The Slot

Patience is a virtue. Unfortunately, I am lacking virtue. :lol:

Ok, I can deal with waiting until it's finished. At least we know that it is coming and we don't have to put up with hearing that it cannot and will not be done. I'll use the time to make skins for my squadron and maybe help them work out mission plans.





Are we there yet? Big Grin
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Skunkmeister Wrote:
Pellaeon Wrote:Perhaps a WIP release like the Malta map? Big Grin

*hopes

PLEASE people, stop requesting this map in its WIP form it will not happen.

It will be done when it is done, so please be patient. Good things come to those who wait.

Sorry about that, I didn't know there were other requests. It just looks too good to be true, but I'll wait. Big Grin
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Gwasshoppah, when you can take this pebble from my hand, you will be ready!
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VFS-214_Hawk Wrote:Gwasshoppah, when you can take this pebble from my hand, you will be ready!


"..it will be time for you to leave..."

I love the pilot of the series...watched it last week


"....avoid rather than block........block rather than hurt.......hurt rather than maim......maim rather than kill....... for all life is precious....and cannot be replaced..."
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A little off topic here, at this point, but pertinent just the same. Our squad has been involved with running SEOW campaigns with a group from down under - III/JG11 - for a couple of years now, and we have come across a few "problem" maps, Guadalcanal and Midway being the biggest offenders. I would like to refer the Slot Team to this thread in the SEOW forum about memory leaks and such. It's very interesting and could possibly be of some help. Give it a read:

http://seowhq.net/seowforum/viewtopic.php?t=308
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Interesting.

We have that problem. 3 of them (just checked).
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##### House without collision (3do/Buildings/Port/BaseSegment/live.sim
##### House without collision (3do/Buildings/Port/Floor/live.sim
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim


tater
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The sim file from a palm tree:

Code:
[_ROOT_]
[Body]
Mesh LiveAg1
CollisionObject xpalm1_01
CollisionObject xpalm1_02
CollisionObject xpalm1_03
CollisionObject xpalm1_04
CollisionObject xpalm1_05

The sim file from the port/basesegment that shows up as the error:

Code:
[_ROOT_]
[Body]
Mesh Live

The "floor/live.sim" with an error:

Code:
[_ROOT_]
[Body]
Mesh Live

BaseSmallSegment/live.sim:
Code:
[_ROOT_]
[Body]
Mesh Live

Pattern?

tater
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There is some suggestion on the SEOW forum thread that it might be overlapping objects. If that were the case there would be many more than 3 since virtually all use of the quay objects involves slightly overlapping them.
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Yup, I noticed those messages in the console, lots of those Quay objects on my map.

There is two of those objects in the object list in ex-FMB, both the same I wonder if there's any difference in the two? Not near my machine ATM but gonna have a look later.


Cheers, Neil Smile
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I deleted the quays from the slot actors.static and the messages went away.

The base segment and base small segment look identical.

I wonder if there is some issue with the slope of the land, or the texture in combination...

I can't imaging that any map with quays would only overlap a couple. When I use them I overlap a lot. The runway tiles overlap, too. Trees certainly do, I pay zero attention to overlap with them, yet no message.

tater
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tater,

This is something we are going to have to take a very hard look at. I have many, many overlapping buildings and objects in the Tulagi area, to provide some variety, but have not yet had any issues, so while I am waiting to get my primary PC back from the computer shop, please work with T to see if we can research this some more. We should also see if we can find out if any of the SEOW folks use the mod and would be willing to build a mission and do some memory leak testing on the next beta release.

I have used overlapping floors, base segments and buildings in the past, for COOP missions, and have never had a problem before...but there is always a first time...we have much to learn on this map building journey. 8)
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Air Group 51 has been running an SEOW campaign on the Midway map against some folks from TAW over the past 5 weeks. we've been running this with MODed versions in order to use the Turkey and Kate. This is what sparked our research. The mission kept locking up on us. We were worried that it might have something to do with the MODs, but I think we're all pretty satisfied now that it is the map. We have had these same problems in the past, pre-MOD, on Guadalcanal and Midway.

We would be glad to help out in any way possible. We have been flying SEOW campaigns against III/JG11 for about 3 or 4 years, so there is a lot of experience and knowledge of SEOW between us.
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T Wrote:a crappy shot i took in a hurry to show one of the many SPB's (seaplane bases)

this is an anchorage used by VP-23 during the invasion of Tulagi/Guadalcanal in the Marasamike estuary operating from the seaplane tender Mackinac.

also some small stats here:
runways on the slot map - 25
SPB's on the slot map - 9

[Image: Maramasike.jpg]

Thrud,
Check e-mail...I talked to the Textual Records Division of The National Archives today, and they confirmed they have USS Mackinac's (AVP-13) WWII deck logs on-file, and will make copies for you. According to my research, USS Mackinac set up shop with VP-23 in the Marasamike Estuary on the 8th of August, 1942, to support long-range reconnaissance ops and Anti-Submarine patrols. It also appears she anchored at several different locations within the estuary during her stay, so we may want to request deck log entries for the 8th-11th. USN ships record lat/long hourly, in the deck log, when at anchor so we should be able to nail the SPB with these records. We may also get some other tidbits, like aircraft launch times, other ships in company, etc. 8)
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Just popping in to say I'll have to put on a hat...so I can take it off to you gentlemen. Your work, with minimal tools, Is absolutely amazing. To think of how many years you bugged 1C.....
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