[Spiderbot-Test MAP] Final Showdown: Release 2

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Postby Sven » Sun Jun 14, 2009 3:18 pm

thy :)
hmmm... ill fix the thing with the light i find it not good but added the ..._bump and gloss etc textures because it work but not by the lights of the map self :?
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Postby Sven » Sun Jun 14, 2009 6:48 pm

OK, THE RELEASE IS OUT!!

-fixed the light
-bump works
-there was a invisible hole in the grouns
-added some lamps and lights to the blue-base-house

and i didnt find the option that the rurrets only spawn in teambames
ons not fixed, it doesnt like me
dont compiled with the final things just (single) bsp -meta, vis and light high quality
v1r1 was comiled with the best option...

DOWNLOAD :P :D

screens:
<you know how the level look>
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Re: [Spiderbot-Test MAP] Final Showdown: Release 2

Postby MirceaKitsune » Thu Mar 04, 2010 11:24 pm

I like this map very much! So much I actually made a v2r1 myself (posting it with sven's permission). I changed several things from the previous version... here is the list:

- Fixed several technical issues. There's also no need to include the trak5 textures any more, since they're in SVN now (and afaik 2.5.2 as well). Also compiled with maximum settings.

- Renovated a bit (retextured some parts and added new architecture in the blue base, as well as more items in both bases).

- Renamed the spiderbot entities. The spiderbots in SVN have been changed, so the map was incompatible. A new vehicle was also added in SVN (the racer) and the map uses that as well. Note that the racer is a fast vehicle, so (sadly) it can be used to pick up the flag and go back very quickly. That may change depending on what happens with vehicle support.

- Fixed ONS mode. The issue was that each onslaught_link entity needs to target & target2 the two control points / generators. Here it was being targeted by a CP and targeting a Generator, making ONS crash.

- Added domination support. Nothing special since two of the DOM points are placed in each base (so no one but the owner would keep them for 99% of the time), but the one under the bridge is something to fight for.

- Added new feature; Hackable turrets. Each of the two bases can have part of their turrets hacked, causing them to turn to the enemy team. There are 3 (slightly hidden) switches on the map, 1 for the blue base and 2 for the red base. Touching a switch in the enemy base will cause the linked turrets to defect and madness to begin :D If your turrets were hacked just touch the switch yourself to bring them back to your team.

- Waypoints so that bots can play. In CTF bots can go to the enemy base, capture the flag and return.

- Eye candy such as ambient sounds and dynamic map lights.

IMPORTANT! To play the map properly, you must first enable vehicle support in Nexuiz. This must be done at compilation time, so for the time being only get this map if you can compile Nexuiz from the source (otherwise you'll be playing without vehicles). If you have SVN or can compile, do the following:

- Open data\qcsrc\server\vehicles\vehicles.qc and uncomment the first line to enable vehicles (remove the //), then compile.

- Open your autoexec.cfg. If you don't have one, create a file called autoexec.cfg in your data folder. Add the following two lines to it:

Code: Select all
exec vehicle_racer.cfg
exec vehicle_spiderbot.cfg


- Open Nexuiz. In the menu, go to Settings -> Input and scroll to the bottom of the keybinds list. Create a new custom keybind for getting in and out of vehicles. "Command when pressed" needs to be +use and "command when released -use (you can name it however you want). This is optional, but if you don't set it you'll be stuck in a vehicle until it is destroyed.

Now vehicles should work properly and the map can be played at its fullest :) Enjoy!

Download links: Link 1, Link 2, Link 3.

Image Image Image Image Image Image Image Image
<Taoki> ... So maybe the new colored bars under the sbar weapons could indicate ammo level rather than accuracy stats.
<Morphed> great now there is a place to show current phase of moon on hud
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Re: [Spiderbot-Test MAP] Final Showdown: Release 2

Postby Ronan » Fri Mar 05, 2010 2:04 am

I can't load the map with a current engine, even with a "clean" install. I get this error :
Code: Select all
Host_Error: Mod_Q3BSP_LoadBrushSides: invalid planeindex 218040320 (17902 planes)
Host_ShutdownServer


Are you sure to have shipped a working bsp ? :)
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Re: [Spiderbot-Test MAP] Final Showdown: Release 2

Postby MirceaKitsune » Fri Mar 05, 2010 12:12 pm

Yes, it works correctly here. No idea what that may be :( Maybe it only works on a newer SVN revision for some reason?
<Taoki> ... So maybe the new colored bars under the sbar weapons could indicate ammo level rather than accuracy stats.
<Morphed> great now there is a place to show current phase of moon on hud
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Re: [Spiderbot-Test MAP] Final Showdown: Release 2

Postby SavageX » Sat Mar 06, 2010 5:15 pm

Ronan wrote:I can't load the map with a current engine, even with a "clean" install. I get this error :
Code: Select all
Host_Error: Mod_Q3BSP_LoadBrushSides: invalid planeindex 218040320 (17902 planes)
Host_ShutdownServer


Are you sure to have shipped a working bsp ? :)


I'm getting exactly the same error.
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Re: [Spiderbot-Test MAP] Final Showdown: Release 2

Postby frostwyrm » Wed Mar 10, 2010 6:27 pm

same here, todays svn
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Re: [Spiderbot-Test MAP] Final Showdown: Release 2

Postby MirceaKitsune » Wed Mar 10, 2010 9:38 pm

So weird. It doesn't happen here, and I'm using the same pk3 and the latest SVN. I never experienced this before, so I don't know what could be causing this issue either. Perhaps I should recompile the map and pack it again (or anyone else who wishes if they want to).
<Taoki> ... So maybe the new colored bars under the sbar weapons could indicate ammo level rather than accuracy stats.
<Morphed> great now there is a place to show current phase of moon on hud
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Re: [Spiderbot-Test MAP] Final Showdown: Release 2

Postby zx5u50 » Sat Apr 03, 2010 12:50 am

Is it possible to create a pre-compiled binary for people who either too lazy or unable to compile so more people can use vehicles? It's a win-win for all of us.
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Re: [Spiderbot-Test MAP] Final Showdown: Release 2

Postby fronten » Sat Jun 19, 2010 11:23 pm

too sad i havent seen this online...
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