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[FGS]Kalman
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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 21 Aug 2012, 13:31


lol sry DJ
Chees, the skybox is on grid for me (not on 8 unit sized, on 1 sized :D)


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Re: DXMP_StrangeDocks - Postby [FGS]Chees » 21 Aug 2012, 17:49


The stuff within the skybox is off grid on unit 1.


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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 21 Aug 2012, 19:28


Hmm ye, the subtracts aren't on the grid, I'll fix it thanks


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Re: DXMP_StrangeDocks - Postby [FGS]Chees » 21 Aug 2012, 22:35


even if to grid it probably wont make any difference tbh bro! just something I noticed straight away.


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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 23 Aug 2012, 11:00


Ok, I think it's ready for beta3
Chinny, I didn't include FGSXmas11v002, I think you already have it
Sorry DJ again, the prebeta3 was downloaded only 4 times :)


Last edited by [FGS]Kalman on 23 Aug 2012, 15:24, edited 1 time in total.
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Re: DXMP_StrangeDocks - Postby ~DJ~ » 23 Aug 2012, 11:45


It's okay, really. :bwahaha:
The only reason I think it was not released publicly at that time was that I was updating it alot and it might've caused lots of mismatches for people.
..I was just mentioning it as a side joke. :oops:

SHOULD release this now though, along with the maps, a complete Christmas pack. That'd be great. It'd be cool to see people host FGS style Christmas mod instead of the ol' but classic Alpha Christmas stuff. :oops:


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Re: DXMP_StrangeDocks - Postby chin.democ. » 23 Aug 2012, 12:33


Thanks Kalman, I'll put it on the server along with Anax's update too!

Edit: okay slight problem! I have FGSXmas11v002 but I don't have FGSXmas11v0002 which the map needs. :-D


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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 23 Aug 2012, 14:30


Lol ok, I'll include it asap


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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 23 Aug 2012, 15:26


Ok, try it now, but it says it loads FGSXmas11v002, I don't have FGSXmas11v0002


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Re: DXMP_StrangeDocks - Postby chin.democ. » 23 Aug 2012, 15:43


Apologies Kalman, upon closer inspection I do have the file needed, uploading now! :oops:


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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 23 Aug 2012, 16:09


Lol ok nvm
I'll fix the canal entrance soon


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Re: DXMP_StrangeDocks - Postby Vexus » 23 Aug 2012, 21:08


Not only would that Christmas thing be awesome, but some fgs-esque funline-type maps. I always liked those maps, but I didn't like the money exchange system. WCCC's wallet from his markistan mod was a great idea. I made a few alterations to it in my mod, but I can separate the whole wallet idea, now that I think of it. Just make it like a wallet mod or something. If you wanna do that (fgs funline-type maps), I'd be glad to oblige. I'm probably gonna do it anyway, But I'll release it if you guys need it.


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Re: DXMP_StrangeDocks - Postby anax » 23 Aug 2012, 21:24


kalman the blue lights on the gravity zone and the lights coming from the van are way too bright, tone them down a bit perhaps.

setting the zone brightness of the whole map to 24 might help a little, otherwise, most of the map is pitch black.

other than that it's a really good map, the jump zones and the respawning tnt crates are awesome!


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Re: DXMP_StrangeDocks - Postby anax » 24 Aug 2012, 00:08


the spotlights are a nice touch, the rest of the map is very dark though.

bsp error on the fire extinguisher box could do with a rebuild.

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Re: DXMP_StrangeDocks - Postby [FGS]Chees » 24 Aug 2012, 01:35


Apart from Temple Of Concordia map that's the smallest BSP I have ever seen :-D :bwahaha:


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