[ONS] dusk-beta

Moderators: Nexuiz Moderators, Moderators

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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    Morphed
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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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    FruitieX
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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
    alpha
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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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    parasti
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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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    divVerent
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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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    Morphed
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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!

    Image
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    mand1nga
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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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    Morphed
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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.
    Image
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    C.Brutail
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Mon Jul 06, 2009 6:44 pm

  • Curious, will this map be in the next release?
    Flying Steel
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Wed Jul 08, 2009 8:56 am

  • Code: Select all
    couldn't exec maps/dusk_beta4.cfg
    Using gfx/dusk_beta4_radar.tga as minimap.
    Draw_CachePic: failed to load gfx/ons-cp-neutral.tga
    Draw_CachePic: failed to load gfx/ons-cp-red.tga
    Draw_CachePic: failed to load gfx/ons-cp-blue.tga
    SVQC and CSQC revisions are compatible.
    PostInit
        maxclients = 8
    Segmenteringsfel
    [Image
    Image
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    Gego
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Thu Jul 09, 2009 3:44 pm

  • wow :)
    great map and good traien

    (sry for my english, a lot of pepole on auoter forums konw it! sry... agine)
    i'm the creator of the great things!
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    nestel34
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Wed Jul 15, 2009 8:13 pm

  • terrainbase.bsp not found

    this map does not work, plz: A delete it B: re do it...

    lil info:
    Code: Select all
    Shader 'textures/bal3hh/lig_128-01w1-2k' already defined
    Shader 'textures/caverna/rockside' already defined
    Shader 'textures/caverna/rockside2' already defined
    Shader 'textures/caverna/rubble' already defined
    Shader 'textures/cmp1-dm8/e8trimlight2_pur' already defined
    Shader 'textures/cmp1-dm8/e8tinylightpur' already defined
    Shader 'textures/cmp1-dm8/e8lighttrim_b_pur' already defined
    Shader 'textures/cmp1-dm8/e8lighttrim_pur' already defined
    Shader 'textures/cmp1-dm8/e8circle_pur' already defined
    Shader 'textures/cmp1-dm8/e8clangfloor' already defined
    Shader 'textures/cmp1-dm8/logo' already defined
    Shader 'textures/cmp1-dm8/ame7jp' already defined
    Shader 'textures/cmp1-dm8/ame7glass' already defined
    Shader 'textures/tech1soc_sfx/lig_032-01b1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_032-05b1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_064-05b1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_128-02y1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_128-03w3-2k' already defined
    Shader 'textures/tech1soc_sfx/jpblue_floor01a' already defined
    S_Startup: initializing sound output format: 48000Hz, 16 bit, 2 channels...
    Wanted audio Specification:
       Channels  : 2
       Format    : 0x8010
       Frequency : 48000
       Samples   : 2048
    Obtained audio specification:
       Channels  : 2
       Format    : 0x8010
       Frequency : 48000
       Samples   : 2048
    Sound format: 48000Hz, 2 channels, 16 bits per sample
    Found 1 cdrom drives.
    The CD in drive 0 is not an audio cd.
    CDAudio_Init: No CD in player.
    Can't get initial CD volume
    CD Audio Initialized
    Draw_CachePic: failed to load maps/davesbonustower9
    "maxplayers" set to "8"
    Shader 'textures/bal3hh/lig_128-01w1-2k' already defined
    Shader 'textures/caverna/rockside' already defined
    Shader 'textures/caverna/rockside2' already defined
    Shader 'textures/caverna/rubble' already defined
    Shader 'textures/cmp1-dm8/e8trimlight2_pur' already defined
    Shader 'textures/cmp1-dm8/e8tinylightpur' already defined
    Shader 'textures/cmp1-dm8/e8lighttrim_b_pur' already defined
    Shader 'textures/cmp1-dm8/e8lighttrim_pur' already defined
    Shader 'textures/cmp1-dm8/e8circle_pur' already defined
    Shader 'textures/cmp1-dm8/e8clangfloor' already defined
    Shader 'textures/cmp1-dm8/logo' already defined
    Shader 'textures/cmp1-dm8/ame7jp' already defined
    Shader 'textures/cmp1-dm8/ame7glass' already defined
    Shader 'textures/tech1soc_sfx/lig_032-01b1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_032-05b1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_064-05b1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_128-02y1-2k' already defined
    Shader 'textures/tech1soc_sfx/lig_128-03w3-2k' already defined
    Shader 'textures/tech1soc_sfx/jpblue_floor01a' already defined
    Server using port 26000
    Server listening on address local:1
    Server listening on address 0.0.0.0:26000
    Loading csprogs.dat
    server detected csqc progs file "csprogs.dat" with size 403140 and crc 50721
    Compressing csprogs.dat
    Deflated: 73.0277%
    Cvar_Set: variable bot_ai_enemydetectionradius not found
    Initializing ClientSide information entities

    Trying to connect...
    "challenge e#]@i2O~Fgz" received, sending connect request back to local:1
    Got challenge response
    Accepted

    Connection accepted to local:1
    --> client to server keepalive
    <-- server to client keepalive
    Mod_LoadModel: models/turrets/terrainbase.md3 not found

    Server: Nexuiz build 08:02:25 Apr  2 2009 8846 release (progs 12975 crc)

    <===================================>


    CDAudio: Bad track number 0.
    CSQC csprogs.dat loaded (crc=50721, size=403140)
    Gegoxaren has changed from Pink Team to Blue Team
    Gegoxaren connected
    nexuiz-csqc protocol 22
    Gegoxaren is spectating now
    couldn't exec maps/dusk_beta4.cfg
    Using gfx/dusk_beta4_radar.tga as minimap.
    Draw_CachePic: failed to load gfx/ons-cp-neutral.tga
    Draw_CachePic: failed to load gfx/ons-cp-red.tga
    Draw_CachePic: failed to load gfx/ons-cp-blue.tga
    SVQC and CSQC revisions are compatible.
    PostInit
        maxclients = 8
    Segmenteringsfel



    note the:
    Code: Select all
    Mod_LoadModel: models/turrets/terrainbase.md3 not found
    [Image
    Image
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    Gego
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Mon Jul 20, 2009 2:27 am

  • Hi I'm new to all of this so can you guys help me out where to place these maps?

    Thanks in advance.
    Chomps123
    Chomps123
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Mon Jul 20, 2009 2:35 am

  • Chomps, place them in the data folder of the nexuiz map.


    Nice map, too bad so little people play onslaught, it's a realy fun gametype!
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    Vordreller
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Mon Jul 20, 2009 2:38 am

  • Chomps123 wrote:Hi I'm new to all of this so can you guys help me out where to place these maps?

    Thanks in advance.
    Chomps123


    Place any map pk3s you wish to use in offline or local matches into \<Path to Nexuiz>\data\.
    My will be done.
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    AnArKiSt
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Mon Jul 20, 2009 2:44 am

  • Thanks now it works.

    I tried to figure it out but I had it in the wrong spot.
    Chomps123
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