[MAP] Uploaded Great Divide b5 again...

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Postby esteel » Sun Apr 29, 2007 11:20 am

That bug should also hopefully be fixed in 2.2.3 ! If not someone has to tell us.
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Re: [MAP] Great Divide b3 (now with correct spelling!)

Postby KadaverJack » Sun Apr 29, 2007 12:07 pm

Clueless Newbie wrote:There will be a new beta with adjusted spawns later today. Is this just an issue with the lower spawns or do the uppers spawns have the same problem?

The blue upper spawns seem to be ok, the red ones are stuck in walls. But the blue spawn points are also pretty close to the wall, so perhaps you might wanna move them like 2 qus towards the flags...
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Re: [MAP] Great Divide b3 (now with correct spelling!)

Postby Clueless Newbie » Sun Apr 29, 2007 1:20 pm

KadaverJack wrote:
Clueless Newbie wrote:There will be a new beta with adjusted spawns later today. Is this just an issue with the lower spawns or do the uppers spawns have the same problem?

The blue upper spawns seem to be ok, the red ones are stuck in walls. But the blue spawn points are also pretty close to the wall, so perhaps you might wanna move them like 2 qus towards the flags...

Are you talking about b3 or b4? (b4 is today's beta - see the top post in the thread)

I've moved all the spawns in b4, but I have no way of knowing whether it's sufficient.
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Re: [MAP] Great Divide b3 (now with correct spelling!)

Postby KadaverJack » Sun Apr 29, 2007 1:26 pm

Clueless Newbie wrote:Are you talking about b3 or b4? (b4 is today's beta - see the top post in the thread)

b3, haven't tested b4 yet...
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Postby Clueless Newbie » Sun Apr 29, 2007 2:18 pm

esteel wrote:That bug should also hopefully be fixed in 2.2.3 ! If not someone has to tell us.

It isn't and I did. If you look at the support forum you'll see me complaining about it.

And just to make sure, I downloadsed it again just now and tried it - after first moving the .netxuiz dir somewhere else. I'm still getting a black menu screen. This is a full install, not an upgrade.

One question though - does Nexuiz put files elsewhere than in the .nexuiz/ directory? Other than the folder the engine iteslf is in, that is. Just in case there's a hidden file somewhere that's messing up 2.2.3 for me.
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Postby KadaverJack » Sun Apr 29, 2007 3:13 pm

Clueless Newbie wrote:I've moved all the spawns in b4, but I have no way of knowing whether it's sufficient.

The problem is still there, but that my fault, sorry :(
I screwed up with the spawn point dimensions, the walls are not the problem, the spawn points are stuck in the ceiling. Try tZorks entities.def, he said it has correct spawnpoint dimensions for Nexuiz players...

One question though - does Nexuiz put files elsewhere than in the .nexuiz/ directory? Other than the folder the engine iteslf is in, that is. Just in case there's a hidden file somewhere that's messing up 2.2.3 for me.

No. On unix-like systems, Nexuiz _only_ writes to ~/.nexuiz, the install folder itself remains untouched.
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Postby Clueless Newbie » Sun Apr 29, 2007 4:29 pm

KadaverJack wrote:The problem is still there, but that my fault, sorry :(
I screwed up with the spawn point dimensions, the walls are not the problem, the spawn points are stuck in the ceiling. Try tZorks entities.def, he said it has correct spawnpoint dimensions for Nexuiz players...

Aha.. that changes everything. Now I see what you guys were talking about. Go to the top of the thread to find yet another beta. (b5)

This time the spawnpoints fit with the dimesions in the new entities.def file. And I hope that's the end of that problem. :?
One question though - does Nexuiz put files elsewhere than in the .nexuiz/ directory? Other than the folder the engine iteslf is in, that is. Just in case there's a hidden file somewhere that's messing up 2.2.3 for me.

No. On unix-like systems, Nexuiz _only_ writes to ~/.nexuiz, the install folder itself remains untouched.

Ok. That means that the version of 2.2.3 I tested earlier today was a clean and complete install with no leftover files from 2.2.1 interfering with the menus. And the menu screens are still black. I am really not looking foreward to the inevitable future update to Nex that breaks compatibility with 2.2.1 - which seems to be the most recent version that works on my system. :(
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Postby KadaverJack » Sun Apr 29, 2007 5:01 pm

Clueless Newbie wrote:This time the spawnpoints fit with the dimesions in the new entities.def file. And I hope that's the end of that problem. :?

Almost ;) One of the red spawn points is too low (it's at '-1712 0 -152', the z cordinate should be -144 like the rest in that row).

I noticed another (minor) bug: this jumppad http://kadaverjack.planetnexuiz.de/tmp/gd_b5.jpg (and its counterpart on the other side) shouldn't react when you hit it from below. Right now it tries to shoot you through the lamp.
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Postby Clueless Newbie » Sun Apr 29, 2007 6:02 pm

KadaverJack wrote:
Clueless Newbie wrote:This time the spawnpoints fit with the dimesions in the new entities.def file. And I hope that's the end of that problem. :?

Almost ;) One of the red spawn points is too low (it's at '-1712 0 -152', the z cordinate should be -144 like the rest in that row).

I wonder how I managed to miss that one.

Oh well. I've uploaded a new version of b5 (again, see top of thread). Hopefully it's fixed now. I suppose I should have called it b6, but the beta number is getting awfully high without even being playable... :?
I noticed another (minor) bug: this jumppad http://kadaverjack.planetnexuiz.de/tmp/gd_b5.jpg (and its counterpart on the other side) shouldn't react when you hit it from below. Right now it tries to shoot you through the lamp.
I tried tweaking it. Not sure how big a difference it made though.
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