PitCrew the original

PitCrew the original

Re: PitCrew the original Posted by Dr Brasso on Tue Dec 9th 2003 at 8:19pm
Dr Brasso
1878 posts
Posted 2003-12-09 8:19pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
ROFLMAO!!! Kornball, you kill me.... :lol:

Doc Brass... :dodgy:
Re: PitCrew the original Posted by Orpheus on Wed Dec 10th 2003 at 9:30pm
Orpheus
13860 posts
Posted 2003-12-10 9:30pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
sighs

i am at the edge guys, i need advice..

i have reached a limit, one even mike couldn't circumvent, read here

i have the same problem (ED_Alloc:no free edicts) and i only added 2 more sounds since the last successful compile and NO WEAPONS OR AMMO YET!!

i need to know, should i sacrifice sounds for items or what?

this map, is, well its reached its end.. those of you involved gimme some advice.. majority rules.

thanx
Re: PitCrew the original Posted by Orpheus on Wed Dec 10th 2003 at 10:37pm
Orpheus
13860 posts
Posted 2003-12-10 10:37pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
problem solved, new problem created :cry:

i found out the edict error was cause, because i cloned 3 MM setups without changing the names, i guess all three were being triggered and glitched out :sad:

new problem, gollums MM looper works in test map, but fails in real map, even tho i changed nothing :sad:

see why i hate MM's, they cut me no slack at all..
Re: PitCrew the original Posted by Dr Brasso on Thu Dec 11th 2003 at 2:12pm
Dr Brasso
1878 posts
Posted 2003-12-11 2:12pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
do you deserve some slack there bud??.... :heee:

////runs like holy hell.... :lol:

Doc Brass... :dodgy:
Re: PitCrew the original Posted by Orpheus on Thu Dec 11th 2003 at 2:17pm
Orpheus
13860 posts
Posted 2003-12-11 2:17pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Dr Brasso said:
do you deserve some slack there bud??.... :heee:
i need help, gollum made nothing for this map so far, so there can be no possibility of entity clashing, either in name, or setup, yet his prefab sound maker, works in a test map, but fails in the pitcrew map, i cannot figure out why.

as i said, MM's just hate me, even when i use fully functional ones other people made, they almost always fail.

tell me, other than names, what portion of any mm setup is important? i mean, what part other than the name/target could clash with someone elses MM ??

if i know this, maybe i can fix it on my own.

i get so damned frustrated when simple sound setups fail.
Re: PitCrew the original Posted by Dr Brasso on Thu Dec 11th 2003 at 2:28pm
Dr Brasso
1878 posts
Posted 2003-12-11 2:28pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
i hate to sound so general man, but with that many different folks doing their thing, its inevitable....

....and as far as MM's go, most all flags are important, depending on what you are trying to achieve.....dude, i almost pulled all my hair out trying to figure my first laser setup (oinsequently has grown back.. :heee: ), so your task is 15 times the one i encountered, and yer flying somewhat blind....seems to mke yer gonna have to know every mm setup involved quite well to figure where the clash is....yer gonna learn this s**t yet bud...w00t!

send me the chunk of rmf thats messing with you...lemme try and fix it....who knows, i might get lucky... :biggrin:

Doc Brass... :dodgy:
Re: PitCrew the original Posted by Orpheus on Thu Dec 11th 2003 at 2:35pm
Orpheus
13860 posts
Posted 2003-12-11 2:35pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
son is playing new game on my comp ATM '"prince of persia 2"

so it will have to wait for a bit.

anywhos, what i dont get is, there should be no way mikes prefab could have any commonalities with others, since from the start, we all used our own names for setups, so grimlocks are grimlocks and so forth.

anyways, i am taking a break, this got me so pissed i was on the verge of scrapping it all.. is sounds fail, then maybe thats a message we should consider :sad:
Re: PitCrew the original Posted by Yak_Fighter on Thu Dec 11th 2003 at 6:42pm
Yak_Fighter
1832 posts
Posted 2003-12-11 6:42pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
Orpheus said:
son is playing new game on my comp ATM '"prince of persia 2"

so it will have to wait for a bit.

anywhos, what i dont get is, there should be no way mikes prefab could have any commonalities with others, since from the start, we all used our own names for setups, so grimlocks are grimlocks and so forth.

anyways, i am taking a break, this got me so pissed i was on the verge of scrapping it all.. is sounds fail, then maybe thats a message we should consider :sad:
Over my dead body will this map be scrapped. If you need someone to work on it for a little bit as a change of pace, I could do it. You won't see the map for another year, but whatever :biggrin:
Re: PitCrew the original Posted by Orpheus on Thu Dec 11th 2003 at 10:57pm
Orpheus
13860 posts
Posted 2003-12-11 10:57pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
no, i am not about to scrap it, but why do MM's always be a prick when i use them?

sighs yeah i realize thats a question without a real answer, but its so frustrating.

in 5 years, i have yet to create even one functional MM setup of my OWN.

not thru lack of trying i promise, but i seem to lack the basic fundamentals somehow, i must miss one flag, or something :sad:

anywhos, sorry yak, but i would remove ALL the sounds before i would let you have it for ANOTHER year :lol:
Re: PitCrew the original Posted by Orpheus on Fri Dec 12th 2003 at 12:31am
Orpheus
13860 posts
Posted 2003-12-12 12:31am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
BTW, i have been looking for names, with few results, BUT thanx to andrew and his timely bitching out i have decided to demonstrate that names are neither finite, nor is it necessary to re-use them :wink:

two of the names i think suit this map fairly close are:

1) Copious.bsp

2) Opulent.bsp

if you look up the definitions, they fit rather well.

anywho's "Spit" is still rather good as well.. i am still open to suggestions.
Re: PitCrew the original Posted by Gorbachev on Fri Dec 12th 2003 at 2:28am
Gorbachev
1569 posts
Posted 2003-12-12 2:28am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
combine the two into Corpulent!
Re: PitCrew the original Posted by Yak_Fighter on Fri Dec 12th 2003 at 4:20am
Yak_Fighter
1832 posts
Posted 2003-12-12 4:20am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
Gorbachev said:
combine the two into Corpulent!
naw, sounds too similar to crapulent
Re: PitCrew the original Posted by Cassius on Fri Dec 12th 2003 at 4:25am
Cassius
1989 posts
Posted 2003-12-12 4:25am
Cassius
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
Hard puncher? Apathy? Decadence? Faith? Fool's Paradise?

Ooh, here's a good one - heterogenous. Look it up, fools, you'll see why.
Re: PitCrew the original Posted by Orpheus on Fri Dec 12th 2003 at 11:05am
Orpheus
13860 posts
Posted 2003-12-12 11:05am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Cassius said:
Ooh, here's a good one - heterogenous. Look it up, fools, you'll see why.
VERY nice cass, but you spelled it wrong, its heterogeneous .. and the definition is near spot on :biggrin:
Re: PitCrew the original Posted by matt on Fri Dec 12th 2003 at 11:16am
matt
1100 posts
Posted 2003-12-12 11:16am
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
??? :confused: ???
Re: PitCrew the original Posted by Hornpipe2 on Fri Dec 12th 2003 at 5:53pm
Hornpipe2
636 posts
Posted 2003-12-12 5:53pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Cassius said:
Look it up, fools, you'll see why.
Mama didn't raise no fool.
Re: PitCrew the original Posted by Orpheus on Sun Dec 14th 2003 at 4:07pm
Orpheus
13860 posts
Posted 2003-12-14 4:07pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
update:

workin on map again today, will try to upload a new compile.

sound issues still trying to be a horses ass, but i am slowly getting it.

one of my sounds borked because i accidentally placed two of them , i musta hit CTRL V twice :sad:

anywho's.. am trying to fix all the known issues. will attempt to incorporate all suggestions.

thanx
Re: PitCrew the original Posted by Orpheus on Sun Dec 14th 2003 at 7:53pm
Orpheus
13860 posts
Posted 2003-12-14 7:53pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
changed things, hopefully for the better :smile:

am compiling newest version as i type, hopefully error free.

current items list (subject to change of course) is:

AMMO:
  • rpg-5
  • gaussclip-14
  • crossbow-8
  • buckshot-8
  • 9ar,gernade-9
  • 9ar,box-5
  • 9ar,clip-4
  • 357-5
ITEMS:
  • deathmatch_playerstarts-17
  • batteries-11
  • healthkits-11
  • LJ-2
WEAPONS:
  • trip mines-12
  • snarks-8
  • shotguns-7
  • satchels-13
  • rpg-3
  • gernades-3
  • guass-3
  • crossbow-3
  • ar-6
  • 357-2
will upload asap.

thanx
Re: PitCrew the original Posted by Orpheus on Sun Dec 14th 2003 at 11:41pm
Orpheus
13860 posts
Posted 2003-12-14 11:41pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Pitcrew folder

Spit.zip

fixed alot, made more to fix :cry:

damnit jim..

post more feedback please..
Re: PitCrew the original Posted by Yak_Fighter on Mon Dec 15th 2003 at 1:08am
Yak_Fighter
1832 posts
Posted 2003-12-15 1:08am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
-There are too few player_starts. This map can hold 32 players easy, and I imagine there should be 40 player starts in there (for variety!)

-The teleporters need constantly on teleport sprites, like the ones in Cataclysm or near the end of Half-Life sp

-I did not find a 357 anywhere, there needs to be more.

-Ammo balance is off, ammo is way too sparse in some areas and ok to too generous in others.

-There also need to be more shotguns and Mp5s around.

-Ammo boxes should go. I can't think of a single Valve HLDM map that comes with them. Bullets should be scavenged off the dead bodies of your enemies if there's a pressing need.

-My section has way too few weapons. It covers a huge chunk of the map and there's only four weapons that I could find (rpg, shotgun, crossbow, mp5). Also, half of the tripmines are in the back section of my area, that's a bit excessive I think. I would change the crossbow to something else and add a shotgun to the back room (the one that connects to A_S's and your section through a stairway). There needs to be more ammo too, because there were rooms where I wouldn't find anything. What's the point of having the room if there's no weapon or ammo in it?

-Grimlock's ladder section that goes to the top of the open room is way too dark. My monitor has gamma almost all the way up and I couldn't see s**t. It was like I was playing CS again... :dorky:

-Your section really needs the stairs back. The one-way just doesn't work for me, and the connectivity was better with them in. Either way, the area below the overhang needs better weapons than snarks and satchels or whatever's down there. There needs to be a reason to go over there.

-Dietz's section...the water is just...ouch. I got stuck somehow near the gauss. It looks glitchy when in the water you go up to the floor grating above you. There was something else that looked weird, but I forget. Also, there's an RPG, a gauss, and a fully-loaded MP5 within like 20 feet of each other. I know given the nature of the area that's necessary, but it overloads the weapons in one area over the others. We need each section to have a reason for the player to go everywhere in the map.

-Lastly, there really should be a nice weapon in the middle of Grimlock's open arena area place.

There's probably more...but eh...this was just a quick run-through. The sounds are very nice, and the other changes look good.
Re: PitCrew the original Posted by Orpheus on Mon Dec 15th 2003 at 1:22am
Orpheus
13860 posts
Posted 2003-12-15 1:22am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
thanx yak, you mentioned many of the things i already caught, my mentioning fixed a few, created others , was in reference to grimlocks ladder section..

compile times are long, so i know i screwed up and face yet another long compile, especially where lights are concerned.

sounds are closer to how i envisioned them, thanx for noticing.

weapon/ammo.. this is my next task, but luckily, one that is an onlyent fixer... i know you looked at this rmf for a long time, so you can guess my difficulty looking at it myself.

even tho i have been with this map a while, i still to this day get turned all backwards sometimes, so i think weapons are off, only to look around the next corner and see i was mistaken, placement will be a challenge, and i am betting, even unto release, someone will still think its off balance.

as to the teleporters, you want glows like i had in double_trouble??? afterall the tele, was based on yours.

lastly, the water section in Dietz's area, no matter how i fix it, it still looks wrong, i personally cannot stand the sclock,sclock,sclock sound associated with water, that touches a surface walked upon, its horrible, so i lowered the level and the result is what you saw... i am open to suggestions, but none may contain that horrid sound.

lastly, this map is huge, without just throwing s**t around ala GA style, i am at a loss as to how much more should be included, but i can replace the MP5 boxes with clips as you suggested.

my staircase, i dunno about that... the one i loved, didn't pass muster :cry: