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Old 15th Jul 2006, 11:17 AM   #121
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So when are you giving us the map?
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Old 15th Jul 2006, 11:56 AM   #122
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when his finished zoning it
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Old 15th Jul 2006, 12:03 PM   #123
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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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Old 19th Jul 2006, 04:55 AM   #124
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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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Old 19th Jul 2006, 05:02 AM   #125
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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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Old 19th Jul 2006, 09:10 AM   #126
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Also don't make that moat big.

Gawd, i hate this avatar.
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Old 20th Jul 2006, 01:48 PM   #127
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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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Old 29th Jul 2006, 09:57 AM   #128
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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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Old 29th Jul 2006, 10:33 AM   #129
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WHERE's MY MOAT?!?!?!
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Old 29th Jul 2006, 04:34 PM   #130
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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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Old 29th Jul 2006, 06:36 PM   #131
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looking good - is it almost ready for testing???
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Old 29th Jul 2006, 06:51 PM   #132
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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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Old 29th Jul 2006, 07:01 PM   #133
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 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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Old 29th Jul 2006, 07:13 PM   #134
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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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Old 29th Jul 2006, 08:58 PM   #135
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 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
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Old 30th Jul 2006, 07:18 AM   #136
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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.
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Old 1st Aug 2006, 02:20 PM   #137
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great screenies, i would be delighted to beta test it for you.

were the CuT2 guys interested too?
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Old 1st Aug 2006, 02:31 PM   #138
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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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Old 17th Aug 2006, 01:36 PM   #139
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 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.
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Old 17th Aug 2006, 01:45 PM   #140
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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
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Old 17th Aug 2006, 04:55 PM   #141
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Or just use a, you know, particle effect of some kind.
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Old 18th Aug 2006, 10:10 PM   #142
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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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Old 24th Aug 2006, 08:25 PM   #143
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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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Old 26th Aug 2006, 05:23 AM   #144
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keep us posted.
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Old 30th Aug 2006, 12:09 PM   #145
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 Originally Posted by deathispainfull: ( link to 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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Old 30th Aug 2006, 12:12 PM   #146
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 Originally Posted by necros: ( link to 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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Old 30th Aug 2006, 02:35 PM   #147
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i have a recent copy of it
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Old 31st Aug 2006, 09:47 PM   #148
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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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Old 1st Sep 2006, 12:13 AM   #149
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Hey, i wanna test it!
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Old 1st Sep 2006, 01:10 PM   #150
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*Wonders how much spam will pay to get it back.......*



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