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Posted: Wed Jun 01, 2005 5:57 pm
by Kalti
wacko wrote:- Players hit by the minecart are pushed aside and are not necessarily killed (?)Err, yes, is this wrong? And how could I change that??
No problem imao... just mentioning it
wacko wrote:- Some ammo boxes are placed in an 'overlapping' positions;
I found one
behind the building next to the saloon. Which did I miss?
Checking...
wacko wrote:- ...
u've got more? tell me
I believe there's a door which opens to one side only... and I'm not talking about the toiletcabin and/or the granate cage in the mine / See #2
wacko wrote:- Players killed while riding the minecart will 'auto' -respawn at the end of the ride, as in location and time (two kills for the price of one)Huh? Could u explain this? I killed a player on the ride and he stayed (dead) on the cart...
Kinda hard to explain but we recreated it several times... player in the cart gets killed (shot); his body floats at the location he got killed but the player is respawned pretty soon after the kill at the endpoint of the tracks, where he's killed again because we know he will spawn there...
As I said, tricky to explain but willing to show you

Posted: Wed Jun 01, 2005 6:50 pm
by Kalti
Some more...
- Closet with no collision map (2nd building from the church, opposite the saloon);
- Clock inside the station is 'hanging' a few units from the wall;
- One way opening door (2nd building from the hanging platform, between the the 'shack' and the livingroom);
- 2 crates overlap (cratepile behind the building closest to the windmill);
- Terrain mesh let's players 'sink' into the ground for a fair bit (opposite the railroad warehouse, against the rockwall)
Overlapping ammoboxes can be found in:
- Gun shop;
- 2nd building from the hanging platform;
Posted: Wed Jun 01, 2005 7:06 pm
by Axion
Here's something I noticed that I think has yet to be mentioned:
There's a leak in the ceiling in one of the tunnels.
Posted: Wed Jun 01, 2005 8:01 pm
by wacko
this is getting really embarrassing but is well appreciated nevertheless! Many thanks so far to all of you

I wouldn't have dared to hope that anybody would spend so much time on this
The minecart respawn topic I still couldn't reproduce though, and if, I wouldn't know what to do

Do u get this
every time? Anybody knowing how this could be?
Posted: Wed Jun 01, 2005 8:31 pm
by Kalti
wacko wrote:The minecart respawn topic I still couldn't reproduce though, and if, I wouldn't know what to do

Do u get this
every time? Anybody knowing how this could be?
When killed, keep pressing your firebutton... like when your frustated and quickly want to respawn... lol
I can't recreate it when
not pressing the firebutton.
Just now I tested it on another server then before... got killed when riding the cart, respawned and was hurled onto the roof.
Btw. the respawned player is also being 'forced' to crouch in the cart... So perhaps you'll need some sort of 'release' command which could help when the player gets killed while being forced to crouch ?
*EDIT: embarrassed ? don't be, personally I love the map and seeing it is still beta I would like to get it perfect for a final

Posted: Wed Jun 01, 2005 9:55 pm
by wacko
k. sorted out that minecart problem. hurray

Posted: Wed Jun 01, 2005 10:04 pm
by Kalti
Whoohoo !
Posted: Tue Jun 07, 2005 8:47 am
by Kalti
One other small thing...
The trainwagon in the tunnel... players can get stuck under it, on the side of the mine entrance.
Posted: Tue Jun 07, 2005 10:42 am
by wacko
Kalti wrote:One other small thing...
The trainwagon in the tunnel... players can get stuck under it, on the side of the mine entrance.

compiling that map now for 2 days. No idea why it does take so long now...
Well, but this must be changed, u're right. Thanks m8

Posted: Tue Jun 07, 2005 1:36 pm
by Kalti
Two days ?
How long did it take for the beta version?
Perhaps you should choose to keep the compile running and fix the trainwagon problem with a spawned clipbrush.
Posted: Tue Jun 07, 2005 2:05 pm
by wacko
Kalti wrote:Two days ?
How long did it take for the beta version?
Perhaps you should choose to keep the compile running and fix the trainwagon problem with a spawned clipbrush.
Mmm, 1 day for the complete compilation? ouldn'T say for sure... And I couldn't even say what the reason could be... or... errr....would a set farplane speed up vis? The one I had, I did remove and was planning to add it via script. Bad idea!?
Posted: Tue Jun 07, 2005 3:01 pm
by Mj
Is it taking an age on the vis?
Posted: Tue Jun 07, 2005 4:16 pm
by k47a
Here's some things I found:

A tiny little bug - not really worth mentioning that...

There's no window in the church but still it's very bright... Maybe some more lamps? Or a window? Whatever.

Hahaha, I don't think that you need to be careful with those eggs anymore!!
Great map!!
(I esp. like those little plant balls and the minenw?geli

)
Posted: Tue Jun 07, 2005 4:22 pm
by wacko
Mj wrote:Is it taking an age on the vis?
Errr, yes...
Now, with farplane and without lightmapdensity set (sorry, Mj

) compile times were okay again. As the fps even with a farplane ofr 3000 are bad enough, I'm not too sorry about the farplane... Then, on a test map of snowhill with some buildings deleted, I got an error during light stage regarding the lightmap when it was set to 4 (or was it 16?), something was too much, can'T remember. So for the whole map, this error would be to expect as well...
@IvaN, will try to find that patch of sand, maybe it's already done and I'll search for ever

.
Will think about the church getting windows. Mmm... mmm... will have to try something

Posted: Fri Jun 17, 2005 11:40 am
by wacko