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Loxi debate!!!

Posted: Wed Dec 31, 2008 5:17 pm
by }TCP{Snowbird
OK, I have tried both solutions, and the jump pad is the best. The teleporters, change the way the game runs, so I will add the teleporters, and send it off. :)

EDIT: Here is the map. There are 2 jumpspots on the ground. I didi nothing fantastic with the design, but you can see therre is something there. It lets you jump up and you have to decide the direction. :) enjoy and give me feedback. Frank

Edit 2: I have updated the map, and is now ready. :D

Re: Loxi debate!!!

Posted: Thu Jan 01, 2009 4:23 am
by }TCP{Carnage
}TCP{Snowbird wrote:OK, I have tried both solutions, and the jump pad is the best. The teleporters, change the way the game runs, so I will add the teleporters, and send it off. :)
Err i might be drunk .. but this sounds a bit odd to me

Jumppads is the best .. so i will add the teleporters ? hehe .. u sure u did not have a few m8 ? :beer2: :beer2:

Posted: Thu Jan 01, 2009 9:18 am
by }TCP{Snowbird
:shock: :beer: :beer2: :beer: :beer2: :beer: :beer2: :nuts:

Ahhhhhhhh!!!!!! Prost, CHeers, and again cheers............ Yeah, you are right, I had to hurry when I wrote that, and, well errr, yeah, I put in jumppads. :)

Posted: Thu Jan 01, 2009 6:19 pm
by }TCP{Coco
Hi!

Ok, I'll upload it to FunHouse #4 so we can test it there. ;-)

Coco.

Posted: Thu Jan 01, 2009 6:59 pm
by }TCP{Snowbird
OK, Cool. I have been waiting for someone to upload it, and it does not seem to be too important to many. I hope it works out, and I will try to look at the server tomorrow and see if it works. It is time for the X-Men 3, so I am off to watch the Boob tube. :P Prost.

Posted: Thu Jan 01, 2009 9:00 pm
by }TCP{Coco
Hi!

Well, something must be wrong with it. I uploaded it, but it doesn't show up in the list of available maps, so I can't add it to the server's maplist. Usually this is the case when some resources are missing, but a local check didn't bring up anything and the server.log also doesn't say anything about it. :?

Edit: I just tried to run a local game with it, result is the same - map doesn't show in the list. But in the local log, I found this:

Code: Select all

Progress: Exporting DM-}TCP{Loxi_betaV4...
Warning: Failed to load 'DM-}TCP{Loxi_betaV4': Can't find file for package 'DM-}TCP{Loxi_betaV4'
Warning: Failed to load 'LevelSummary DM-}TCP{Loxi_betaV4.LevelSummary': Can't find file for package 'DM-}TCP{Loxi_betaV4'
Warning: Error loading DM-}TCP{Loxi_betaV4 !
I guess the mapfile's name must stay as DM-}TCP{Loxi_betaV4 instead of becoming DM-}TCP{Loxi_betaV4.1. Seems like the map somehow refers to itself. I'm going to rename the file on the server, but can't test it now, because I'm done there for today. I'll have a look at it tomorrow, probably someone can vote it and see if it works until then.

Coco.

Posted: Fri Jan 02, 2009 7:17 am
by }TCP{Snowbird
:O

I goofed. Yes, the .1 is most likely the problem. Sorry about that, like I said, I was in a rush to get it out. If you renamed it, it should now work, but I will check it out on the server later.

Posted: Fri Jan 02, 2009 8:24 am
by }TCP{Coco
Hi!

Yes, it works now. I renamed it, but forgot to do the same on the redirect server yesterday. Now that I fixed this too, the map can be played on FH#4. I gave it a little test - the new jumppads are there and don't cause any problems as far as I could see (I like the starry look btw. :-)).

It's funny when a bot gets on it, because he will jump up and down all the time, as the jump simply leads vertically upwards. Gave me the possibility of some nice LG aiming practice while hopping on the other pad. ;-) I also noted that the bot wouldn't use the pad to get out of the area down there. It seems that he just knows about the lift.

Frank, in case you're going to add that path segment for the bots, could you possibly also try to fix the optical effect with the ghost in the green room that can't be entered by a player? When I was at Kobras home at the time he worked on this map, he said that he couldn't get it right for some reason and finally left it the way it was. Unfortunately I don't know what it looked like in original Unreal, but I think the way it looks now isn't really what it should be, is it?

Coco.

Posted: Fri Jan 02, 2009 12:17 pm
by }TCP{Ramses
I think it was empty in the original version, I don't remember any ghosts in there, I guess Kobra was trying to improve the visuals for the UT2K4 version.

Posted: Fri Jan 02, 2009 4:54 pm
by }TCP{Snowbird
I am not sure which room you mean, but I will look at it right now, and, yes, your God mapper, will fix it. :) :D

But really, I am not sure what you are talking about, let me look, and I will write back in 10 minutes.

OK, it took me 45 minutes. :P

The room in the original, is empty. It has 3 candles, and nothing more.

Should I take out Kobras green stuff?

Posted: Fri Jan 02, 2009 7:01 pm
by }TCP{Ramses
It looks good and spooky to me and it doesn't affect play ... I wouldn't bother personally :) .

Posted: Fri Jan 02, 2009 9:33 pm
by partydevil
didn't got the oppertunity to check it out yet =(

Posted: Fri Jan 02, 2009 10:01 pm
by }TCP{Coco
Hi!

Hmm, I also like the green stuff and the ghost. I really don't know what Kobra had in mind, but I know he didn't want the ghost to appear flat. :-P

Coco.

Posted: Sat Jan 03, 2009 7:47 am
by }TCP{Snowbird
I have never seen the ghost. I know which green room you are talking about, but I have never seen the ghost.

Posted: Sat Jan 03, 2009 8:46 am
by }TCP{Coco
Hi!

But you see it now, do you? Otherwise, I'll post a screenshot...

Coco.