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ok

Posted: Mon Dec 30, 2002 2:02 pm
by Shifty
Thanks for your suggestions - I knew about the ladder but I will do the others suggestions aswell - as I said its not a beta yet

ok mohaa_rox

Posted: Mon Dec 30, 2002 2:55 pm
by Shifty
Ill send you the map and the script file so you can take a look

I tested it with another player and the "kill the officer" objective worked great

I need to add the Stealing documents part to the script as I dont know how to add it/where to put it (i made a small stealing documents map before to make sure i could do it - that also worked fine)

Thanks for all your help

To Do

Posted: Mon Dec 30, 2002 2:56 pm
by Shifty
Heres wot ive done from your suggestions

Change all the textures inside the walls that can't be seen to caulk

In your precache file it should be:

exec global/DMprecache.scr

There a couple of errors in the obj_warhall.shader, try this:

Code:
obj_warhall
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
clampMap textures/mohmenu/objloading/obj_warhall.jpg
}
}

Nazi banners are backwards. The swastika should rotate clockwise

The tank is buried in the concrete.

You may want to change the sound of your metal doors a bit. Select your metal door brush and enter these:
doortype: metal


The Locked doors should now work (dont know why they didn't)

Heres wot ive got to do

The Reason why the Documents cant be taken is that this isnt scripted yet
You may want to make this column more destroyed. That would be nicer
Add Pathnodes to the AI guy

Add more lights

ok

Posted: Mon Dec 30, 2002 3:04 pm
by Shifty
ok mohaa_rox i sent it to you using yer dads email again

Posted: Mon Dec 30, 2002 3:12 pm
by Innkeeper
Actually changed my opinion about the precache file. I saw that you had called 'global/DMprecache.scr' in the maps script. I have found that 'DMprecache.scr' is of little benefit. Just take your log file and add to the *_precache file all the things that show up in the console log.

Also in the '.urc' file you need to remove the '.tga'

Code: Select all

resource
Label
{
name "Default"
rect 96 48 448 336
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "obj_warhall"
}

Posted: Mon Dec 30, 2002 3:19 pm
by Shifty
The Scripting was done very early on when I had completely no undestanding of it i put 'DMprecache.scr' in because it started as a deathmatch and I thought you had to change it.

Posted: Mon Dec 30, 2002 3:30 pm
by Innkeeper
DMprecache. scr is a generic precache that covers the official multiplayer maps. And really doesn't do that good a job.

You really need to have a precache with your map, so why not just put everything needed in that one file. :wink:

Posted: Tue Dec 31, 2002 1:36 am
by General Death
Only suggestions I have that I dont think have been mentioned is:

1) the trees outside of the facility. I think 80% of them could be removed and using a patch mesh with the treeline texture you could get the same "forest" effect. Move the other 20% of the trees in front and behind that mesh to help give it depth.
2) The large doors inside the facility shuold prob move slower then what they do now.

All of the other suggestions I had have already been mentioned. Ill be more then happy to look at the future beta releases of your map anytime ya want. :D :D :D

Thx

Posted: Tue Dec 31, 2002 2:24 am
by Shifty
This is why this is the best forum no stupid flames - just ppl who want to help

Posted: Tue Dec 31, 2002 2:28 am
by Shifty
I think 80% of them could be removed and using a patch mesh with the treeline texture you could get the same "forest" effect.
Now im stumped any chance you can go a bit more in depth?
The large doors inside the facility shuold prob move slower then what they do now
would i just put in

speed:whatever (whats a good value?)

I'll of course let you guys no when u can take another look

Posted: Tue Dec 31, 2002 3:24 am
by General Death
As far as a treeline example this is the best I can do at the moment:
Image
If its still to vague then I can make a sample map for ya.


As far as the doors its been along time since I have changed the speed of a door but "speed" as the key value sounds right....what valus of speed to use you would be best to play with....sorry its been awhile...

ok thanks

Posted: Tue Dec 31, 2002 3:31 am
by Shifty
Yeah if you could send me a sample map that would be great

and I just played around with a sliding door the speed:whatever worked fine for it

Posted: Tue Dec 31, 2002 3:51 am
by General Death
Check your e-mail...made a 5sec test map...

Cool

Posted: Tue Dec 31, 2002 3:54 am
by Shifty
Thanks very much :D :D :D :D