Can I make it play one direction and then another? Also there's not much point if I can't actually turn it into a file to upload to the SnarkPit.
Posted by Gollum on Wed Sep 24th at 9:43pm 2003
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Posted by Sinner_D on Wed Sep 24th at 11:15pm 2003
Don't try to run it in singleplayer or under HLDM, or it WILL crash.
are you planning on making this a singleplayer or multiplayer mod? cause you could easily turn off the SP functions in the menu GUI if your going MP. checkout "liblist" i believe its game_mode "multiplayer" check other mods for exact entry.
P.S. if you are planning on SP mod, i believe the crash is due to you not setting the startmap "name here.bsp" in your liblist file. trainningmap "name here.bsp" is another you may want to put in, thats your hazard map.
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Posted by Gwil on Wed Sep 24th at 11:43pm 2003
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Posted by Leperous on Thu Sep 25th at 8:33am 2003
| ? posted by Gollum |
|
Can I make it play one direction and then another? Also there's not much point if I can't actually turn it into a file to upload to the SnarkPit. |
You'll need an image editor :/
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Posted by Gollum on Thu Sep 25th at 9:19am 2003
| ? quote: |
| P.S. if you are planning on SP mod, i believe the crash is due to you not setting the startmap "name here.bsp" in your liblist file. |
No, I think the crash reallly has a lot more to do with the singleplayer edict limit ![]()
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Posted by KoRnFlakes on Thu Sep 25th at 10:28pm 2003
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Posted by Orpheus on Thu Sep 25th at 10:41pm 2003
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Posted by Gollum on Thu Sep 25th at 10:49pm 2003
Wow, nice one Korn
Thanks very much.
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Posted by ReNo on Fri Sep 26th at 9:07am 2003
We spent a fair while playing the map last night (after some strange installation problems, claiming we had different DLLs and things) and we all really enjoyed it. The boulder was absolutely fantastic, and I spent most of the game on a negative score due to me trying to outrun it all the time!
The map itself plays pretty well regardless of the boulder, although the layout is somewhat confusing. The delay it takes before you can reactivate a door also means its pretty frustrating if you shoot a door to see what it opens, and all it does is create a dead end.
The other concern was that it was a little cramped, and the only weapon of real use was the shotgun. Personally I'd prefer a little less windy corridors and a little more large rooms, but thats personal preference I guess. The boulder suits corridors of course, so its kinda a tough call.
All in all it was really good fun, and the little details like ripples and dust on the boulder gave it a lovely little bit of polish ![]()
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Posted by Gollum on Fri Sep 26th at 10:05am 2003
*wipes brow* Phew, a successful playtest! And I assume it didn't crash once or suffer from bad lag?? How many players did you have in total?
Any details about the installation problems?
The corridors thing is a fair comment - there are a lot of them! One of the major problems with this map is that, until you know what all the doors do and know all the routes, you'll find it *very* tough to escape the corridor network and may end up lost in a maze of corridors.
Now, my intended style of gameplay is a little different - I would like the corridors mainly to be used for quick movement between the larger rooms. In the corridors themselves fighting is going to be very cramped and limited, but I hope in the rooms there will be more variety.
Maybe I can tweak the items a bit to encourage players to get out of the corridors and into the rooms (?) I've left the power weapons in the rooms but there's still a fair few items in the corriodors. What do you think?
Obviously the purpose of the door delay is to allow tactical use of the doors, but the fact that you can accidentally block yourself off, simply by experimenting with them, is frustrating.
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Posted by Leperous on Fri Sep 26th at 10:54am 2003
Strange, it started to work third time round just fine (first two times would crash with the edicts error), nice boulder- I was very impressed with the dirt/water sprites following it
I'd agree with Reno about it being too corridor-ey , but I liked the underground sections and the Scary-One-esque multi-level-fighting in the main arenas. The texturing doesn't really do it for me, and although there are some nice touches such as wall cracks the corridors still felt a bit 'blocky' and cramped and too well lit (although I have a pretty bright monitor, so I don't know if it's just me), so I'd recommend a few of the usual wall supports, darker lights, more interesting light fixtures here and there, etc... But those are just niggles, overall I like it a lot ![]()
On another note, the revolver secondary function seems to be screwed on my PC, it flickers the screen a bit (no sounds) and then eventually zooms in when it's fired off all the rounds :/
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Posted by Gollum on Fri Sep 26th at 12:37pm 2003
Hmmm, I'm clearly going to have to cut back on some more entities if the map is crashing.
Were the crashes immediate on load, or did they happen some time after the map had started?
It's not just you, the revolver secondary really is screwed.
The wall supports and stuff are good ideas; unfortunately I won't be able to implement them in this map but I should like to use more "integrated" lighting in any future projects.
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Posted by Orpheus on Fri Sep 26th at 1:20pm 2003
you might consider setting to door reset a little faster, because in a firefight, a random MP5 round will set them all too and the doors switching may be unintentional..
i found the lighting to be Aok, not to bright, nor dark, although the under parts that are orange are a bit hard on the eyes..
for a map this large, it seemed a bit thin on items, but truth be told, i was looking at architecture at the time not items..
when i frag, my goal is to find players, NOT find my way around.. the winding corridors, pose no issues with me because i know others will be lost in them as well, and guess what? while they are lost and focusing on trying to find known land marks, i am blasting their butts, i was never one to bitch about long confusing corridors, if they had enuff items.. people bitched about apex for its halls, but there was ample weaponry, i felt them being overly critical only.. since hallway fighting is a bit different than open area fighting.... in the end, its all in what you get used to..
i think the map is top rate, and only really stupid people could not play it and have a blast doing so..
maybe, you could put pictures on the walls of killbox maps, so the stupid people will have something to relate to?
good job..
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Posted by Leperous on Fri Sep 26th at 4:57pm 2003
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Posted by Gollum on Fri Sep 26th at 5:00pm 2003
There's an idea - I could make bodies disappear very quickly, and *possibly* weaponboxes.
I don't think it's got anything to do with PC's - it's just the hard edict limit in HL.
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Posted by Tracer Bullet on Fri Sep 26th at 11:56pm 2003
I should be able to get in a four player playtest next weekend.
I I spent a few minutes in it today getting myself crushed by the boulder, which was amusing with no one else in the mapa ta all![]()
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Posted by Hornpipe2 on Wed Oct 1st at 12:32am 2003
...
AHAHAHAHAHAHAH AHAHAHAHH HAHHAHAHAHA HAH ha ha... erm.
Fun.
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Posted by ReNo on Wed Oct 1st at 2:13pm 2003
We played it for quite some time Gollum, prolly about 30 minutes or so, and nobody crashed out. We were playing with 5 of us in total, varying from hi spec machines running on OpenGL, to one running on software mode on a 1GHz celeron. Our only problem was the installation problem, which I *think* was caused by me copying the files out of the zip rather than extracting. You see it only pasted one file although I had copied all of them, so I then extracted them all to the right place but didn't overwrite the DLL (the only file it had originally copied), which may have not been copied fully or something. The others then installed it via the CD and when trying to connect to my server it said the DLLs differed. Once I reinstalled it, everything went fine.
So all in all, I think it was my bad rather than any problem with the installation files.
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Posted by Gollum on Wed Oct 1st at 5:32pm 2003
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Posted by scary_jeff on Fri Oct 3rd at 11:50am 2003
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