Haloween map project CS:S

Like such as the NIPPER
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Deski
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Post by Deski » Fri Oct 27, 2006 4:25 pm

so it was the fuckin building this whole time!! :evil: i got to think on how to make the building now. thanks a bunch nipper

ok things to do

1: fix the texture placements
2: put the cubemap thing in
3: think of a simpler way to make the buildings.


i just tryed your map kenny and it awesome!
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AlphaKennyOne
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Post by AlphaKennyOne » Fri Oct 27, 2006 4:31 pm

Thanks, Deski. Glad you enjoyed it. :D

Nipper: Ok, great. :banana:
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MrBlip
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Post by MrBlip » Fri Oct 27, 2006 4:45 pm

I actually remember seeing this one thing in the nav_ commands. It adds a spot that the bots make their objective, like they want to goto that spot. I can't remember what it is called, but it looks like a wire frame pyramid.

Edit: never mind. I found it and read it again, realized I was wrong. The command was nav_mark_walkable or something like it. I thought it would make the bots want to go there because it said something about a seed location (which I obviously don't know what it means).
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NIPPER
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Post by NIPPER » Fri Oct 27, 2006 5:50 pm

yaaaay I fixed it anyway. The Ts now leave their spawn. But they don't plant the bomb. Oh well that’s good enough. :D
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AlphaKennyOne
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Post by AlphaKennyOne » Fri Oct 27, 2006 6:18 pm

NIPPER wrote:yaaaay I fixed it anyway. The Ts now leave their spawn. But they don't plant the bomb.
How's that any different from when we usually play?

Ouch, zing! ;)
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VOIP
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Post by Posts » Fri Oct 27, 2006 7:28 pm

MrBlip wrote:I thought it would make the bots want to go there because it said something about a seed location (which I obviously don't know what it means).
A 'seed' generally refers to a helper variable the user/techi/server-admin/programmer fills in to help the computer do some sort of automation.

In this case you are telling the ai that you really can walk at this one location, the ai will then reconsider the area around that position. I think its best to think of the seed as more of a helper than a definite override; it may still reject your advice.

When generating random numbers you would usually seed the random number generator with the current time to ensure that the same random numbers are not generated each time the program is started. In cryptography you would seed the random number generator with all sorts different information to help ensure that an adversary can not predict the random numbers that will be generated.
http://en.wikipedia.org/wiki/Random_seed

(my memory is sort of fuzzy here) When mapping in tribes 2 a mapper defined seed would be used to generate different terrain structures. (random number generation)
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AlphaKennyOne
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Post by AlphaKennyOne » Fri Oct 27, 2006 11:34 pm

Nipper, whenever you get the chance, could you PM me that .nav file?
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Dr.Boo
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Post by Dr.Boo » Sat Oct 28, 2006 8:58 am

Hello guys,
Glad to see the mappack is going good. Im finally home from Malaysia now and as promised Im gonna fix the things you people told me.

PS Deski if youre using my textures you either have to place them in a folder named boo_textures or you have to modify the vmt
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NIPPER
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Post by NIPPER » Sat Oct 28, 2006 9:13 am

Just a reminder
SUNDAY NIGHT IS THE DEADLINE

Done:
de_nightmare by AlphaKennyOne
cs_deadhouse by NIPPER

In progress:
Dr.Boo (should be done soon?)
Ape (APPPPPEEE?????!!)
Deski (?)
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Dr.Boo
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Post by Dr.Boo » Sat Oct 28, 2006 9:29 am

NIPPER wrote: Dr.Boo (should be done soon?)
You should get it tonight.

EDIT:
- looping ambient sounds fixed
- window in secret room fixed
- wood textures now sound like wood when stepped upon (except the wood of the moving part of the merry-go-round)
- walkable doors are now much thinner
- the cone at the merry-go-round is removed and replaces by a non-moving platform to plant the bomb on. The bomb can no longer be planted on the moving part

Left to do, is to bspzip all this shit
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Deski
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Post by Deski » Sat Oct 28, 2006 12:31 pm

should get it by this afternoon
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Deski
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Post by Deski » Sat Oct 28, 2006 1:34 pm

Deski wrote:should get it by this afternoon
fixed:

*tryed to make the building as simplely built as i can.
*put boos textures back in his folder.


i still need to fix the cubemap.
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Post by ayeyah » Sat Oct 28, 2006 2:01 pm

APPPEEEE!!!
STEAM_0:0:2611885
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Dr.Boo
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Post by Dr.Boo » Sat Oct 28, 2006 2:19 pm

Okay now I bspzipped the textures in it too.
The final version is ready (Ill have to release the .nav later tho) It's 10 meg, but I guess that's normal.

Here it is:
http://users.pandora.be/b222004/csmaps/ ... e_s_v2.zip
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VOIP
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Post by Posts » Sat Oct 28, 2006 6:06 pm

I consistently see a couple of missing textures in the old cs_spooks_s map.
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