The rescue released

Made a map or mod? Announce it in this forum!

Moderator: Moderators

User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

The rescue released

Post by bdbodger »

Well I finally had the guts to release a map . Have fun and don't forget to read the readme .

http://members.shaw.ca/bdbodger/The_rescue.pk3

Image

for more screenshots http://dynamic4.gamespy.com/~map/mohaa/ ... php?t=5263
Random
Moderator
Posts: 401
Joined: Sun Jun 01, 2003 11:00 pm

Post by Random »

Dude I hope you will have the guts to release more because this was very fun. Very nice looking to but for people with only average vid cards they may not be a big fan. But for those who do Woo Hoo. Good stuff bud i like it.
Moderator
Image
Jb
Corporal
Posts: 33
Joined: Wed Jul 23, 2003 7:29 pm
Location: Cowpoke, Tx
Contact:

Post by Jb »

So I can use the playervehicle.scr to spawn the tank and jeep in obj maps
Image
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

The player vehicle script can be used for other maps . The syntax is

exec global/playervehicle.scr <origin> <angle> <type>

type 1 tank

type 2 jeep

use the modified jeep.tik in the pak I think it will work even if the client does not have the modified jeep.tik it just changes the jeep from a drivable vehicle to a vehicle tank so that it can be driven . I other words as long as you have the jeep.tik in a pak that is read after the game paks then it should work . It is like the mod that I seen where a guy had the bazooka fireing grenades I did not have the modified bazooka but it worked for me client side .

also don't forget to do
exec global/playervehiclesound.scr for JV's sound fix .

As for the frame rates they are the best I could get them on a outdoor map with such direct lines of sight . I haven't tested it yet but the frames drop at the front of the building I suspect that the rails on the balconies which are I think are 8 sided brushes might be one cause I should have used a texture with an alpha channel and made them from one brush instead . In my tests the frames droped into the yellow with med to med-high graphics settings and a 64 meg ati card . Inside I got 70 or more and away from the main building I got 35 to 45 .

There is a simlified spotlight script in the pak too I called it global/rescue_spotlight.scr . Same setup as the global/spotight script . Make a script model model miscobj/searchlightbase.tik $targetname spotlight then make a spline path with info splinepath nodes targeted to each other to form a circle . Give the spotlight a #set and a #group like #set 1 #group 2 and $targetname one of the info spline path nodes spotpath1_2 . The spots have no damage triggers around them so they can't be destroyed they are just for effect .
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

any server running this?
Live to map, not map to live.
-mohaa_rox, .map
moderator
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

I don't have one . I hope someones picks it up and plays it but if not it was fun to make oh well .
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

Just an update for the jeep sounds in my global/playervehiclesounds.scr . I must have cut and pasted from some where , I don't know where because they are wrong . So here are the right sounds you can substitute them in the script or download it again .

// Jeep
local.master aliascache jeep_snd_idle sound/vehicle/veh_jeep_idle.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_snd_run sound/vehicle/veh_jeep_move.wav soundparms 0.8 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_snd_revup sound/vehicle/veh_jeep_start.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_snd_revdown sound/vehicle/veh_jeep_revdown.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_snd_shift1 sound/vehicle/veh_jeep_shiftin.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_snd_shift2 sound/vehicle/veh_jeep_shiftout.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_snd_on sound/vehicle/veh_jeep_start.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_snd_start sound/vehicle/veh_jeep_on.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_snd_off sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_snd_stop sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_snd_doorclose sound/mechanics/DoorJeepClose_02.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_tread_snd_dirt sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_tread_snd_stone sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_tread_snd_grass sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_tread_snd_wood sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_tread_snd_mud sound/vehicle/veh_tread_grass.wav soundparms 2.8 0.0 1.0 0.0 800 4000 auto loaded maps " dm obj t m "
local.master aliascache jeep_vehicle_crash sound/null.wav soundparms 0.7 0.4 1.0 0.5 100 1600 auto loaded maps " dm obj t m "
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Trouble

Post by tltrude »

I downloaded it twice and can't get it to show up in the game. My Winzip will not open the pk3 because it says it is not a valid archive.
Tom Trude,

Image
User avatar
small_sumo
Lieutenant General
Posts: 953
Joined: Mon Jul 01, 2002 4:17 pm
Contact:

Post by small_sumo »

I love the dogs that follow you, so very cool.
Image

www.smallsumo.tk

Yeah Truth above Honor Man ;)
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

had some problems last night uploading the fixed ver of the map will try again today
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

Well finally I had to delete my whole web space because the file was large and even though I have 10 megs of web space and all the files are only 6.5 megs with the pk3 the server would not let me upload the pk3 which was 5.5 megs . Any way the fixed ver with jeep sounds is now online .
RipGrif
Private
Posts: 1
Joined: Sat Dec 06, 2003 5:50 pm

Post by RipGrif »

Nice map, but everytime I shoot the german dog it kicks me out to the start up screen. I tried in both obj & ffa mode, same thing.

Rip

(by the way I sure wish your dog mod worked in BT)
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

You must be useing spearhead without the dog fix for maps with dogs .

copy this into notepad and name it dog_killed.scr then save it in the anim directory

Code: Select all

// dog_killed.scr


// Sprearhead Hotfix for the german dog (FIFI) Also usable for other scripted/static dogs.
// Vonderbakluft 2002 Q's @ Nemesis form or vonderbakluft@hotmail.com
// Location values:
// -2 false positive: should return a miss
// -1 General
// 0  head
// 1  helmet
// 2  neck
// 3  upper torso
// 4  middle torso
// 5  lower torso
// 6  pelvis
// 7  right upper arm
// 8  left upper arm
// 9  right upper leg
// 10 left upper leg
// 11 right lower arm
// 12 left lower arm
// 13 right lower leg
// 14 left lower leg
// 15 right hand
// 16 left hand
// 17 right foot
// 18 left foot

local.yaw = self GetLocalYawFromVector self.fact.direction
self.blendtime = 0.3

switch(self.fact.location)
{
// headshot
case 0: // head
case 1: // helmet (head)
case 2: // neck
//	println "headshot"
	self setmotionanim dog_death
	break

// Stand Straight
case 3: // upper torso
case 4: // middle torso
case 5: // lower torso
case 6: // pelvis
//	println "body"
	self setmotionanim dog_death2
	break

// Stand Knees
case 9: // right upper leg
case 13: // right lower leg
case 17: // right foot
case 10: // left upper leg
case 14: // left lower leg
case 18: // left foot
//	println "legs"
	self setmotionanim dog_death
	break

// Stand Left
case 8: // left upper arm
case 12: // left lower arm
case 16: // left hand
//	println "what's this?"
	self setmotionanim dog_death2
	break

// Stand Right
case 7: // right upper arm
case 11: // right lower arm
case 15: // right hand
//	println "and what's this?"
	self setmotionanim dog_death
	break

default:
//	println "dog pain in unknown location " self.fact.location "."
	self setmotionanim dog_death
	break
}

self waittill flaggedanimdone
end
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

Hey bdbodger! Great map! I havent had the privilege to play it online yet, but all the experience I have tells me its a really good one.

There is a problem with your modification to my scouting mod (a mod mod? :wink: ) however: You have based your modification to an older version of the scouting, the current version is 1.2 and contains:
scouting readme file wrote:>>>>>>>>>>>>>>>>>>> CHANGES IN VERSION 1.2 <<<<<<<<<<<<<<<<<<<
--------------------------------------------------------------
- Complete re-design of the core to reduce/remove lag on full
servers 25+ players. Now contains a separate scanner thread
that pre-sorts all players to optimize the workload needed
to be performed when the actual scouting is performed.
Anyone running the version you based it on will experience unnessesary lag every time a scouting is performed if the server is not a supermonster server (they seldom are).

I hoped someone would do exactly the modification you have done, and I must say you did it with style. It's a lovely feeling to search for a suitable target, give the order, hear the airstrike alarm go of, hear the bomber close in on the coordinates, hear the sound of the falling bomb, see it just before it strikes the target... BOOOM!!!!

GREAT work on the modification, but above all: GREAT work on the map!
Admin .MAP Forums
Image
Head above heels.
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

Thanks Bjarne BZR . I have downloaded the new version of the scout mod thanks for your cool mod . :lol:
Post Reply