### Test Level

Moderator: practicing01

#### Re: Test Level

practicing01
Posts: 87
Joined: Sat Apr 11, 2015 8:05 pm
Credits to respective artists.

Early Halloween map!

https://drive.google.com/file/d/1dWSCKV ... p=drivesdk

#### Re: Test Level

practicing01
Posts: 87
Joined: Sat Apr 11, 2015 8:05 pm

#### Re: Test Level

practicing01
Posts: 87
Joined: Sat Apr 11, 2015 8:05 pm
This map tests a way to make ladders, somewhat buggy.
Edit: code as-is only works in singleplayer because exec() within a .mis will only work server-side.
https://drive.google.com/file/d/1_Aw8IX ... p=drivesdk

#### Re: Test Level

practicing01
Posts: 87
Joined: Sat Apr 11, 2015 8:05 pm
Classic aim map tests per-level weapons.

https://drive.google.com/file/d/1jL5Xuw ... p=drivesdk

#### Re: Test Level

practicing01
Posts: 87
Joined: Sat Apr 11, 2015 8:05 pm
Learning more about art, here is a crude clone of dust2.

https://drive.google.com/file/d/1ks0G86 ... p=drivesdk

#### Re: Test Level

practicing01
Posts: 87
Joined: Sat Apr 11, 2015 8:05 pm
Testing physics.

https://drive.google.com/open?id=18S329 ... UzgL-LWgY7

Edit: Oops! Forgot about the datablocks, dropem' at the beginning of the mission file, should work ;o
datablock RigidShapeData( SciFi_0_Crate0RB )
{
category = "RigidShape";

shapeFile = "art/shapes/dotsnetcrits/levels/scifi_0/SciFi_0_crate0.dae";
isInvincible = 1;
density = 1;
// Rigid Body
mass = 200;
massCenter = "0 0 0";    // Center of mass for rigid body
massBox = "0 0 0";         // Size of box used for moment of inertia,
// if zero it defaults to object bounding box
drag = 0.2;                // Drag coefficient
bodyFriction = 0.2;
bodyRestitution = 0.1;
minImpactSpeed = 5;        // Impacts over this invoke the script callback
softImpactSpeed = 5;       // Play SoftImpact Sound
hardImpactSpeed = 15;      // Play HardImpact Sound
integration = 4;           // Physics integration: TickSec/Rate
collisionTol = 0.1;        // Collision distance tolerance
contactTol = 0.1;          // Contact velocity tolerance

minRollSpeed = 10;

maxDrag = 0.5;
minDrag = 0.01;

triggerDustHeight = 1;
dustHeight = 10;

dragForce = 0.05;
vertFactor = 0.05;

normalForce = 0.05;
restorativeForce = 0.05;
rollForce = 0.05;
pitchForce = 0.05;
};

datablock RigidShapeData( SciFi_0_Crate1RB )
{
category = "RigidShape";

shapeFile = "art/shapes/dotsnetcrits/levels/scifi_0/SciFi_0_crate1.dae";
isInvincible = 1;
density = 1;
// Rigid Body
mass = 200;
massCenter = "0 0 0";    // Center of mass for rigid body
massBox = "0 0 0";         // Size of box used for moment of inertia,
// if zero it defaults to object bounding box
drag = 0.2;                // Drag coefficient
bodyFriction = 0.2;
bodyRestitution = 0.1;
minImpactSpeed = 5;        // Impacts over this invoke the script callback
softImpactSpeed = 5;       // Play SoftImpact Sound
hardImpactSpeed = 15;      // Play HardImpact Sound
integration = 4;           // Physics integration: TickSec/Rate
collisionTol = 0.1;        // Collision distance tolerance
contactTol = 0.1;          // Contact velocity tolerance

minRollSpeed = 10;

maxDrag = 0.5;
minDrag = 0.01;

triggerDustHeight = 1;
dustHeight = 10;

dragForce = 0.05;
vertFactor = 0.05;

normalForce = 0.05;
restorativeForce = 0.05;
rollForce = 0.05;
pitchForce = 0.05;
};

datablock RigidShapeData( SciFi_0_Crate2RB )
{
category = "RigidShape";

shapeFile = "art/shapes/dotsnetcrits/levels/scifi_0/SciFi_0_crate2.dae";
isInvincible = 1;
density = 1;
// Rigid Body
mass = 200;
massCenter = "0 0 0";    // Center of mass for rigid body
massBox = "0 0 0";         // Size of box used for moment of inertia,
// if zero it defaults to object bounding box
drag = 0.2;                // Drag coefficient
bodyFriction = 0.2;
bodyRestitution = 0.1;
minImpactSpeed = 5;        // Impacts over this invoke the script callback
softImpactSpeed = 5;       // Play SoftImpact Sound
hardImpactSpeed = 15;      // Play HardImpact Sound
integration = 4;           // Physics integration: TickSec/Rate
collisionTol = 0.1;        // Collision distance tolerance
contactTol = 0.1;          // Contact velocity tolerance

minRollSpeed = 10;

maxDrag = 0.5;
minDrag = 0.01;

triggerDustHeight = 1;
dustHeight = 10;

dragForce = 0.05;
vertFactor = 0.05;

normalForce = 0.05;
restorativeForce = 0.05;
rollForce = 0.05;
pitchForce = 0.05;
};



#### Re: Test Level

Duion
Posts: 1478
Joined: Sun Feb 08, 2015 1:51 am

Are you aware that nobody actually is testing your levels? I tried to, but I have no idea how.

#### Re: Test Level

suncaller
Posts: 22
Joined: Mon Apr 09, 2018 1:03 am
I enjoy watching his progress, all the same. Keep at it my dude.

#### Re: Test Level

practicing01
Posts: 87
Joined: Sat Apr 11, 2015 8:05 pm
I'm skipping Xmas and hopping into Spring.

Edit: Oops, the weapon I set the bunnies to have isn't stock. You can edit the script file and change it to a stock weapon if you'd like (like LurkerGrenadeLauncherImage).

https://drive.google.com/file/d/1GdUDDq ... sp=sharing

#### Re: Test Level

practicing01
Posts: 87
Joined: Sat Apr 11, 2015 8:05 pm

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