[ONS] dusk-beta

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[ONS] dusk-beta

Postby Morphed » Thu Jun 11, 2009 7:08 pm

ImageImageImage

www.morphed.planetnexuiz.com/dusk_beta4.pk3

i updated map once again, it have now bot support if you have latest svn

problem on linux is now fixed

i added even more optimizations :)
Last edited by Morphed on Wed Jun 17, 2009 12:04 am, edited 7 times in total.
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Re: [ONS] dusk-beta

Postby FruitieX » Thu Jun 11, 2009 7:49 pm

Morphed wrote:only works on windows now


For you wondering why, it's because the damn eX folder has a capital letter in it, and morphed's exporter did not put this there. Shame :(
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Re: [ONS] dusk-beta

Postby alpha » Thu Jun 11, 2009 9:19 pm

Morphed wrote:only works on windows now

does not compute for me. linux version anyone?
quit for good
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Postby parasti » Thu Jun 11, 2009 10:44 pm

So what was the problem? Map (the "beta" version, haven't tried "beta2") looks fine to me on Debian, no missing shaders or other errors. If you're worried about the case of letters in file names, I'm quite sure DarkPlaces treats everything case-insensitively.
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Postby divVerent » Fri Jun 12, 2009 6:24 am

Only if it is in a pk3. So yes, it works in 2.5.1 release on Linux too, but not in svn checkouts (as the file system is case sensitive).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Morphed » Fri Jun 12, 2009 9:07 am

it's fixed now, works flawless on linux, test yourself ;)

check out beta3, should be faster, and don't hesitate to write comments about gameplay and item placement
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Re: [ONS] dusk-beta

Postby mand1nga » Fri Jun 12, 2009 8:57 pm

Morphed wrote:i updated map once again, it have now bot support if you have latest svn (but they play realy bad)


Well the ONS ai is about 3 days old ;) so anything you find (that I don't know already) please put in dev.at so I can fix it when I get back from my trip (I'm leaving tomorrow). Until now the ai is good enough for maps like industrialmadness and micro, but sucks for large maps like this one and arachnids. I still don't know where the problem is, but it seems something related with large distances, in the code that builds the route, waypoint by waypoint (some of the few functions that I never touched yet)

EDIT: The ONS ai works again, enjoy!

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Postby Morphed » Wed Jun 17, 2009 12:06 am

new version is available, I fixed spawn points, and improved bot waypoints a little, I fixed all known bugs, and added some more plants
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Postby C.Brutail » Wed Jun 17, 2009 9:20 am

HURRY! INTO THE SVN MOBILE!

Oh yes, non GPL textures :(

Could you provide a list so a good texture artist can remake them?
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby Flying Steel » Mon Jul 06, 2009 6:44 pm

Curious, will this map be in the next release?
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