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Old November 8th, 2010   #21
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Default 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 :-)

Last edited by Commando.DK; November 8th, 2010 at 03:12 PM.
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Old November 8th, 2010   #22

 
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Default Re: Source MAP of CSS Office & TCE Northport

This should be helpful when creating bot routes.
http://soldieroffortune2.filefront.c...Goldrush;81720

I Really need a Sig
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Old November 8th, 2010   #23
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Default 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...
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Old November 9th, 2010   #24
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Default 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:
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 :-)
Already have done this and you dont need to make levelshots , I can do those 2, but if your pc is better then mine then ok xD

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 ...?)

Last edited by KeNniithhh; November 9th, 2010 at 12:11 PM.
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Old November 9th, 2010   #25
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Default 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.dll
2002-05-01  19:04            94.208 92B6F8CD172FD1E7B319C0760377F1F5  EaxMan.dll
2002-10-21  13:38           143.360 DCD2F287A2F001478D7EE64FAEA2C6D1  ffx86.dll
2002-10-21  13:37         2.285.568 087A69780E91CF5164B2AE9AD1FC422C  gamex86.dll
2002-05-03  22:37           200.704 AA57C6DD0BF8CEB8B71C873B6B7CEA3F  IFC22.dll
2002-10-21  13:38           241.664 6BEEEA5505610767E3327684A33E6507  Menusx86.dll
2002-10-21  13:38           204.800 FAA5E1130D7DA3F2BC52632C44D1B78B  snd_alx86.dll
2002-10-21  13:38           188.416 8313EA187CA99B1D81B0A9EE4843C6C1  snd_dsx86.dll
2010-05-24  17:25         1.572.917 992E6273717A12339635A4495CF7FD37  sof2mp.exe
2002-11-05  18:02         1.572.917 0263922B67E3474F9E77E769F217F53A  SoF2MP.org.exe
2002-05-03  22:07       102.985.472 AAD50F259F82078796C31E6BF68F2F01  BASE\maps.pk3
2002-05-03  22:35        96.636.622 DFE5B31ACC8ABBAEBB91CE9DE632411C  BASE\models.pk3
2002-05-05  21:11        31.722.385 43B2F490725306BD45B7522B1F813F3D  BASE\mp.pk3
2010-11-07  16:44        11.314.317 FE33DD7A53767710BC6FC53BB8634645  BASE\mp_office.pk3
2002-04-30  22:53       191.252.236 4C5877E57C349BD563D08D8B559E504E  BASE\musicandsound.pk3
2002-05-03  22:20        73.241.493 309079F9463C1E4B26083C68DEE30E73  BASE\skins.pk3
2002-04-30  23:56       413.194.735 F60897BC9E51B203CF4C30DCB3024272  BASE\textures0.pk3
2002-04-30  23:46       164.152.653 9D15515CF765D2BCF7CFD9BCEA8C02B3  BASE\textures1234.pk3
2002-05-05  20:51        69.463.128 4CFFDAEEAD89E89ED03C4EBB24AE3AE8  BASE\therest.pk3
2002-07-02  16:37         9.668.867 9D9EE621E26FFAFB8FDDC1619AC3B7EE  BASE\update101.PK3
2002-09-10  23:04        18.549.884 6947CE14DFBB763821715A7E8560BF5D  BASE\update102.pk3
2002-11-12  13:08        12.886.903 562A79EC17B67AEF2FAC726871E8D05A  BASE\update103.pk3
Google search for md5.exe

If 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.

Last edited by Commando.DK; November 9th, 2010 at 01:13 PM.
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Old November 10th, 2010   #26
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Default 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
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Old November 10th, 2010   #27
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Default 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
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Old November 10th, 2010   #28
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Default 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.
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Old November 10th, 2010   #29
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Default 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.

Last edited by KeNniithhh; November 11th, 2010 at 03:57 AM.
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Old November 11th, 2010   #30
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Default 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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