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Posted: Fri Oct 27, 2006 4:25 pm
by Deski
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!

Posted: Fri Oct 27, 2006 4:31 pm
by AlphaKennyOne
Thanks, Deski. Glad you enjoyed it. :D

Nipper: Ok, great. :banana:

Posted: Fri Oct 27, 2006 4:45 pm
by MrBlip
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).

Posted: Fri Oct 27, 2006 5:50 pm
by NIPPER
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

Posted: Fri Oct 27, 2006 6:18 pm
by AlphaKennyOne
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! ;)

Posted: Fri Oct 27, 2006 7:28 pm
by Posts
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)

Posted: Fri Oct 27, 2006 11:34 pm
by AlphaKennyOne
Nipper, whenever you get the chance, could you PM me that .nav file?

Posted: Sat Oct 28, 2006 8:58 am
by Dr.Boo
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

Posted: Sat Oct 28, 2006 9:13 am
by NIPPER
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 (?)

Posted: Sat Oct 28, 2006 9:29 am
by Dr.Boo
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

Posted: Sat Oct 28, 2006 12:31 pm
by Deski
should get it by this afternoon

Posted: Sat Oct 28, 2006 1:34 pm
by Deski
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.

Posted: Sat Oct 28, 2006 2:01 pm
by ayeyah
APPPEEEE!!!

Posted: Sat Oct 28, 2006 2:19 pm
by Dr.Boo
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

Posted: Sat Oct 28, 2006 6:06 pm
by Posts
I consistently see a couple of missing textures in the old cs_spooks_s map.