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Posted: Sun Feb 01, 2004 5:59 pm
by Bjarne BZR
One of my clans servers are running ONLY "The Canal - Objective" for a while now... Get in there to try this fantastic map!
Name: ToTAL[#9] MAP: The Canal Objectiv 1.0! - [FFisON] Public Server
IP: 213.242.172.49
PORT: 12239 ( <-- Not the standard port! )
Posted: Tue Feb 03, 2004 2:31 am
by mlc
I have looked for all the lib maps since november and i think this is the first AA lib map out well done 50 fps @ 1280 X 1024 cant wait to play it with the clan think you will see it on a lot of servers
Posted: Tue Feb 03, 2004 4:21 am
by Axion
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
Posted: Tue Feb 03, 2004 11:55 am
by Bjarne BZR
Now that looks like crap indeed Axion, I'll fix that. It wont cause a new release by itself, but if a new release is needed, it will be included.
Thanx!
Indeed, indeed
Posted: Thu Feb 05, 2004 4:41 am
by Stevo
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!
Posted: Thu Feb 05, 2004 11:52 am
by Bjarne BZR
Hmmm... after lookking around the map: it looks fine in my MOH:AA... U sure you guys do not have a defect pk3 of some sort in your mains?
Posted: Thu Feb 05, 2004 11:56 am
by Axion
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...

Wierd
Posted: Thu Feb 05, 2004 2:34 pm
by Stevo
Yeah, I played it on Breakthrough too. That might be the problem.
Posted: Mon Mar 08, 2004 2:21 am
by Splaetos
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.
Posted: Mon Mar 08, 2004 7:54 am
by Bjarne BZR
1) How did you normally the respawn modification?
2) Crap, now I remember someone pointing this out before ( and I've seen it myself ). Yes, there is a window shader conflict. If I forget again, remind me. I've got to take a look at that bugger.
Posted: Mon Mar 08, 2004 8:32 am
by Splaetos
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 =)
Posted: Mon Mar 08, 2004 9:20 am
by Splaetos
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....
Posted: Mon Mar 08, 2004 3:45 pm
by Bjarne BZR
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....
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.
Posted: Tue Mar 09, 2004 1:25 am
by Splaetos
i thought it was wierd because there are serveral customs in each map, yet only the windows fail to find thier texture....
So ill keep thinking its wierd!