PS: The electric zapper switch is hidden beneath the red stairs.
Re: dm_3006
Posted by reaper47 on Sun Mar 11th at 6:24pm 2007
Posted by reaper47 on Sun Mar 11th at 6:24pm 2007
Thanks Jacfu and Baron von Snickers, I really appreciate.
PS: The electric zapper switch is hidden beneath the red stairs.
" SRC="images/smiles/icon_wink.gif">
PS: The electric zapper switch is hidden beneath the red stairs.
Re: dm_3006
Posted by reaper47 on Sun Mar 11th at 7:56pm 2007
Posted by reaper47 on Sun Mar 11th at 7:56pm 2007
*sigh*, I just got to play the map on some french server and thought that most things worked out nicely but there seems to be a problem with tracktrains in general. I only experienced the bug once, thinking it's a problem I'll never see again, but now on this server the elevator was simply... too slow. It was half as slow as it should be, so it didn't reach the endpoint in time, making the machine think it's blocked, thus stopping the elevator in the middle of the ride.
I think this has something to do with default speed values being transfered from one map to the next. If you play one map with a platform before it could be that the next map loaded could have a problem because the values from one platform get overwritten to the next. Or some kind of hidden command that activates.
This is really frustrating. I've tried so many methods to get a simple elevator to work and this ha proven to be quite stable. Now this. Maybe it's only a very special case but still, it's annyoing.
" SRC="images/smiles/sad.gif">
I think this has something to do with default speed values being transfered from one map to the next. If you play one map with a platform before it could be that the next map loaded could have a problem because the values from one platform get overwritten to the next. Or some kind of hidden command that activates.
This is really frustrating. I've tried so many methods to get a simple elevator to work and this ha proven to be quite stable. Now this. Maybe it's only a very special case but still, it's annyoing.
Re: dm_3006
Posted by reaper47 on Mon Mar 12th at 4:31pm 2007
Posted by reaper47 on Mon Mar 12th at 4:31pm 2007
I know a fix that should work. There's a safety feature I added that stops the elevator after 5 seconds if it doesn't reach its destination. By removing this the elevator should reach its targets even though he's slower. This would only be a temporary fix, though but easy enough for a quick update.
I have a more advanced theory I'd like to test, also. If you think you know what could have caused this or you're in the mood of solving a riddle and becoming my personal hero: Take a look at this post in the editing board
I have a more advanced theory I'd like to test, also. If you think you know what could have caused this or you're in the mood of solving a riddle and becoming my personal hero: Take a look at this post in the editing board
Re: dm_3006
Posted by Orpheus on Thu Mar 15th at 7:36pm 2007

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Posted by Orpheus on Thu Mar 15th at 7:36pm 2007
Mien Gawd, even more detailed critiques than mine.
/me feels abashed. ![]()
If there's anything left to comment on when I get home, I'll post something. If you addressed all my previous concerns, I doubt I'll have much to add.
*looks at floor*
Especially if all these guys found so much after my post and your fixing things.
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Re: dm_3006
Posted by Finger on Thu Mar 15th at 9:50pm 2007
Posted by Finger on Thu Mar 15th at 9:50pm 2007
The truly gifted critics are the ones who realize that they are not one step from the top, but in reality, one step above the bottom.


Re: dm_3006
Posted by Orpheus on Thu Mar 15th at 10:28pm 2007

Orpheus
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Posted by Orpheus on Thu Mar 15th at 10:28pm 2007
*blushes*
Whether you meant it as such or not, I take that as a compliment Master Finger.
So many here show so much more ability than myself that its a joy to share their company.
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Re: dm_3006
Posted by skyjack on Sat Mar 17th at 1:55am 2007
Posted by skyjack on Sat Mar 17th at 1:55am 2007
I'll run this on my Ratz HL2dm server and see how it plays. Please keep updated with the final version.
Re: dm_3006
Posted by reaper47 on Sat Mar 17th at 10:48am 2007
Posted by reaper47 on Sat Mar 17th at 10:48am 2007
Great, skyjack, this is as helpful as it can get, thanks. Do you have the IP address?
Re: dm_3006
Posted by reaper47 on Mon Mar 19th at 12:02pm 2007
Posted by reaper47 on Mon Mar 19th at 12:02pm 2007
I got to play the map on a few servers now an none had the elevator bug. Fortunately it seems to be a very specific bug that only happens from running a few more exotic mapcycles or settings.
So server-admins, don't be scared, it runs fine
So server-admins, don't be scared, it runs fine
Re: dm_3006
Posted by Junkyard God on Mon Mar 19th at 10:37pm 2007

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Posted by Junkyard God on Mon Mar 19th at 10:37pm 2007
This map looks pretty nice, but indeed it seems to be verry well lit 'naturally' for such a city.
Maybe a simple solution would be to make the sunlight less bright ,and to add more man made lights.
Maybe a simple solution would be to make the sunlight less bright ,and to add more man made lights.
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Re: dm_3006
Posted by reaper47 on Tue Mar 20th at 11:48am 2007
Posted by reaper47 on Tue Mar 20th at 11:48am 2007
Thanks. I generally miss direct midday sunlight in HL2DM maps and try to incorporate as much of it as possible. Most maps have either dawn, night-time or gray, cloudy environment lights which I'm a bit bored with. I intend to keep the contrast. Maybe adjust it a bit but not likely.
Re: dm_3006
Posted by reaper47 on Fri Mar 23rd at 6:11pm 2007
Posted by reaper47 on Fri Mar 23rd at 6:11pm 2007
An important update on the slow moving func_tracktrain.
It's a bug with servers running maps with func_tracktrains or func_doors and "tick 100" rate. Tick 66 or 33 works fine. There's nothing I can do about it. It's up to Valve. I could be able to hack it now, that I know what causes it but it might also be a good reason to run lower tick rates as this is not only a bug for my map but for any map having a func_door or func_tracktrain.
Stupid Source engine.
It's a bug with servers running maps with func_tracktrains or func_doors and "tick 100" rate. Tick 66 or 33 works fine. There's nothing I can do about it. It's up to Valve. I could be able to hack it now, that I know what causes it but it might also be a good reason to run lower tick rates as this is not only a bug for my map but for any map having a func_door or func_tracktrain.
Stupid Source engine.
Re: dm_3006
Posted by Junkyard God on Fri Mar 23rd at 6:38pm 2007

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Posted by Junkyard God on Fri Mar 23rd at 6:38pm 2007
That's verry interesting info there reaper47.
I'll still need to testplay your map, kinda busy with another game now, but I'll give it ago once I manage to get some good spare hours to run around in it.
" SRC="images/smiles/icon_smile.gif">
I'll still need to testplay your map, kinda busy with another game now, but I'll give it ago once I manage to get some good spare hours to run around in it.
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Re: dm_3006
Posted by reaper47 on Fri Mar 23rd at 6:51pm 2007
Posted by reaper47 on Fri Mar 23rd at 6:51pm 2007
Yea, I mean, I avoid doing anything fancy like putting in singleplayer NPCs, server-side ragdolls, too complicate physics constructs... But an elevator? HL1 and all its mods had not the slightest problems with things much more complicated than elevators. No other game has.
Instead of toys like the stock market for CSS they could start fixing up the real bugs. Like the lights lying on the floor even in dm_powerhouse. It's really annoying.
" SRC="images/smiles/sad.gif">
Instead of toys like the stock market for CSS they could start fixing up the real bugs. Like the lights lying on the floor even in dm_powerhouse. It's really annoying.
Re: dm_3006
Posted by Junkyard God on Fri Mar 23rd at 8:19pm 2007

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Posted by Junkyard God on Fri Mar 23rd at 8:19pm 2007
Well, I just got it and played it for about 45 minutes, so far only seen stuff that's already been pointed out to be honest, and even that aren't the most blatant oddities in the map, some took me a while to spot haha.
I'll have another look later on, and then another one tomorrow, see if I cancome up with anything.
The flow of the map is great, I think it will be a nice dm map with some more players, haven't played against anyone on it yes, but it feels so smooth, and the connectivity is pretty damn good.
Good work reaper, love this map, makes me want to get more into hl2dm.
I'll have another look later on, and then another one tomorrow, see if I cancome up with anything.
The flow of the map is great, I think it will be a nice dm map with some more players, haven't played against anyone on it yes, but it feels so smooth, and the connectivity is pretty damn good.
Good work reaper, love this map, makes me want to get more into hl2dm.
Junkyard God
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Hell, is an half-filled auditorium
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