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WAR-Torlan[UT2004] - FINAL -
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XG Beatz



Joined: 11 Jan 2008
Posts: 325

PostPosted: Sun Mar 23, 2008 5:18 pm    Post subject: Reply with quote

I have ffdshow, H264 decoder, quicktime pro avc-1 decoder, all that stuff, i tried Quicktime Pro 7, Windows Media Player 11(using ffdshow for quicktime format) BSPlayer Pro and VLC Player, but none work Question
I can hear the audio but the picture isn't visible.

I'll try to convert the video and see if it works then.

EDIT:

Your video is definatly corrupt, I can't even convert the video, the VPID(Video Packet Identiefier) is corrupt, and the video won't convert on any converter(and I'm a 101% sure that I have all the necessary codecs(I encode videos to XviD, AVC, x264 etc all the time)).
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Krusnik02



Joined: 09 Jan 2007
Posts: 1608
Location: As if you need to know... lol.

PostPosted: Sun Mar 23, 2008 8:26 pm    Post subject: Reply with quote

Yes, there's audio but no video. I have more codecs than I can bother to count installed and it won't show in any of my media players.
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Cosmix



Joined: 15 Mar 2008
Posts: 11

PostPosted: Mon Mar 24, 2008 12:18 pm    Post subject: Reply with quote

Strange....I can show the video on both, ms mediaplayer and VLC. Hm, I will recode it and make a second upload. Thx for the advice! ...and sry Confused
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Code_of_Life



Joined: 20 Feb 2007
Posts: 2151
Location: Irving, TX

PostPosted: Mon Mar 24, 2008 5:02 pm    Post subject: Reply with quote

I played the map and it was good. Here are some differences I found:
1) Add the sniper rifle to the weapon lockers at the end nodes.
2) Add ammo for the avril at the bases
3) Add sniper rifle ammo on top of the base tower

One suggestion: remove the center-top node altogether. Having just a teleport is enough and seems to be what was originally intended.
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Cosmix



Joined: 15 Mar 2008
Posts: 11

PostPosted: Tue Mar 25, 2008 2:02 pm    Post subject: Reply with quote

XG Beatz wrote:
I have ffdshow, H264 decoder, quicktime pro avc-1 decoder, all that stuff, i tried Quicktime Pro 7, Windows Media Player 11(using ffdshow for quicktime format) BSPlayer Pro and VLC Player, but none work Question
I can hear the audio but the picture isn't visible.

I'll try to convert the video and see if it works then.

EDIT:

Your video is definatly corrupt, I can't even convert the video, the VPID(Video Packet Identiefier) is corrupt, and the video won't convert on any converter(and I'm a 101% sure that I have all the necessary codecs(I encode videos to XviD, AVC, x264 etc all the time)).


I uploaded the video with another more common format und same link. Hope it will work now.


@Code_of_Life
I placed Avril and Sniper seperate because of some warnings, after I have rebuilded the map within the editor. While they were part of the WeaponLocker, I got a strange recommendation to place them outside. Also it could be (?) easier to manipulate (deactivate) them with a mutator if they are separate.

Ammo for the avril...I thought about it but I want to protect the game of Avril-Spamming. I knew this situations from UT2004 Torlan and decided not to place extra ammo. Also UT3 Avril is much more powerful, isn't it?

Your last suggestion with that HillTopNode was a theme while the map was beta. Personally I didnt found a solution to implement a teleport like in UT2004. If you place a common teleporter, every team have access and I dont like that idea. Further you can't use that teleporter from a general Node and vice versa. If anyone have a solution (maybe with Kismet) let me hear.
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Code_of_Life



Joined: 20 Feb 2007
Posts: 2151
Location: Irving, TX

PostPosted: Tue Mar 25, 2008 4:30 pm    Post subject: Reply with quote

Cosmix wrote:

@Code_of_Life
I placed Avril and Sniper seperate because of some warnings, after I have rebuilded the map within the editor. While they were part of the WeaponLocker, I got a strange recommendation to place them outside. Also it could be (?) easier to manipulate (deactivate) them with a mutator if they are separate.
I was pretty certain there was no sniper rifle at the end nodes. Let me recheck..
Cosmix wrote:
Ammo for the avril...I thought about it but I want to protect the game of Avril-Spamming. I knew this situations from UT2004 Torlan and decided not to place extra ammo. Also UT3 Avril is much more powerful, isn't it?
It is more powerful, but since they fly faster you expend your 5 missiles very quickly. Since the vehicles the other team has is the same as the original torlan, the extra ammo will help keep the balance.
Cosmix wrote:
Your last suggestion with that HillTopNode was a theme while the map was beta. Personally I didnt found a solution to implement a teleport like in UT2004. If you place a common teleporter, every team have access and I dont like that idea. Further you can't use that teleporter from a general Node and vice versa. If anyone have a solution (maybe with Kismet) let me hear.
I meant make the teleport node only usable by the team that controls the node down in the canyon. Is this not possible? (when a team builds the center node, two teleports get activated)
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Cosmix



Joined: 15 Mar 2008
Posts: 11

PostPosted: Tue Mar 25, 2008 5:34 pm    Post subject: Reply with quote

Code_of_Life wrote:
I meant make the teleport node only usable by the team that controls the node down in the canyon. Is this not possible? (when a team builds the center node, two teleports get activated)


I try exactly what you describe but the teleporter dont appear on HillTop if you build CentralNode. The upper teleporter is out of range or smthg. and atm I dont have an alternative solution.
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Code_of_Life



Joined: 20 Feb 2007
Posts: 2151
Location: Irving, TX

PostPosted: Wed Mar 26, 2008 12:04 am    Post subject: Reply with quote

Can the upper teleport exist on the crossing bridge in the tower (directly above the node) ?
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ch1ck3n.s0up



Joined: 29 Feb 2008
Posts: 690
Location: USA, NJ, Exit 100

PostPosted: Wed Mar 26, 2008 1:24 am    Post subject: Reply with quote

u should post this to epic forums.
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Cosmix



Joined: 15 Mar 2008
Posts: 11

PostPosted: Wed Mar 26, 2008 7:06 am    Post subject: Reply with quote

In terms of a 1:1 conversion you are right and maybe it will work when placing the teleporter directly on the bridge. My version is a bit different to original but I still prefer my solution because if you are at loosing team, you can attack PrimaryNode also from the hill now. There you have access to a Raptor, Manta and a SpiderMinePortable. Also you can launch some Avrils from upside the hill. It should be easier now to regain some power and start a comeback as it was in original Torlan. The TankNode allways was overpowered in my opinion. I just played both versions and I really still like the idea of the StandaloneNode, also becuase it was born out of lucky circumstances. The match should end faster now because winning team cant just sit on enemys PrimeNode and protract the whole game by spawnkilling at enemys base. Now they have to protect two Nodes. Before they loose PrimeNode again, they will try to win the match.
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