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Re: Source MAP of CSS Office & TCE Northport The door It is silent in my game ( quit playing SoF2MP beta releases ;) ) Add the noise property to get the metal sound. If you want it to stay up for the rest of the round in round based games, then you could add 2 delay ents between the trigger_multiple and the door; 1 that waits for 300 secs, but only spawns in inf and dem, and an other that doesn't wait so long, but only spawns in dm, tdm, elim and ctrl... So rename door1 to door_real, call the delay ents door1 and have them target door_real. All ents are reset at round restart, so don't worry about it's position in the next round. The Projector Box inner side? Deforming shader? The map layout (decal(2).jpg) on the wall is inversed and I guess the whole thing should be on the white background. Add demolition gametype? Dare I ask for a bot-route? ;-) Please add these things (I've taken a lot of time to find the specs and write this for you): To support the Control gametype, add these gametype-items on the noted positions: #1 "blue_box1" (1770 -265 -144) #2 "blue_box2" (798 1493 -144) #3 "red_box1" (-1475 1364 -320) #4 "red_box2" (789 -1919 -320) - And add "Ctrl" to the type-field in the arena-file. Add a "g_spawnfragDistance" "12" property in worldspawn. In RoCMod CDK and the soon to come AV-mod this CVar determines how far (in meters) the enemies will have to keep away from the spawn points, in order to avoid being telefragged when the next guy spawns. It only works in gametypes with interval spawn type and with one exception; if the enemy looks away from the spawning player, but the spawning player can see the enemy. I'll make levelshots for inf, dem, ctrl and ctf for you if you add those things :-) |
Re: Source MAP of CSS Office & TCE Northport This should be helpful when creating bot routes. http://soldieroffortune2.filefront.c...Goldrush;81720 |
Re: Source MAP of CSS Office & TCE Northport I just realized what I wrote about those delay ents is rubbish. It would create a delay before the door opens :/ It would take 2 different door ents to alternate the delay before it closes... |
Re: Source MAP of CSS Office & TCE Northport I will do all but how can I fix that gate sound? I mean removing the wood door sound? Diogo / Marines also hears that sound so it could be handfull to know how to fix it. And about the other things, yes I will add all, I'm just trying to make the looks how they are in css, then I will add more gametype things because they block my sight when I'm working on gtk. So gametypes is for at the end. And I seem to have improved in mapping so I will try northport after this map again and see if I can fix that one. Thanks for all the info for fixing this map guys and I'll try that bot routing out 2 at the end of the map. Greetz EDIT : Quote:
I also tried that box inner side of the projector, but it's kinda hard to do, or i'll need to make a shader with showing 1 side twice like a fence + adding the scroll type. The decal2 will be fixed when the map is ready, I want blue spawn to be at the left bottom and red spawn right top but I can fix that. Demolition will be added when I know where I could place a bombside (probably in the storage room and ...?) |
Checking files I just tested it once again in the 1.03 basegame, without the widescreen patch installed, and without any cfg's. I'm pretty sure it's as original as my game gets. I still head nothing from that gate. Here's a list of my files while testing: Code: 2002-10-21 13:34 802.816 94830C45E889F7D581A95A3EE66A42FE cgamex86.dllIf you download md5.exe to your sof2-root, copy the filenames to a bare text document and save it there as filelist.txt, then you should be able to generate a list with your md5 values using this command: for /f %q in (filelist.txt) do md5.exe %q >> md5list.txt If you can't get the md5 values of your files, at least compare sizes and dates. |
Re: Source MAP of CSS Office & TCE Northport Ok I'll test it when I get home. PS: As good as all the models, decals have been added so I guess the map just needs some patches (snow) and maybe some minor fixes like shaders and its ready to go ^^ But if you want we'll try it in your server again commando to check if everything goes fine. Greetz |
Re: Source MAP of CSS Office & TCE Northport I checked it, and everything is the same, except that I have a ossuport.dll and no SOF2MP.org.exe |
Re: Source MAP of CSS Office & TCE Northport I just wanted to be sure there are levelshots for all those gametypes. Mappers tend to forget them. The ossupport.dll seem to be something for mounting images... on Linux (?) The SoF2.org.exe is my backup from the widescreen patch. It makes no difference for the sound if I start either one. Did you maange to get the md5 values of your files? I forgot to ask you to test it like I did, without any other pk3's and no cfgs. |
Re: Source MAP of CSS Office & TCE Northport ah no, I failed with the md5.exe, couldn't get it to work and i don't use mounting images or something, I think I copied it from my SOF 2 1.00 EDIT : hmm this is weird, yesterday I cleaned my 1.00 (testing map sof2) folder out (removing maps, skins, cfg's) and suddenly the sound was gone from the gate lol, so it's probably someone's skins/map that bugs the sound PS: I also added all the needed patches And Commando your Blue boxes, do they have to be in Red spawn and red boxes in blue spawn? because it is like that atm. |
Re: Source MAP of CSS Office & TCE Northport The 'boxes' have nothing to do with the spawns. Control uses the DM spawnpoints. It's just convenient to have them like I placed then, because then the # of the control points appear in order on the map, so it's easier to locate them. |
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