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DXMP_Yard8


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[FGS]Chees
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Re: DXMP_Yard8 - Postby [FGS]Chees » 06 Jan 2012, 20:52


Edit:
Things need fixing. I will upload the map asap when i find the problem sorry for any inconvenience Chin :(


Last edited by [FGS]Chees on 07 Jan 2012, 00:19, edited 1 time in total.
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Re: DXMP_Yard8 - Postby chin.democ. » 07 Jan 2012, 00:02


Chees I tried to host/test the map and I realised it was asking for FGSTex.utx, so I put that on server/sdk and the map still wont load for some reason, any ideas? the logs are not showing anything is missing.


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Re: DXMP_Yard8 - Postby [FGS]Chees » 07 Jan 2012, 00:29


I need to host it myself tomorrow and see whats what to work the problem out as i found i have the same problem with a different map all finished that i hosted that worked great for 6 months and now refuses to host. I think i have my dreaded script problem back again...(cringing face) this couldn't happen at a worse time with less than a week left on trial aswell. a facial expression doesnt even state my mood atm. wb at you asap


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Re: DXMP_Yard8 - Postby [FGS]Chees » 10 Jan 2012, 14:33


Feel free to host. If map needs changing in anyway let me know. Enjoy.
Also a big thanks to [FGS]Nobody and Chin.Demo for helping me fix the major bugs on this map.


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Re: DXMP_Yard8 - Postby ShadowRunner » 10 Jan 2012, 16:43


FGStex is my texture made for Fly The Planes, I think it's the green Neocron banner, stupidly named I admit, since maybe others would think of that name for a texture.

I like the latest screenie. Hook me up then please, rollo snook at hot... no gap beween first and last name. I'd like to look.


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Re: DXMP_Yard8 - Postby [FGS]Kalman » 10 Jan 2012, 17:14


Ah, did you find the Map Protection Tool? :D
Btw:
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Re: DXMP_Yard8 - Postby ShadowRunner » 10 Jan 2012, 18:44


OK I just played the map with about 8 players in server. I didn't see every last room or corridor or vent, but I saw only 1 "error".
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What I love about this map
- Cool map for multi-path play
- locked vents, so some use for pick in 0-aug
- It has that extra touch, the broken chain, loved that.
- Spawnrooms shielded and distant enough

What I didn't like so much
- even for 0-aug, I felt as if there was no deco/actors at all, but the broken chain is a story...
- The main hall and outside area, both have identical bright white light, even though one area is not entirely artifical light.
Maybe use colour and change colour if outdoors/indoors etc... ideally mixing both outdoors, for the yard lamps.

I'd like to see next update of this map, It's usable, good job!


Last edited by ShadowRunner on 10 Jan 2012, 18:50, edited 2 times in total.
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Re: DXMP_Yard8 - Postby chin.democ. » 10 Jan 2012, 18:45


I noticed a rather large BSP hole around the nice detailed brushwork of the chain links but that can be sorted out no problem.


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Re: DXMP_Yard8 - Postby ShadowRunner » 10 Jan 2012, 18:51


Hmm, I'm a bit groggy eyed perhaps, I was thinking someone had made a model of a chain, in my defence all I can say is that I was being shot at...


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Re: DXMP_Yard8 - Postby [FGS]Kalman » 10 Jan 2012, 19:22


There are 2 overlapping security computers and some overlapping crates too


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Re: DXMP_Yard8 - Postby [FGS]Chees » 10 Jan 2012, 19:35


Thanks for the feed back I'll release an updated version as soon as i can.


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Re: DXMP_Yard8 - Postby ~DJ~ » 11 Jan 2012, 01:18


[FGS]Kalman wrote:Image


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IT'S 'Y U NO <X>'


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Re: DXMP_Yard8 - Postby [FGS]Chees » 11 Jan 2012, 01:36


I get a CaroneElevator miss match on on FGS 0 Grav server on Towers and always have done and so do other mappers i know. we have to remove the .u file in order to play on the map. So lets all work from the same version of the CaroneElevator shall we! Can someone post the the version were all working with atm? DX is a challenge in any way shape or form if it was easy everyone would do it. Mehhh at this :wink:


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Re: DXMP_Yard8 - Postby ~][FGS][Nobody~ » 11 Jan 2012, 01:45


Great, so the first version is released. :)
I'll check it this afternoon.
Oh yes and don't forget.. if you release a new version, ensure that it doesn't have the exact same name, otherwise we'll all fear mismatches over time. :o


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Re: DXMP_Yard8 - Postby [FGS]Chees » 11 Jan 2012, 01:59


Will do Nobody. Kalman thanks for pointing them out, %80 of the map has duplicated itself from day one for some reason and most I have fixed but not all bugs yet hence beta1, and why I Wont be working with old maps I made back in the day. I've fixed almost everything stated but more actors as Shadow stated are needed, and minor BSP holes, lighting is changed in out and outdoor. Also to please DJ I will add the file CARONEELEVATOR.U file i have :roll:


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