Halloween mappack 2007?

Like such as the NIPPER
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Sizzler
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Re: Halloween mappack 2007?

Post by Sizzler » Fri Oct 12, 2007 1:16 am

Yeah, this source 2007 bullshit works differently. You can hack the textures with fixvtf
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Re: Halloween mappack 2007?

Post by Dr.Boo » Fri Oct 12, 2007 6:53 am

Thanks Nipper and Ammo for the feedback. I noticed now too that the map crashes whenever you jump into a rotating spritetrail thing. I have no idea how to fix that and I have no idea what causes this.
Can you guys tell me when exactly the map crashed for you? Was it when the eyeball thing was triggered or was it simply when you run into a rotating spritetrail?

I personally like the thing that happens when you try to pick up the RPG the most :) The "Help me" whisper still creeps me out though...

I'll take your advice into account, Nipper.
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Re: Halloween mappack 2007?

Post by NIPPER » Fri Oct 12, 2007 7:29 am

It's when I jump into the spritetrails
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Re: Halloween mappack 2007?

Post by AMMO » Fri Oct 12, 2007 8:15 am

NIPPER wrote:It's when I jump into the spritetrails
Yup.
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Re: Halloween mappack 2007?

Post by Dr.Boo » Fri Oct 12, 2007 2:30 pm

I found out what was wrong with the spritetrails... when you use spritetrails with a func_rotating origin brush, you have to check the "not solid" flag. Something I didn't know.
I added clip brush stairs to the T spawn too so now they can rush out without jumping. I also added a faint but hearable looping ambient sound at the eyeball room which might creep people out :D
Tomorrow I'll add a room or two and try and fix that shit you mentioned.
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Re: Halloween mappack 2007?

Post by NIPPER » Fri Oct 12, 2007 5:30 pm

any time you make a moving brush like a func_rotating where it's only purpose is to be the parent of something else you should disable everything you can, no shadows / not-solid / passable etc.

I don't know whats going on with the server so it looks like I might just try to host a listen server sunday night for a few of us to check the maps out.
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Re: Halloween mappack 2007?

Post by AlphaKennyOne » Sat Oct 13, 2007 12:33 am

I should have mine done soon. I got too caught up in Portal, I even threw in a few things from it in deadblock. *cough*stillalive*cough*radiomix*sneeze*
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Re: Halloween mappack 2007?

Post by Jason » Sat Oct 13, 2007 8:32 pm

I can't believe it's been a whole year since the last hallo map pack. Holy balls.
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Re: Halloween mappack 2007?

Post by mRgRiM » Sat Oct 13, 2007 9:16 pm

I can't believe your FACE.
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Re: Halloween mappack 2007?

Post by AlphaKennyOne » Sat Oct 13, 2007 10:30 pm

I should have a beta version ready for Nipper's little test tomorrow night. I just have a little bit of entity work to complete.
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Re: Halloween mappack 2007?

Post by Jason » Sun Oct 14, 2007 12:35 am

mRgRiM wrote:I can't believe your FACE.
That's a little bit hurtful to me :(
MindFlayer wrote:THIS IS THE FUCKING MAN'S THREAD, NO ONE ASKED ABOUT YOUR GODDAMN LABIA.
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Re: Halloween mappack 2007?

Post by mRgRiM » Sun Oct 14, 2007 2:19 am

I take it back. I can't stay mad at people.
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Re: Halloween mappack 2007?

Post by Dr.Boo » Sun Oct 14, 2007 6:10 pm

New version's up.
http://users.pandora.be/b222004/csmaps/ ... use_v2.zip

Fixed:
-the crashing bug with the rotating sprites
-added a room
-the T's now no longer have to jump to get out of spawn. There is an invisible set of stairs.

But:
-some doors still act weird
-shadows are still green
-doors still have the default sound

I plan to fix these problems.
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AlphaKennyOne
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Re: Halloween mappack 2007?

Post by AlphaKennyOne » Sun Oct 14, 2007 6:38 pm

I believe that a shadow_control entity can fix your green shadow problem. Just set what color you want shadows to be, and that should do it.
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Re: Halloween mappack 2007?

Post by Dr.Boo » Mon Oct 15, 2007 5:26 am

AlphaKennyOne wrote:I believe that a shadow_control entity can fix your green shadow problem. Just set what color you want shadows to be, and that should do it.
Well I tried compiling leaving out the area below the map which is the only area surrounded by skybox brushes, and the shadows became normal. But since I want that area to be there, I have to find a way to block the light_environement from spreading light everywhere. I can try deleting the light_environement and using simple lightbulbs, but the effect won't be as good as with the light_environement.
I'm sure there is a way to block all the lighting from that one area below.
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