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oc_vs_glory_v1 *updated 220109 (2nd ed.)*

Posted: Wed Jan 14, 2009 5:18 pm
by fug4life
oc_vs_glory

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Download:
Link available:
http://www.filefront.com/14733433/oc_vs_glory_v1.zip


^Included .res file in link^

Code: Select all

Obsidian Conflict

Map: oc_vs_glory
Author: fug4life

Description:

Blaze of Glory.

Notes: Episode 2 is required in order to play.

Special Thanks:

Greenhorn: RedBlueTextures
Nudel: Refract Textures
A demo/testmap map. LDR version for now, untill the mod or I can sort out cubemap problems. I reached some limits very quickly so I'm finishing the map, pending tweaks. Would like feedback regarding fps for now, then I'll come back to the map in a month or two if no major bugs arise.

Enjoy,

fug

Posted: Wed Jan 14, 2009 6:42 pm
by fug4life
Notes:

I knew I'd forget something, forgot the .res file.

Save the code in notepad as:oc_vs_glory.res (then add it to your obsidian\maps folder).

Code: Select all

"resources"
{
"maps\oc_vs_glory.res" "file"
"maps\cfg\oc_vs_glory_mounts.txt" "file"
"maps\cfg\oc_vs_glory_modify.txt" "file"
"maps\cfg\oc_vs_glory_briefing.txt" "file"
"maps\cfg\oc_vs_glory_cfg.txt" "file"
}
Or download the .res file here (Add to obsidian\maps folder).

http://files.filefront.com/oc+vs+gloryr ... einfo.html

Sorry about that.

Posted: Wed Jan 14, 2009 7:06 pm
by Ny
Fricking failfront is all messed up these days. I'll upload it to my site for download (included res file also)

EDIT: Thats if failfront ever starts the download. All I get is a blank page. Useless website

Posted: Wed Jan 14, 2009 8:00 pm
by fug4life
I added a updated link to the first post to include the .res file in the zip,
Also if your having trouble with filefront, I'm just trying to see if my modem will allow me to ftp upload.

Edit also added another link for those claiming filefront fails (which tonight it seems to be).

Posted: Wed Jan 14, 2009 9:33 pm
by fug4life
Well thanks to W0rf0x for putting it up so quickly. I actually played with others and one or two of us crashed (though some didn't) when the crates got captured. Server seems to be fine no crashes, just client crashes.

So bare with me guys I'll try get to the route of the problem.

I have to say map was more fun with more players! So hopefully things will be alright once I get the crashing fixed.

Posted: Thu Jan 15, 2009 12:39 pm
by Ny
fug4life wrote:Well thanks to W0rf0x for putting it up so quickly. I actually played with others and one or two of us crashed (though some didn't) when the crates got captured. Server seems to be fine no crashes, just client crashes.

So bare with me guys I'll try get to the route of the problem.

I have to say map was more fun with more players! So hopefully things will be alright once I get the crashing fixed.
woot! I didn't crash, in fact at the time me and two others were the only ones not to crash. So there is if anything one major problem to fix. I'm re-running the map in a listen server to see if I can figure out why the map is missing the supplies icons

Posted: Thu Jan 15, 2009 7:13 pm
by fug4life
Ok the sprites that you were missing seem to be missing from the bsp. So I guess I and Pakrat missed those. It always seems like Pakrat will always leave one decal/sprite out.

I'm glad it was stable for your 8800GT and true others didnt crash, but the rate me and makrontt were crashing was seriously wrong. And the fact it happens when the crate is broken upon capture springs a few things to mind.

Here's what I think, the crate used to get stuck on the trigger if punted, so I disallowed that.

I used to crash when using the waypoints parented to the crate , which I think is the cause of the crash (Infact I'm 99% sure). But I changed the setup and it would no longer crash me when testing on a listen server, but obviously something isn't liked by clients when on a dedicated.

So I think I'll remove for the next version the waypoints just to make sur eits them, and I can try re-introduce later on perhaps if I figure it out. Wapoints aren't really designed to be used by a point template and especially parented to something that get broken and respawned. Its just wierd it allowed me to fix this on a listen. I'll check the gib settings on the crate and physbox also.

The good news is whilst testing my lowest fps would hit 20, but on a dedicated it was a 'green' framerate all the way not dropping below 30 fps, and one or two others (low end said it was ok too).

Posted: Thu Jan 15, 2009 9:58 pm
by Ny
Have you fixed the Vort attack problem and the Hunter friendly fire?

Posted: Thu Jan 15, 2009 10:07 pm
by Supahchikin
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Posted: Fri Jan 16, 2009 6:18 pm
by fug4life
Ok, I think I've found a solution for my attention sprites (as proud as I was having them show up when the crates got stolen, its just not good for clients on dedicateds).
Well I should say an alternative purpose for them, a compromise if you will.

They are now fixed as 'base icons' to display the score:

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20 captures and the day is yours ;)

As for the Blue/Red team relationships I've added an ai_relastionship hoping it will atleast register the vorts attacks. I'll probably have a new version ready within the hour.

Posted: Fri Jan 16, 2009 6:40 pm
by Shana
fug4life wrote: As for the Blue/Red team relationships I've added an ai_relastionship hoping it will atleast register the vorts attacks. I'll probably have a new version ready within the hour.
No, its something even we have no idea what causes it, from what i know it only happens on dedicated.

Posted: Fri Jan 16, 2009 10:56 pm
by fug4life
Added an updated link.

This version should fix the flag capture crash and may address the vort relationship.

If it dosent I may consider citizens vs combine and if that fails, either no npc's or some neutral elites.

Fingers crossed it dosent come to that, though I just want to end this map and get on to the next, it'll be hard to down scale to just PvP.

Posted: Thu Jan 22, 2009 4:22 pm
by fug4life
*updated 22/01/09*

Again added a new link, just a fix to the score system.
Please overwrite or delete any old copies.

fug

Posted: Thu Jan 22, 2009 5:13 pm
by shiftey
Have to say, this map really was quite fun. This and w0rf0x's new halo teamplay map are my current favorites.

Posted: Thu Jan 22, 2009 5:22 pm
by Ny
shiftey wrote:Have to say, this map really was quite fun. This and w0rf0x's new halo teamplay map are my current favorites.
Totally agree with you there Shifty