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View Poll Results: Rock textures? | |||
nature/blendrockdirt007d (old screens) | 54 | 38.03% | |
de_dust/rockwall01 (new screens) | 48 | 33.80% | |
nature/rockwall009b (see hammer) | 16 | 11.27% | |
halflife/-*out_rk* (hl: source & hl1) | 14 | 9.86% | |
other (please specify in a post) | 10 | 7.04% | |
Voters: 142. You may not vote on this poll |
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Thread Tools | Display Modes |
09-18-2007, 03:18 PM | #1001 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
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well i plaied badlands beta 5 lastnight and i have to say the element of the general areas are great and kept in tact.. however i personaly dont like the ramp over the flag room area, maybe it was just for the fact that the ladder was not working, i probably would like it better had it been working... and didnt get used to how the floor was droping in the flag room, and lost a flag carrier kill because of it , wich i bet the flag carrier was happy because i was pissed lol... but other then that its shaping up good...
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09-18-2007, 04:18 PM | #1002 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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wow, easy, that text is confusing me and doesn't let me understeand it.
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09-18-2007, 07:37 PM | #1003 |
Damn lazy bastard
Join Date: Sep 2007
Location: SoCal: USA
Posts Rated Helpful 0 Times
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I agree that the elevator under the flag and the extra tunnels are a little much. I'd like to see a more traditional flag pit too but I'm just happy to see badlands so I'll take whatever I can get. I'm sure he'll fix the broken ladder though.
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09-18-2007, 08:06 PM | #1004 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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k, try to do my best, and here we are again with a problem:
Code:
----------------------------------------------------------------------------- -- Class Door Triggers ----------------------------------------------------------------------------- classrespawndoor = trigger_ff_script:new({ team = Team.kUnassigned, class = false }) function sniperrespawndoor:allowed( allowed_entity ) if IsPlayer( allowed_entity ) then local player = CastToPlayer( allowed_entity ) if player:GetClass() == self.class and player:GetTeamId() == self.team then return EVENT_ALLOWED end end return EVENT_DISALLOWED end function sniperrespawndoor:onfailtouch( touch_entity ) if IsPlayer( touch_entity ) then local player = CastToPlayer( touch_entity ) BroadCastMessageToPlayer( player, "#FF_NOTALLOWEDDOOR" ) end end bluesniperrespawndoor = classrespawndoor:new({ team = Team.kBlue, class = Player.kSniper }) redsniperrespawndoor = classrespawndoor:new({ team = Team.kRed, class = Player.kSniper }) Code:
----------------------------------------------------------------------------- -- Class Spawn functions ----------------------------------------------------------------------------- redsniperallowedmethod = function(self,player) return player:GetTeamId() == Team.kRed and player:GetClass() == Player.kSniper end bluesniperallowedmethod = function(self,player) return player:GetTeamId() == Team.kBlue and player:GetClass() == Player.kSniper end red_sniper_spawn = { validspawn = redsniperallowedmethod } blue_sniper_spawn = { validspawn = bluesniperallowedmethod } Last edited by stino; 09-18-2007 at 08:16 PM. |
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09-19-2007, 12:23 PM | #1005 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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oh right, i'm quite stupid, now i managed to create what i want.
Last edited by stino; 09-19-2007 at 12:30 PM. |
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09-19-2007, 10:35 PM | #1006 |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
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I tried to work on it yesterday, and I thought I responded, but I guess not. Sorry I couldn't help.
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09-22-2007, 06:26 AM | #1007 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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if anyone wants to play the map, i have a server with fast download running on:
sgware.be:29001 |
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09-23-2007, 07:07 AM | #1008 | |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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also, things i have in mind:
1. flag exit elevator only from flagpit to alternative flag exit, no connection with tunnel. *done* 2. doors at the end of rocktunnel to prevent rockets destroying SG guns *done* 3. moving the spawn turrets to a place where they can reach the whole resupply *done 4. clip brush at the top of the cliffs (no concing over the cliffs ) *done* 5. maybe allowing nades/rockets to fly over the cliffs *abandonned idea* 6. a few aesthetic changes 7. activating the sniper spawn room if possible *done* 8. updating bags to contain right contents *done* 9. get the flythrough working 10. get map overview, POI and loadingscreen *loadingscreen done*. 11. spawn pit ladders *done* 12. fixing bugged ladders *done* 13. fixing other bugs i might receive from playtesters so i think i'm good to release another playtest becouse i have no idea what else i can change, becouse the flythrough is quite hard to understand how to do. so beta 6 will be a fully playable version! and if someone makes post like this, i'd like to receive the same text in your own language please Quote:
Last edited by stino; 09-23-2007 at 07:14 AM. |
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09-23-2007, 03:18 PM | #1009 |
Rocket p00nz
Join Date: Mar 2007
Location: Belgium, Ghent
Class/Position: soldier Gametype: skillz ;) Posts Rated Helpful 0 Times
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stino, sv_allowupload 1 please
cant downoad map from server |
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09-23-2007, 03:20 PM | #1010 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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allowdownload is on?
and allowupload should be. |
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09-23-2007, 03:22 PM | #1011 |
Rocket p00nz
Join Date: Mar 2007
Location: Belgium, Ghent
Class/Position: soldier Gametype: skillz ;) Posts Rated Helpful 0 Times
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sv_allowupload on the server, = download for the client
so sv_allowupload 1 allows clients to download the map sv_allowdownload has (little?) use for servers (sv_ for server, cl_ for clients ) Missing map maps/ff_badlands_beta5.bsp, disconnecting |
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09-24-2007, 06:27 PM | #1012 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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both are set to 1 :s
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09-25-2007, 01:53 AM | #1013 | |
Damn lazy bastard
Join Date: Sep 2007
Location: SoCal: USA
Posts Rated Helpful 0 Times
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Quote:
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09-29-2007, 12:39 PM | #1014 |
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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I rocket jumped up on top of blue's sniper deck and the textures aren't quite right up there :)
Love the map! <screenshots url/> Last edited by BarkerJr; 03-08-2009 at 11:18 PM. Reason: removing broken screenshots url |
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09-29-2007, 01:59 PM | #1015 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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love you screenshots of the bugs is the best way to point them out
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10-01-2007, 10:28 PM | #1016 |
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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Yoo.
how's this map coming alonG? |
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10-02-2007, 01:57 AM | #1017 | |
Damn lazy bastard
Join Date: Sep 2007
Location: SoCal: USA
Posts Rated Helpful 0 Times
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Quote:
I have no idea how close it is to finished but I keep hoping for the next beta. Beta5 isn't too bad when I need a badlands fix. |
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10-02-2007, 02:38 AM | #1018 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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I rather like it, myself. I haven't really had a chance for a full game of it, though.
__________________
Quote:
Friend me on Facebook Follow me on Twitter |
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10-02-2007, 08:07 AM | #1019 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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well, invite a few friends, the map is on my server and i'm about to upload beta 6, wich has better gameplay
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10-02-2007, 04:59 PM | #1020 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 4 Times
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allowdown/upload doesnt work, you have to set sv_downloadurl
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