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gopostal
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Joined: Mon Aug 11, 2008 9:44 am Posts: 848 Location: Coos Bay Oregon
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I'll make the spawn a protected area and add some lifts to replace the teleporters. I'll get with you to test it out and tell me what you think.
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| Thu Jan 29, 2009 8:59 am |
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<GF>-REX!!
Joined: Tue Aug 26, 2008 5:21 pm Posts: 190 Location: Kansas, USA
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gopostal wrote: Rex, I looked at Ziki and it is indeed a nice map. I was playing it through to get a feel for it, but I'm stuck pretty early on. Perhaps we could meet up and play it on the server? Sounds good, but be prepared to cheat a little. Some elevators fail to work properly, so you might have to summon some tables or something to help me up the elevator shafts. Either that or just do an admin set command to set all movers to IgnoreWhenEncroach.
After playing a few times, I noticed that the wooden door leading into that first house requires that you shoot the lock and not stand near it. (Have to walk up the crane thing to get over the fence.) The properties on it aren't even set to that, though. It has a tag lock but nothing triggers it. Maybe thats how shootable triggers were done back in Unreal.
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| Thu Jan 29, 2009 11:46 am |
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gopostal
BANNED
Joined: Mon Aug 11, 2008 9:44 am Posts: 848 Location: Coos Bay Oregon
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Yeah I dug into it a bit and at first blush it looks like a simple fix, but I found a few odd things, like the mover sounds wont stop when they are supposed to. May have to just remake the movers.
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| Thu Jan 29, 2009 12:13 pm |
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<GF>-REX!!
Joined: Tue Aug 26, 2008 5:21 pm Posts: 190 Location: Kansas, USA
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Yeah, I noticed that too. The issue there is that some use the "MoveAmbientSound" property and that rarely ever works right. Switch the sounds from MoveAmbientSound over to OpeningSound and ClosingSound and that should do the trick.
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| Thu Jan 29, 2009 12:34 pm |
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gopostal
BANNED
Joined: Mon Aug 11, 2008 9:44 am Posts: 848 Location: Coos Bay Oregon
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Rex-I looked at a couple and I thought they were set with opening/opened and closing/closed and still did it. I'll look again at it. I'd really like to get this map fixed as I think it would be nice to play when it's done correctly.
@Bozzy- I went through and cleaned out CondoVX and posted a fixed map here:
Condo
I removed about 100 teleporters with no functionality and cleared the spawn area out so you don't get spawnraped. The map itself is still a mess as there are places with no working teleporters. This map is a server crasher with the amount of monsters in it and the weaponry so I'm not including it on the PMH servers. Even offline I have a higher end rig for gaming and it was stuttering from the calculations involved. Knock yourself out offline though.
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| Thu Jan 29, 2009 3:24 pm |
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^_^Bozzy^_^
Joined: Sat Jan 10, 2009 2:34 pm Posts: 334 Location: England, UK
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alright ill give it a go thanks alot 
_________________a chav was slaughtered at the expense of this signature with enough posts i may save the uk

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| Thu Jan 29, 2009 4:16 pm |
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gopostal
BANNED
Joined: Mon Aug 11, 2008 9:44 am Posts: 848 Location: Coos Bay Oregon
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OK Rex, I'm going to work on Ziki this weekend. Could you help me out a little here as movers are a bit unknown to me. Lets use the first lift as an example:
Mover
The pic will be big but I wanted the text to be clear. As far as I can see, the mover is as it should be yet it has bugs with the sound playing on and on. Is there a way I can set properties on these to behave better, or am I going to have to go in and replace them mover by mover? This is a really nice level but if a rework of that magnitude is required, I'm not sure I have the time to do all 110 (!) of them. Is there a way to salvage this level with maybe removing a couple of doors and reworking a lift or two?
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| Fri Jan 30, 2009 8:28 am |
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^_^Bozzy^_^
Joined: Sat Jan 10, 2009 2:34 pm Posts: 334 Location: England, UK
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right well this is server #2 we are talking about. As u know alot of maps will not load on that server another two i discovered are thra fortress and imh-missionmonsterimpossible_Alphatest
+ id like mission... to be normal mh available to if it is possible.  just thought id let u know
_________________a chav was slaughtered at the expense of this signature with enough posts i may save the uk

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| Fri Jan 30, 2009 3:52 pm |
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<GF>-REX!!
Joined: Tue Aug 26, 2008 5:21 pm Posts: 190 Location: Kansas, USA
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The sounds look to be set properly on Mover11 which is the one you mentioned. If that one is playing the sound when the movers not moving then I don't know what it could be.
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| Sat Jan 31, 2009 4:36 am |
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gopostal
BANNED
Joined: Mon Aug 11, 2008 9:44 am Posts: 848 Location: Coos Bay Oregon
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I'm guessing a direct port has created some sort of issues with the movers. I do like the level a lot though so I think I'll try fixing it per mover but it's going to take some time to do. Thank you for looking at it and for pointing the map out. Hopefully once I figure out exactly what is wrong I can salvage the rest pretty easily.
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| Sat Jan 31, 2009 5:49 am |
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