jitspoe
Platinum Member
  
Posts: 1511
|
 |
« on: Feb 01, 2007, 05:37 PM » |
|
I might catch some grief for this, but the lighting in catapult always bugged me -- how the area underneath things glowed orange because of the excessive reflective light. I decided to try lighting it again with the latest bsp pack to see how it came out. It looks a lot better (see attached screenshots), but then I got to noticing some misaligned textures and I think s8n said he managed to make "fully functional" catapults that would actually move. If we make people redownload this, it might be good to just go all out and fix everything.
|
|
|
|
Logged
|
BALETED!
|
|
|
|
|
PiCaSSo
Guest
|
 |
« Reply #1 on: Feb 01, 2007, 06:07 PM » |
|
I hope you rename this one because 1/2 the servers still run the old Shazam33 you revised and half the new causeing it to redownload the map each time I switch to a different server.
I love the revised version but have ran across a couple of people who don't like it and won't upload it to their servers.
|
|
|
|
|
Logged
|
|
|
|
|
lords8n
Member
 
Posts: 147
|
 |
« Reply #2 on: Feb 01, 2007, 07:07 PM » |
|
Jitspoe I'll let you relight, no problem, but I would really love to put my true working catapults in there. So maybe I can put the new catapults in it and then give it to you to relight?
The new catapults, or the fixed ones rather, actually swing around like real catapults. If you get up under the arm mechanism as it resets you die. Now, they ARE improved and almost 100% reliable at doing as they are designed. This could be an issue because the periodic failing of the current catapults adds a bit of flavor to the map (you never know if you'll make the flight, or be flung off to the side).
Let me know what you think?
|
|
|
|
|
Logged
|
|
|
|
|
jitspoe
Platinum Member
  
Posts: 1511
|
 |
« Reply #3 on: Feb 01, 2007, 07:26 PM » |
|
s8n: Go for it. I can't say I cared much for the failing catapults and generally just figured out an angle to hit them so they'd (almost) always work. You can light it, too, if you have the latest .wal's/arghrad. I didn't do anything special.
PiCaSSo: The way the game is designed, it should save a copy of the old version, so if you connect to a different server, it'll just swap it out and not re-download it. I had this functional at one point. Maybe it got broken. If you overwrite the file yourself, though, it will have to redownload.
|
|
|
|
|
Logged
|
BALETED!
|
|
|
|
jitspoe
Platinum Member
  
Posts: 1511
|
 |
« Reply #4 on: Feb 01, 2007, 07:52 PM » |
|
I just tested and verified that this is the case -- you can have two versions of a map floating around, and as long as you've downloaded both of them, you won't have to re-download anything.
s8n: While you're at it, I might as well point out some of the texture alignment issues. Ooh, and throw in pong mode support. That could be interesting, haha - kick the ball into the catapult and launch it into the other base.
|
|
|
|
Logged
|
BALETED!
|
|
|
|
loial21
Senior Member
  
Posts: 284
Live long and prosper
|
 |
« Reply #5 on: Feb 02, 2007, 03:30 AM » |
|
Keith, I hope this is comprehensible. Do you or anyone have a complete compilation of S8n's maps in a map pack? The names of the maps will do just as well as link or download. I really enjoyed the ones that were on the '04 Graffiti server. 2 for sure I want loaded on Ev1 and Graf server.
Huge catapult fan.
Why is a center flag not used more often by mappers for CTF mode?
|
|
|
|
|
Logged
|
|
|
|
|
lords8n
Member
 
Posts: 147
|
 |
« Reply #6 on: Feb 02, 2007, 09:58 AM » |
|
All by file name. (dev) = in developement, beta, or some other non-released condition.
airtime airtimeoi airtime2 airtime3 alpine (aka slopes) (dev) belowzero (dev) blarg bmr cameltoe catapult chilidogs darkages dye32 fury gladiator_b6 (dev) gwc (dev) kark_b1 (dev) monet11 nightfactor ngb olympiad overrun picasso renoir rsball rtg shock vangogh vernice vernice_cf
That's all I can gather right off. I might have missed a few.
|
|
|
|
|
Logged
|
|
|
|
|
lords8n
Member
 
Posts: 147
|
 |
« Reply #7 on: Feb 02, 2007, 02:00 PM » |
|
Seems as though I can't get my catapults to rotate at anything but 0 angle. I've manually tried 30, and 330. And tried selecting the 90 & 315 deg checkbox with no luck. Always rotates around the 0 angle.
Jitspoe, could you look into this?
|
|
|
|
|
Logged
|
|
|
|
|
Eiii
Member
 
Posts: 181
|
 |
« Reply #8 on: Feb 02, 2007, 10:40 PM » |
|
Is your origin brush lined up right?
EDIT: Nevermind, doesn't seem possible right now.
|
|
|
|
« Last Edit: Feb 02, 2007, 10:48 PM by Eiii »
|
Logged
|
|
|
|
|
loial21
Senior Member
  
Posts: 284
Live long and prosper
|
 |
« Reply #9 on: Feb 03, 2007, 04:47 AM » |
|
*Rubs S8n's goatee and mutters "That did the trick Papi Chulo!"
*Runs for his life.
Thank you for what its worth.
|
|
|
|
|
Logged
|
|
|
|
|
lords8n
Member
 
Posts: 147
|
 |
« Reply #10 on: Feb 03, 2007, 01:17 PM » |
|
Yeah... I rotated the entire catapult 30 degrees. Then, believe it or not, I had to rotate the "angle" on the func_door_rotating entity (the entire brushes and origin brush combined) to 330 (basically -30, or opposite the catapult rotation). This set the direction of rotation arrow correctly. No matter what angle I put on the func_door_rotating it rotates at a zero rotation angle.
|
|
|
|
|
Logged
|
|
|
|
|
lords8n
Member
 
Posts: 147
|
 |
« Reply #11 on: Feb 05, 2007, 07:11 AM » |
|
I get no comments from Jitspoe? It appears this is a 30 minute job turning into a long drawn out process. If I could actually change the angle it would be done by done 
|
|
|
|
|
Logged
|
|
|
|
|
Eiii
Member
 
Posts: 181
|
 |
« Reply #12 on: Feb 05, 2007, 02:28 PM » |
|
Like I said, I don't think it's possible to change the angle.
|
|
|
|
|
Logged
|
|
|
|
|
jitspoe
Platinum Member
  
Posts: 1511
|
 |
« Reply #13 on: Feb 05, 2007, 02:43 PM » |
|
I get no comments from Jitspoe? Haven't had a chance to look into it yet. I'll get back to you.
|
|
|
|
|
Logged
|
BALETED!
|
|
|
|
jitspoe
Platinum Member
  
Posts: 1511
|
 |
« Reply #14 on: Feb 05, 2007, 03:09 PM » |
|
// set the axis of rotation VectorClear(ent->movedir); if (ent->spawnflags & DOOR_X_AXIS) ent->movedir[2] = 1.0; else if (ent->spawnflags & DOOR_Y_AXIS) ent->movedir[0] = 1.0; else // Z_AXIS ent->movedir[1] = 1.0; Looks like you can only make it rotate on the X, Y, or Z axis.
|
|
|
|
|
Logged
|
BALETED!
|
|
|
|
lords8n
Member
 
Posts: 147
|
 |
« Reply #15 on: Feb 05, 2007, 04:06 PM » |
|
Well that ruins everything. Fix it man...you have the code.
If I can't swing the catapult on a 30 degree angle then the working catapults are useless for this application. I'll drop back and use the stationary one with the improved launching I worked up.
|
|
|
|
|
Logged
|
|
|
|
|
jitspoe
Platinum Member
  
Posts: 1511
|
 |
« Reply #16 on: Feb 05, 2007, 04:36 PM » |
|
IN AD 2101 BUILD 17 WAS RELEASING WHAT HAPPEN !! WE GET UPDATE ! You guys are never going to let me finish, are you? 
|
|
|
|
|
Logged
|
BALETED!
|
|
|
|
Eiii
Member
 
Posts: 181
|
 |
« Reply #17 on: Feb 05, 2007, 04:42 PM » |
|
I really think you should just focus on the global login for now. Other stuff in build 18. 
|
|
|
|
|
Logged
|
|
|
|
|
|