Gmdm2 beta1

Gmdm2 beta1

Re: Gmdm2 beta1 Posted by Leperous on Fri Sep 26th 2003 at 10:54am
Leperous
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Posted 2003-09-26 10:54am
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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 :smile:

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 :/
Re: Gmdm2 beta1 Posted by Gollum on Fri Sep 26th 2003 at 12:37pm
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Posted 2003-09-26 12:37pm
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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.
Re: Gmdm2 beta1 Posted by Orpheus on Fri Sep 26th 2003 at 1:20pm
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Posted 2003-09-26 1:20pm
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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..
Re: Gmdm2 beta1 Posted by Leperous on Fri Sep 26th 2003 at 4:57pm
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Posted 2003-09-26 4:57pm
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It was crashing in-game after a while, but it seems to have stopped now. I have a feeling that if you play this map with a few people (er, excluding ReNo's playtest) and there are bodies/weaponboxes etc. lying around it'll kill some people's PCs :/
Re: Gmdm2 beta1 Posted by Gollum on Fri Sep 26th 2003 at 5:00pm
Gollum
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Posted 2003-09-26 5:00pm
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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.
Re: Gmdm2 beta1 Posted by Tracer Bullet on Fri Sep 26th 2003 at 11:56pm
Tracer Bullet
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Posted 2003-09-26 11:56pm
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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 :biggrin:
Re: Gmdm2 beta1 Posted by Hornpipe2 on Wed Oct 1st 2003 at 12:32am
Hornpipe2
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Posted 2003-10-01 12:32am
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...

AHAHAHAHAHAHAH AHAHAHAHH HAHHAHAHAHA HAH ha ha... erm.

Fun.
Re: Gmdm2 beta1 Posted by ReNo on Wed Oct 1st 2003 at 2:13pm
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Posted 2003-10-01 2:13pm
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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.
Re: Gmdm2 beta1 Posted by Gollum on Wed Oct 1st 2003 at 5:32pm
Gollum
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Posted 2003-10-01 5:32pm
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Okay, thanks for that info ReNo :smile:   I've managed to cut about 100 entities since beta1 so hopefully it will be very stable.
Re: Gmdm2 beta1 Posted by scary_jeff on Fri Oct 3rd 2003 at 11:50am
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Posted 2003-10-03 11:50am
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Looks/sounds superb. Downloading it now, but I don't think I can muster any kind of playtest...
Re: Gmdm2 beta1 Posted by GrimlocK on Sat Oct 4th 2003 at 4:24am
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Posted 2003-10-04 4:24am
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Wow, I totally missed this thread until now, I'm going to DL the beta and give it a try this week end.
Re: Gmdm2 beta1 Posted by Gollum on Sun Oct 5th 2003 at 7:48pm
Gollum
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Posted 2003-10-05 7:48pm
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Wicked :smile:   I'm hoping to publish the final version by Tuesday, so get those comments in while there's still time :wink: