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Thread: giving away my barebones Penrhyn map

  1. #121
    Member sky-fiwa-'s Avatar
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    So when are you giving us the map?
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  2. #122
    Member Keggie's Avatar
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    when his finished zoning it
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  3. #123
    Member DiP's Avatar
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    And when we actually get enough testers. Calm down, we are going to give you it. Good things come in time!
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  4. #124
    Member necros's Avatar
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    If the screenshot on the site is any idea, the outside looks at tad bland... tree meshes ftw.
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  5. #125
    Member DiP's Avatar
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    I am leaving all smeshes until after Spamslayer optimizes. sky-fiwa- came up with some excellent ideas that I am going to implement. And yes, there will be tree static meshes
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  6. #126
    Member sky-fiwa-'s Avatar
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    Also don't make that moat big.

    Gawd, i hate this avatar.
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  7. #127
    Member DiP's Avatar
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    meh, im gonna get the old version of this map out and do some experimenting while Spamslayer is doing stuff.
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  8. #128
    Member DiP's Avatar
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    New pictures! Thanks to keg for collecting them all and putting them into 1 big handy pile! http://spamslayer.mine.nu:8080/phpBB...topic.php?t=10
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  9. #129
    Member sky-fiwa-'s Avatar
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    WHERE's MY MOAT?!?!?!
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  10. #130
    Member DiP's Avatar
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    I tried to add it. Played it, made the gameplay worse and the realism bad. I will leave that to somebody thats abit more pro than me with terrain.
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  11. #131
    Member Keggie's Avatar
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    looking good - is it almost ready for testing???
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  12. #132
    Member DiP's Avatar
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    Hmm, I gave it to the ChaosUT2 offical tester for a brief glimpse. It really wasn't ready to be out there, I have no idea why I released it. The map was soo uncomplete in many stupid ways.
    1: There is only 1 player start
    2: Its laggy when you look at certain parts of the map.
    3: A day map, with a night skybox, wtf?
    4: Still some texture misalignments I didn't fix(I looked at the old pics and noticed some)

    So to answer your question, no.

    I still have no idea, who is going to do our pathnoding, It will probably be something that will be done slowly and only when I'm extremely bored.
    I am still messing around with my experimental version. Got some probs, I made a fire projector...I simply used a moving lava texture, and it looks like fire(from a torch). One problem though, I can't get it to go around in a full 360 projection...It only seems to want to direct forward.....Or as I fiddle around with it, it still only directs forward, but on a bigger area...
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  13. #133
    Member Keggie's Avatar
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    Quote Originally Posted by deathispainfull
    We are testing it for how well servers can cope, how big it actually is, If there is something i haven't noticed(Bound to be) and anything else.
    if thats what u wanted to find out them the maps pretty much ready for it part from player spawn points. - one idea of testing is to find problems. there might be more u have missed - give us the map and we will find u more tasks to do
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  14. #134
    Member DiP's Avatar
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    Well, I dunno, when we sent it to the other tester he said all these crazy things that had problems with it, and saying how he shouldn't of given it to him if i KNEW these problems were there, and not fixing them.

    Just, don't wanna give you guys a bad impression.
    EDIT: And...I know...there isin't really much else to test other than that. But I want to add some weapons in, and have a fun fight at the end If spamslayer optimizes it enough, and the server we are working on(which we STILL have none) allows me to. We can make some serverside demorecs
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  15. #135
    Member Fuzzy Bunny's Avatar
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    Quote Originally Posted by deathispainfull
    (which we STILL have none)
    Talk to Pestcontrol. Assuming the THN server gets up and running again before you're ready to test, they'd be able to host the map for your testing.

    For the pathnodes, have a look at this mutator. It says Ut2k3, but I think it'll work with 2k4. Make a backup copy of the map before you try it out though

  16. #136
    Member DiP's Avatar
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    Thanks Fuzzy Bunny. I will try the mutator.
    EDIT: Tried it, won't export. Reason: Can't find ut2003.log I tried creating a shortcut to the ut2004.log and renaming it to ut2003.log but It didn't work.
    Last edited by DiP; 30th Jul 2006 at 06:43 AM.
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  17. #137
    great screenies, i would be delighted to beta test it for you.

    were the CuT2 guys interested too?

  18. #138
    Member DiP's Avatar
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    I only asked one of the guys I knew in CuT2, I suppose I can show it off on their forums asking for some
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  19. #139
    Member Master-Builder's Avatar
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    Quote Originally Posted by deathispainfull
    I made a fire projector...I simply used a moving lava texture, and it looks like fire(from a torch). One problem though, I can't get it to go around in a full 360 projection...It only seems to want to direct forward.....Or as I fiddle around with it, it still only directs forward, but on a bigger area...
    That's what projectors do... I have no idea what you are trying to do with it, but a projector just projects a texture onto a surface.

  20. #140
    Member Baz's Avatar
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    from what i recall you should get 360 angle if you set the fov of it to 0, or 360, or you could just place 2 back to back with 180 fov, and make an inverted material for lava
    ..it's safer here.

  21. #141
    Member immortius's Avatar
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    Or just use a, you know, particle effect of some kind.

  22. #142
    Member Radamanthus's Avatar
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    Look at the standard maps- they have some very nice fire effect particle generators.

    That's what I did anyway... cheap ripping off devs
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  23. #143
    hehe, well since school has started and i have a bunch of unorganized stuff on my computer and its a 3 day weekend i'm going to reinstall windows XP (or vista, whichever i feel like when i'm putting CD's in) so that means that the stuff there won't be up hehe, don't worry i've got the stuff backed up
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  24. #144
    keep us posted.

  25. #145
    Member necros's Avatar
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    Quote Originally Posted by deathispainfull View Post
    Thanks Fuzzy Bunny. I will try the mutator.
    EDIT: Tried it, won't export. Reason: Can't find ut2003.log I tried creating a shortcut to the ut2004.log and renaming it to ut2003.log but It didn't work.
    Rather than make a shortcut, just duplicate the ut2003.log and rename it to ut2004.log... lol

    Also, it's probably possible to actually play that map in UT2003 anyway, as long as u have all the assets.
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  26. #146
    Member DiP's Avatar
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    Quote Originally Posted by necros View Post
    Rather than make a shortcut, just duplicate the ut2003.log and rename it to ut2004.log... lol

    Also, it's probably possible to actually play that map in UT2003 anyway, as long as u have all the assets.
    Yeh, thats what I meant to say

    The..umm..map better be on the FTP...otherwise we are f*cked....
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  27. #147
    Member Keggie's Avatar
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    i have a recent copy of it
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  28. #148
    oh yes thank goodness haha
    yeah..so send it somewhere i think you still have your space on the FTP keg only sadly you 2 files u had before are lost on that hard drive

    but yeah i think that copy u have keg was my last copy i worked on
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  29. #149
    Banned VooDoo*|MbR|*'s Avatar
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    Hey, i wanna test it!

  30. #150
    Member Keggie's Avatar
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    *Wonders how much spam will pay to get it back.......*



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