The Canal by Flying Sheep [RELEASED]
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Bjarne BZR
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- Axion
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I found a small error in your corona placement in one of the numerous hallways.. Check the link (You'll have to copy and paste it or else it won't work)-
http://axion.00freehost.com/files/corona_error.jpg
http://axion.00freehost.com/files/corona_error.jpg
"The work of a thousand years is nothing but rubble."
- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

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Bjarne BZR
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Indeed, indeed
I noticed the same thing, Axion, but in more than one hallway. Make sure you look around at all of the hanging bulbs!
This is certainly one of the best custom maps I've seen yet! It would be nice if it was given a fog color, though, so that the sky is not black on low graphic options. Also, the river clipping is kinda goofy... But how does one realistically clip a river? It would be especially hard for an open river.
Good Job with the improvements!
This is certainly one of the best custom maps I've seen yet! It would be nice if it was given a fog color, though, so that the sky is not black on low graphic options. Also, the river clipping is kinda goofy... But how does one realistically clip a river? It would be especially hard for an open river.
Good Job with the improvements!
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Bjarne BZR
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- Axion
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No, the version I have came directly off the link that you posted on the front page. However, I was running the level in Breakthrough instead of Allied Assault, so maybe that has something to do with it... 
Last edited by Axion on Thu Feb 05, 2004 8:33 pm, edited 1 time in total.
"The work of a thousand years is nothing but rubble."
- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

Wierd
Yeah, I played it on Breakthrough too. That might be the problem.
hmmmm
im not completely sure about this but....
two things about canal obj....
1- you cant mod it in the normal fashion to allow respawn, mostly im just curious if you knew offhand why this was so... we dont play no respawn objective much, as they are rather boring, and our servers format is far more exciting when maps are modded for respawn, even if the spawns arent really tailored to allow for 'normal' respawn objectives. I dont think we would play the obj version anyway because the spawns sit almsot entirely on the obj, while the ally spawns are very far away, but still I was curious. hmm that was quite the run on paragraph i jsut typed...
2 - Canal and Opera house conflict for some reason I cannot fathom. This is noticeable in the windows, and not just to me. I believe whichever pk3 is scanned last by the users system has normal functioning windows, while the other map has opaque versions, with a 'missing texture' effect when broken. While shooting people on opera through windows, my own clan mates were like 'how did you see me??' because they could see nothing through the windows. I could see, because i had renameed Opera(or rather opra.pk3) to zzz-opera.pk3. once I did this however, I could not see through the windows on Canal, but frankly, that was less annoying then opera so I dealt with it.
im not completely sure about this but....
two things about canal obj....
1- you cant mod it in the normal fashion to allow respawn, mostly im just curious if you knew offhand why this was so... we dont play no respawn objective much, as they are rather boring, and our servers format is far more exciting when maps are modded for respawn, even if the spawns arent really tailored to allow for 'normal' respawn objectives. I dont think we would play the obj version anyway because the spawns sit almsot entirely on the obj, while the ally spawns are very far away, but still I was curious. hmm that was quite the run on paragraph i jsut typed...
2 - Canal and Opera house conflict for some reason I cannot fathom. This is noticeable in the windows, and not just to me. I believe whichever pk3 is scanned last by the users system has normal functioning windows, while the other map has opaque versions, with a 'missing texture' effect when broken. While shooting people on opera through windows, my own clan mates were like 'how did you see me??' because they could see nothing through the windows. I could see, because i had renameed Opera(or rather opra.pk3) to zzz-opera.pk3. once I did this however, I could not see through the windows on Canal, but frankly, that was less annoying then opera so I dealt with it.
When I am king, you will be first against the wall~


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Bjarne BZR
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when we change to respawn usualy we just duplicate the screen and change level.dmrespawn to 1 for that file. They are all in one pk3, and can be removed easily en masse to play without respawn.
Canal was somewhat resistant to both duplicating the script with the change, and changing the script in its own pk3. Like I said though, we didnt try too hard, cause it was enjoyable on liberation. It was just a curious thing.
there is also some wierd issue with sounds, that may come from opera, or from canal, im really not sure. MOST people dont experience the problem, and I cant remmeber how I fixed it for myself, but at least two other people lost all weapon sounds after putting canal and opera in thier main folder(like i said i think this is an opera house issue =) but really not sure)
We play with only stock rifles(not snipers) so even boards with spawns relatively close to the objective, can be insanely fun when respawn is enabled =) Canal we havent tried it on of course, but it might work out ok, since thier are two bombs, but then again, the spawns are REALLY close to these objectives for the most part =)
Canal was somewhat resistant to both duplicating the script with the change, and changing the script in its own pk3. Like I said though, we didnt try too hard, cause it was enjoyable on liberation. It was just a curious thing.
there is also some wierd issue with sounds, that may come from opera, or from canal, im really not sure. MOST people dont experience the problem, and I cant remmeber how I fixed it for myself, but at least two other people lost all weapon sounds after putting canal and opera in thier main folder(like i said i think this is an opera house issue =) but really not sure)
We play with only stock rifles(not snipers) so even boards with spawns relatively close to the objective, can be insanely fun when respawn is enabled =) Canal we havent tried it on of course, but it might work out ok, since thier are two bombs, but then again, the spawns are REALLY close to these objectives for the most part =)
When I am king, you will be first against the wall~


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Bjarne BZR
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No, that is not wierd. It is the actual error I think ( without looking in the script ). It selects the firts shader it finds ( canal:s ) and does not find the textures in it and fails.Splaetos wrote:I renamed the shader in Opera which seems to fix the problem in both maps.
maybe it caused more problems, but I didnt see any...
anyway its kinda wierd, that only the windows conflict... when they have seperate names in each map....
