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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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Old 09-18-2007, 03:18 PM   #1001
barronofhellion
 
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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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Old 09-18-2007, 04:18 PM   #1002
stino
 
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wow, easy, that text is confusing me and doesn't let me understeand it.
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Old 09-18-2007, 07:37 PM   #1003
SME
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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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Old 09-18-2007, 08:06 PM   #1004
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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 })
doesnt seem to work, it always opens, no matter what class or team enters.

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 }
and i was hoping that at least this whould work, but it didn't

Last edited by stino; 09-18-2007 at 08:16 PM.
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Old 09-19-2007, 12:23 PM   #1005
stino
 
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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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Old 09-19-2007, 10:35 PM   #1006
nodnarb
 
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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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Old 09-22-2007, 06:26 AM   #1007
stino
 
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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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Old 09-23-2007, 07:07 AM   #1008
stino
 
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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:
Originally Posted by barronofhellion
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...

Last edited by stino; 09-23-2007 at 07:14 AM.
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Old 09-23-2007, 03:18 PM   #1009
diablo`-
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stino, sv_allowupload 1 please

cant downoad map from server
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Old 09-23-2007, 03:20 PM   #1010
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allowdownload is on?
and allowupload should be.
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Old 09-23-2007, 03:22 PM   #1011
diablo`-
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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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Old 09-24-2007, 06:27 PM   #1012
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both are set to 1 :s
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Old 09-25-2007, 01:53 AM   #1013
SME
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Quote:
Originally Posted by stino
both are set to 1 :s
I noticed my server wouldn't upload the map when I beta tested it, my server cvars are set to 1 too. Maybe a FF bug?
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Old 09-29-2007, 12:39 PM   #1014
BarkerJr
 
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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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Old 09-29-2007, 01:59 PM   #1015
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love you screenshots of the bugs is the best way to point them out
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Old 10-01-2007, 10:28 PM   #1016
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Yoo.

how's this map coming alonG?
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Old 10-02-2007, 01:57 AM   #1017
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Quote:
Originally Posted by Ambex
Yoo.

how's this map coming alonG?
Slowly.

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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Old 10-02-2007, 02:38 AM   #1018
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I rather like it, myself. I haven't really had a chance for a full game of it, though.
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Old 10-02-2007, 08:07 AM   #1019
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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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Old 10-02-2007, 04:59 PM   #1020
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allowdown/upload doesnt work, you have to set sv_downloadurl
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