting quality on the models too, am I right? Is this Improved Dynamic Lighting? if so should we use Dynamic Lighting more in are levels from now on?


14). RED Editor: In the level Properties it says Near Clip Plane: (PS2 Only). Why was this included if the version of the Level editor isn't the same they used to design the game. Also If you look in the PS2 Levels you will not find Near Clip Plane: on anything but 0.00.


15). Mother of all questions: Do we think we will ever get Events to work in multi-player with triggers and NPCs that will spawn and do their own thing, instead of just standing there like lemons? Also Vehicles. Look how far the RF community has come when it comes to finding *bugs or work arounds* from working cuts scenes to then make them work in multiplayer, when goober found out how to make transparent movers and spikey found out how to make a train. We still never know when we will find another undiscovered mystery.
Please be careful what you say on this delicate matter it may ruin some peoples dreams


-Thankyou for all your answers and comments! If anybody else can think of interesting questions please post I'm running out of ideas!
READ FOCTION!!!    Modified Nov 4th, 01:22pm by Sephiroth_RIC
Spikey2005   Posted 4th Nov 2010 3:57pm
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Post 1794 / 2126

Dynamic lighting is where light is updated within the game all the time...

1st Example
A light that is on in a room. Hit a light switch and the room goes dark. That is dynamic lighting.

2nd Example
A light that is moving about which lights up a section of the room, and you can see the effect of the moving light on a wall. Also casts shadows if the game engine supports it.
Doom 3 uses dynamic lighting.
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TrotSkie   Posted 4th Nov 2010 4:42pm
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Post 130 / 130

Quoting SeeLanCeLoT
5) I asked him if he could be able to make the new PF adding bots, but he says its impossible.


I didn't say that, I said I think it would be rubbish if all servers suddenly had bots playing all the time Its easily possible
   
Sephiroth_RIC   Posted 4th Nov 2010 9:19pm
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Post 122 / 381

Dynamic lighting lights up models as far as i know. If you make a orange light and go near it, your arms will go orange. that's how I understand it anyway.
READ FOCTION!!!    
goober   Posted 4th Nov 2010 9:47pm
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Post 54 / 265

Quoting ice
if theres no limit on how big a model can be, then we should just make objects for levels instead of brushes right?

No, it wouldn't be a workaround at all and would cause more problems than any other idea I can honestly imagine.
1. Try filling a room with 128 trees and see the glorious lag, then ask yourself if you want to make an entire level out of clutter.
2. Try walking on top of a clutter desk or something. The RF collision on clutter is terrible.
3. You can sometimes shoot through clutter.
4. Objects don't portal.
5. THE LAG
6. THE LAG
7. THE LAG
8. THE LAG
9. THE LAG
10. OH MY GOD THE LAG


Now... RIC
11. No, MP player walk speed is hardcoded. Can change it, but not from the .tbl files. No idea why.
12. No. Just no.
13. Pretty sure he didn't touch dynamic lighting, and as digi said, "high quality models" simply forces models to appear in the highest LOD level all the time.
14. I've never been able to find a useful way of using the near clip setting, and I can't explain to you why V kept it in the editor with "PS2 Only" written next to it, V did a lot of weird things. For instance, they removed the light falloff settings even though they work.
15. idklol. Seriously though, the netcode doesn't exist for most of the stuff people want. Also how is it a feat to have "found out how to make a train"? SP had trains, they're just movers



16. Whats with all the numbered questions randomly?
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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 Modified Nov 4th, 09:52pm by goober
Spikey2005   Posted 5th Nov 2010 6:55am
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Post 1795 / 2126

Quoting goober

15. idklol. Seriously though, the netcode doesn't exist for most of the stuff people want. Also how is it a feat to have "found out how to make a train"? SP had trains, they're just movers


HEY!....
Don't go talking about my trains now yo!



TRAIN!


OLD TRAIN!
Check me out on Youtube
www.youtube.com/themudkiphut  
 Modified Nov 5th, 06:59am by Spikey2005
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