Fortress Forever

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View Poll Results: When someone picks up the flag should they turn into the civilian model??
Yes, that would be awesome! 16 33.33%
No, they should remain looking like their playerclass. 32 66.67%
Voters: 48. You may not vote on this poll

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Old 10-16-2006, 02:59 AM   #1
o_nuk3m
 
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Murderball Forever: Released!

---------- RELEASED!!!!!!!!!!!!!!!!!!!!!
--------------------
------------------------------
----------------------------------------
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http://theoverkill.brinkster.net/murderball_forever.zip
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----------------------------------------
------------------------------
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http://theoverkill.brinkster.net/mur...orever0001.jpg
http://theoverkill.brinkster.net/mur...orever0005.jpg
http://theoverkill.brinkster.net/mur...orever0006.jpg
http://theoverkill.brinkster.net/mur...orever0013.jpg
http://theoverkill.brinkster.net/mur...orever0043.jpg
http://theoverkill.brinkster.net/mur...orever0044.jpg
http://theoverkill.brinkster.net/mur...orever0049.jpg
*Note: map will be ported to FF once FF is released. since many of you havent realized this is a TFC map.
-----------------------------------------------

Last edited by o_nuk3m; 11-26-2006 at 12:06 AM.
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Old 10-16-2006, 03:17 AM   #2
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looks good, I want to be your firsat download!
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Old 10-16-2006, 03:25 AM   #3
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hehehe wow thank you thanks for the comment
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Old 10-16-2006, 03:40 AM   #4
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yes please port over the shit maps..
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Old 10-16-2006, 03:46 AM   #5
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wow.
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Old 10-16-2006, 01:25 PM   #6
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ok.. I know your not anywhere being done, but down the rode I would use a different texture for the metal supports in the skylight.
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Old 10-16-2006, 02:03 PM   #7
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Lol, makes me laugh when people complain about textures on an unfinisged map.
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Old 10-16-2006, 02:26 PM   #8
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Quote:
Originally Posted by nodnarb
ok.. I know your not anywhere being done
I hate it too, but you never know what someone is thinking about textures, just making sure
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Old 10-16-2006, 04:13 PM   #9
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so this is for tfc?how will iit be different from normal tfc murderball?
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Old 10-16-2006, 04:38 PM   #10
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looks like it is an urban feel
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Old 10-16-2006, 05:32 PM   #11
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instead of being brick its going to be more industiral, and i moved flipped the respawn, with the ammo room, now ammo is ontop, and the back entrance is completely in the back now, other work is being done, and yes i changed the metal supports, those were only place holders.
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Old 10-16-2006, 10:31 PM   #12
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i would stay away from perfectly rectangular doorways/ramps/halls etc

from what i've seen so far alot of the FF maps are more open for movement and such, and the archways make it look alot more appealing

besides that its looking nice--> i especially like how the bathroom is turning out
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Old 10-16-2006, 10:38 PM   #13
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wow it is either me or the engine is going nuts. it is claiming there is a leak, but the places where i find the leak, is non existant. there is no leak, and i dont know what to do. i thought maybe it was too much vis slicing but its not even that.


** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\SteamApps\nukem373@hotmail.com\team fortress classic


** Executing...
** Command: Copy File
** Parameters: "C:\Hammer\maps\Map1.map" "C:\Hammer\maps2\Map1.map"


** Executing...
** Command: C:\Hammer\tools\hlcsg.exe
** Parameters: "C:\Hammer\maps2\Map1"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\Hammer\tools\hlcsg.exe C:\Hammer\maps2\Map1
Entering C:\Hammer\maps2\Map1.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (0.19 seconds)
SetModelCenters:
40%...50%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (0.77 seconds)

Using Wadfile: \hammer\wads\halflife.wad
- Contains 31 used textures, 96.88 percent of map (3116 textures in wad)
Using Wadfile: \hammer\wads\tfc2.wad
- Contains 0 used textures, 0.00 percent of map (395 textures in wad)
Using Wadfile: \hammer\wads\tfc.wad
- Contains 1 used texture, 3.13 percent of map (279 textures in wad)

added 6 additional animating textures.
Texture usage is at 0.38 mb (of 4.00 mb MAX)
1.00 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\Hammer\tools\hlbsp.exe
** Parameters: "C:\Hammer\maps2\Map1"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\Hammer\tools\hlbsp.exe C:\Hammer\maps2\Map1

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 500...1000...1170 (0.25 seconds)
Warning: === LEAK in hull 0 ===
Entity item_armor3 @ (-336, 336, 312)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 500...1000...1251 (0.17 seconds)
SolidBSP [hull 2] 500...889 (0.09 seconds)
SolidBSP [hull 3] 500...1000...1355 (0.19 seconds)
1.48 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\Hammer\tools\hlvis.exe
** Parameters: "C:\Hammer\maps2\Map1"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\Hammer\tools\hlvis.exe C:\Hammer\maps2\Map1
>> There was a problem compiling the map.
>> Check the file C:\Hammer\maps2\Map1.log for the cause.

----- END hlvis -----
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Old 10-16-2006, 10:50 PM   #14
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Warning: === LEAK in hull 0 ===
Entity item_armor3 @ (-336, 336, 312)

do you happen to have an armour bag outside the rest of the map?
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Old 10-16-2006, 11:07 PM   #15
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nope thats just telling me what the leak is closest to
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Old 10-16-2006, 11:10 PM   #16
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oh my god i know there is no leak wtf is going on. i need expert help here.

ive spent 2 hours trying to find the leaks but all the solids are touching, everything is sealed i know it has to be, or this engine is tripping on acid. i wish the trepids would help me out here or someone.
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Old 10-16-2006, 11:58 PM   #17
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Quote:
Originally Posted by Tercel
i would stay away from perfectly rectangular doorways/ramps/halls etc

from what i've seen so far alot of the FF maps are more open for movement and such, and the archways make it look alot more appealing

besides that its looking nice--> i especially like how the bathroom is turning out
psst, it is for TFC
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Old 10-17-2006, 01:05 AM   #18
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Looks great to me so far! I'll be your second downloader!
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Old 10-17-2006, 01:32 AM   #19
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Quote:
Originally Posted by nukem373
oh my god i know there is no leak wtf is going on. i need expert help here.

ive spent 2 hours trying to find the leaks but all the solids are touching, everything is sealed i know it has to be, or this engine is tripping on acid. i wish the trepids would help me out here or someone.
You do have a leak. The backback doesn't nescessarily have anything to do with the leak. Make sure you didnt accidently func_wall something - you know the drill.
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Old 10-17-2006, 01:43 AM   #20
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map> load pointfile?
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