Test Level

Moderator: practicing01

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18 posts Page 2 of 2
practicing01
Posts: 53
Joined: Sat Apr 11, 2015 8:05 pm
by practicing01 » Mon Aug 27, 2018 5:29 am
Credits to respective artists.

Early Halloween map!

Image

https://drive.google.com/file/d/1dWSCKV ... p=drivesdk
practicing01
Posts: 53
Joined: Sat Apr 11, 2015 8:05 pm
by practicing01 » Mon Sep 24, 2018 3:07 am
practicing01
Posts: 53
Joined: Sat Apr 11, 2015 8:05 pm
by practicing01 » Sat Oct 06, 2018 8:37 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

Image
practicing01
Posts: 53
Joined: Sat Apr 11, 2015 8:05 pm
by practicing01 » Sat Oct 13, 2018 7:32 am
Classic aim map tests per-level weapons.

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

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practicing01
Posts: 53
Joined: Sat Apr 11, 2015 8:05 pm
by practicing01 » Thu Nov 01, 2018 6:15 am
Learning more about art, here is a crude clone of dust2.

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

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practicing01
Posts: 53
Joined: Sat Apr 11, 2015 8:05 pm
by practicing01 » Sun Dec 16, 2018 4:13 am
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;
};

Image
Duion
Posts: 1133
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sun Dec 16, 2018 6:26 am
Are you aware that nobody actually is testing your levels? I tried to, but I have no idea how.
suncaller
Posts: 2
Joined: Mon Apr 09, 2018 1:03 am
by suncaller » Sun Dec 16, 2018 6:49 am
I enjoy watching his progress, all the same. Keep at it my dude.
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