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Posted: Tue May 17, 2005 1:40 am
by ElitE3D
heres a quik render of the winchester,

Image

Posted: Mon May 23, 2005 10:21 pm
by hogleg
Looks very nice.
I've got a winchester 22 cal., looks just like that!

Whens this map due out? eh Wacko?

Posted: Sun May 29, 2005 8:55 pm
by wacko
hogleg wrote:Whens this map due out? eh Wacko?
Mmmm, dunno... I'm rather waiting for those weapons to be done which seems to be more difficult than expected :? But then, until those are made, I think I release a beta version and u can go and find some bugs for me :wink:
here ya go: snowhill beta
As it is one of my maps, be aware that it is once again made for rather few players and DM only. So this is NO bug :P If however anybody liked to turn it into an objective mode map for 64 players or whatever, I'd give the map file as soon as he/she ask me for it 8-)

Posted: Mon May 30, 2005 4:11 pm
by Kalti
Whoohoo !

Some very tight mapping Wacko... und Hansworst naturlich.

Love the map sofar... Be sure to grab the file guys !

Great job on the scripted events, still looking around to see what was scripted and what not...

I did comment out the "whatthefog" thread :oops: Perhaps only to see more of the map at the one glance :wink:

Stunning work guys :D

*EDIT: lol @ bell

Posted: Tue May 31, 2005 8:53 pm
by Master-Of-Fungus-Foo-D
i found an error: in a part of the map near the chasm. If you walk by the fence and the wagon blocking the exit to the chasm, everything goes fog-color... just pitch-tan... its really annoying i have a video if you want it....

anyway, in the wanted poster, do you really look like a computer technician with glasses? (not to offend)

Posted: Tue May 31, 2005 9:32 pm
by Kalti
Master-Of-Fungus-Foo-D wrote:...anyway, in the wanted poster, do you really look like a computer technician with glasses? (not to offend)
Hmm... I thought he looked like a DTP-er :wink:

Posted: Tue May 31, 2005 9:33 pm
by Mj
Looking good wacko buddy, the tumbleweed was slightly random, however :shock:

Posted: Tue May 31, 2005 9:36 pm
by wacko
Master-Of-Fungus-Foo-D wrote:i found an error: in a part of the map near the chasm. If you walk by the fence and the wagon blocking the exit to the chasm, everything goes fog-color... just pitch-tan... its really annoying i have a video if you want it....
huh? u sure, that this wasn't caused by that silly whatthefog script? Else, I wouldn't know why this is? But a video would probably be too large for my crappy connection :cry: Could u give me jpeg(s)?
Master-Of-Fungus-Foo-D wrote:anyway, in the wanted poster, do you really look like a computer technician with glasses? (not to offend)
Err, yes, that's what I look like kinda... And I don't feel offended (after all, it's not ur fault what I look like :wink: )

Posted: Tue May 31, 2005 9:44 pm
by wacko
Mj wrote:Looking good wacko buddy, the tumbleweed was slightly random, however :shock:
If u were talking about the tumbleweeds not always rotating the way they ought to, yes, that's right and a bug aswell. :oops: The script as it is has a timing problem with that and I was yet too lazy to change the whole thing just for those tumbleweeds. Very annoying?! :?

Posted: Wed Jun 01, 2005 8:22 am
by Mj
I dunno man, its too... 'round' :P

But cool anyhow! And the way you kept the nooses towards the player was a 'lil odd, i think its worth making them out of cyilnder :)

Posted: Wed Jun 01, 2005 11:01 am
by wacko
Mj wrote:I dunno man, its too... 'round' :P

But cool anyhow! And the way you kept the nooses towards the player was a 'lil odd, i think its worth making them out of cyilnder :)
Mmm... too 'round'... :? The tumbleweed itself or its movement?

The nooses, well, I tried making them out of meshes and brushes both, but the result was - as long as I tried to keep facecounts low - rather disappointing. The way they are doesn't look perfect but imho better than some edgy brush or mesh stuff :? Mmm, dunno, do u want to give them a try? After all, u'Re the expert: Mj stands for mesh junkie, doesn't it? :P J/k, m8 :wink:

Posted: Wed Jun 01, 2005 12:08 pm
by Mj
Lol! I've been trying to think of an alternate meaning for Mj for ages, Mesh junkie kinda fits :P

Well, i would love to; but I can't get at rad until the 6th of june! :(
Try building a big noose, like massive, get it looking cool, then use 'L' to scale it down; mesh handles scaling really well :)

The tumbleweed itself looks like a big ball... I'm not sure if thats the desired effect, but it looks a little unnatural :wink:

Love the hanging thing where you drop down, it really gave me a shock! Great structural work, too 8-)

Posted: Wed Jun 01, 2005 12:16 pm
by wacko
Mj wrote:Lol! I've been trying to think of an alternate meaning for Mj for ages, Mesh junkie kinda fits :P

Well, i would love to; but I can't get at rad until the 6th of june! :(
Try building a big noose, like massive, get it looking cool, then use 'L' to scale it down; mesh handles scaling really well :)

The tumbleweed itself looks like a big ball... I'm not sure if thats the desired effect, but it looks a little unnatural :wink:

Love the hanging thing where you drop down, it really gave me a shock! Great structural work, too 8-)
Ok, thanks for the input. I finally got it now :roll: and will try to improve things :)

Posted: Wed Jun 01, 2005 1:11 pm
by Kalti
Ehrm... just a quicky, just some things we noticed while having great fun on this map.

- There's a chest model with no collision map;
- Most of the rock meshes could do with some additional clipping* (players will and are able to hide in the rockwalls)
- Jumping underneath the hanging plattform trapdoors will take health;
- 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)
- Jump from the minecart at the end isn't always launching you onto the roof;
- Players hit by the minecart are pushed aside and are not necessarily killed (?)
- Some ammo boxes are placed in an 'overlapping' positions;
- ...

* At least check the left wall leading into the rockwall, left of the church when standing in front of it.

No complaints, just mentioning the things we came across :wink:

Posted: Wed Jun 01, 2005 5:03 pm
by wacko
hey, thanks. Loads to do then :D
- There's a chest model with no collision map. Yep
- Most of the rock meshes could do with some additional clipping*Yep
- Jumping underneath the hanging plattform trapdoors will take health;Dunno, how often I tried this and never got damage, but gave it another 8 units distance
- 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...
- Jump from the minecart at the end isn't always launching you onto the roof;Was once done intentionally, but will be changed
- Players hit by the minecart are pushed aside and are not necessarily killed (?)Err, yes, is this wrong? And how could I change that??
- Some ammo boxes are placed in an 'overlapping' positions;I found one :oops: behind the building next to the saloon. Which did I miss?
- ... u've got more? tell me :D
No complaints, just mentioning the things we came across :wink:Yes, great. Exactly what I wanted, tvm :D