09-27-2007, 11:50 AM | #21 |
Join Date: Mar 2007
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I dont care anymore either
j4 as desktop image now, and it right out is one of the best things I seen in a concmap. Machinima material. *goes sketching on the next sequel of Indiana Jones as a concer* p.s. try to have enough room at j1 and j2 so it doesnt turn into a spam fest, but i'm sure you know this |
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09-27-2007, 12:29 PM | #22 |
Join Date: Sep 2007
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Yea...
I've been thinking about that lately I just havn't thought of an easy solution yet for #1. I guess I could give it 2 sides that end at the same place? :P As it is now its just a double conced U turn for jump 1, so I could make it a like a W. Like ---> UU |
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09-27-2007, 01:10 PM | #23 |
Join Date: Mar 2007
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No, what i mean is the place the concers stand when they start to conc. Im not talking about the actual jump. Just have enough room to avoid spam at start.
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09-27-2007, 02:26 PM | #24 | |
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09-27-2007, 02:44 PM | #25 | ||
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Any questions about it just ask alt+f4 Last edited by NyRoNiC; 10-03-2007 at 12:16 AM. |
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09-27-2007, 02:48 PM | #26 |
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Thanks very much.
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09-27-2007, 02:53 PM | #27 | |
[AE] 0112 Ihmhi *SJB
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1) Can this survive a disconnect? If your client crashes, do you have to start over? 2) Does this track the individual player? I mean, if there are four people on a server, and someone makes it to jump 3, can anyone go through the portal to jump 3, or just the person(s) who actually made it there? As for the mapper: If you use this checkpoint system, it should be visually represented on the HUD somehow. Perhaps take the Control Points hud from cz2? One for each jump, and light them up on the HUD as you make it to each checkpoints. Concmaps: The Next Generation. Cue TNG theme.
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09-27-2007, 02:59 PM | #28 | |
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09-27-2007, 03:29 PM | #29 | |
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1) Right now it won't survive a disconnect, although I think he said it could be changed so it would? Not sure I'll ask him. 2) Yes its individual ;D As for the HUD thing I'll look into something like that if its not a huge pain to get it working + making it per-player based. Anyway been up all night(8am now ) so gonna go to sleep for a little bit...heh |
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09-27-2007, 04:21 PM | #30 |
IRL Combat Medic
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic Gametype: Conca Jumping Affiliations: ^iv Posts Rated Helpful 0 Times
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Looking great Joe, just like your past maps .
You're going to have some slide jumps, right? J2 on vi4 was among the most fun jumps evar.
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I have a nasopharyngeal and webcam... First infraction! Flaming! |
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09-27-2007, 07:48 PM | #31 | |
Newb
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And, with some small modifications, I could change it so it stores the player's STEAMID, and if they leave, set a timer. Say, 30 minutes? After that 30 minutes, if they aren't back in the server, then it will remove their saved progress. I'm currently trying to find a good way to detect if the player leaves. Currently, it just checks onspawn of OTHER players, if that entities team is set to 0 (1 is spec, 0 doesn't exist!) So, if it is, then it removes them. I'm hoping for the lua to have some pre-built functions for: player_connect player_disconnect or something similar... once I get that, I'll make a easy to integrate checkpoint system, and post it for everyone. |
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09-29-2007, 01:22 AM | #32 |
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Updated jump 1 pics are up, and I added jump 6 pics too.
On jump 6 I'm having a weird water issue which I wasn't able to find any answers to anywhere I looked. Let me start by saying yes, I do have a water_lod_control and the water is well within the range to not do what its doing. From what I've been able to tell, it happens only when I enter a certain visleaf(shown by red wireframe lines). In the first picture I'm in the highest visleaf of this section, and the engine is drawing cheap water. However once I go down below this visleaf(shown in second picture) the water turns into expensive water. On jump 5 theres a drop MUCH farther than this one, and it doesn't do this. I believe it has something to do with being too many visleafs away from the water? Anyway if anyone has any ideas let me know...right now I'm just gonna try hint brushes in different spots to try to manipulate vis into not cutting this area up as much. If that doesn't work I'll just move the water or delete it...heh |
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10-02-2007, 01:09 AM | #33 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
Bump, this should be on page one, best looking concmap to date.
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Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
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10-02-2007, 03:04 AM | #34 |
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Looks great so far, thanks for actually taking the time to make your conc map actually look like it belongs on the Source engine.
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10-02-2007, 10:37 AM | #35 |
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you need to make adl maps. youre good.
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10-02-2007, 03:01 PM | #36 |
Darknight
Join Date: Mar 2007
Location: England
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Whilst looking elite, having the jump completion progress/checkpoint on the HUD would just be like, uber cool
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10-02-2007, 11:26 PM | #37 | ||
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
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Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
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10-03-2007, 12:54 PM | #38 | |
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one thing you have to do is to clear the table of a player when a player leaves the server or someone else will have to possibility to take his progres (since you get the first Empty player ID available ) (donno if you've written some other protection, but this method isn't possible now, only afther the patch ) |
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10-04-2007, 07:36 AM | #39 |
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Jump 7 pics up.
Yea, been lazy past few days, anyway...I started working on 7 last night+today and thats what I got. As stino said in above post theres no way to survive disconnect yet, hopefully by the time my map is done the next patch will be out If any mappers care, I found out what was causing the my water issue a few posts up. You can't have 2 expensive waters on DIFFERENT levels of height being seen in the same visleaf. Kind of an annoying limitation with water in hl2 :/ |
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10-04-2007, 02:16 PM | #40 | |
Darknight
Join Date: Mar 2007
Location: England
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