Lets see if I managed to fix that final spawnpoint this time:
http://www.notam02.no/~clund/nexuiz/GreatDivide_b5.pk3
Moderators: Nexuiz Moderators, Moderators
Clueless Newbie wrote:Hmm.. three betas in less than three days...

cortez wrote:Clueless Newbie wrote:Hmm.. three betas in less than three days...
kind of spamming![]()
Please make more new features in the map before you make a new beta![]()
Then everything will be great
Clueless Newbie wrote:Actually, I think I'll hold off making another beta until either this one has been tried on a server - or somebody points out a bug in the level that kills the game.
KadaverJack wrote:There already is such a problem, which tZork & esteel reported in beta 1: 2/3 of your spawn points don't work in 2.3, because they are stuck (see http://kadaverjack.planetnexuiz.de/tmp/gd_b3.jpg).
I suggest you move all spawn point further away from the walls (maybe delete one at each location) and maybe add some deathmatch-only spawns in the middle for other gamemodes.
Clueless Newbie wrote:I wonder how many more daily betas I can upload before I get banned for spamming..
Dave wrote:Clueless Newbie wrote:I wonder how many more daily betas I can upload before I get banned for spamming..
Here's a clever trick: Make one thread, and update the first post with each release.
Clueless Newbie wrote:I see. They don't look like that in the Q3 editor. Was a screenshot of this posted earlier?
I have not yet had any problems with the spawnpoints myself, but since you guys do then I'll have to do something about them.
KadaverJack wrote:Clueless Newbie wrote:I have not yet had any problems with the spawnpoints myself, but since you guys do then I'll have to do something about them.
The check for "misplaced" spawnpoints is/will be new in 2.3. When you start your map with 2.3, you'll get an error message "spawn point in solid" for each one of them (together with its origin and other data).
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?
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...
Clueless Newbie wrote:Are you talking about b3 or b4? (b4 is today's beta - see the top post in the thread)
esteel wrote:That bug should also hopefully be fixed in 2.2.3 ! If not someone has to tell us.
Clueless Newbie wrote:I've moved all the spawns in b4, but I have no way of knowing whether it's sufficient.
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.
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...
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.
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.
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.
AlmostOne 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 tried tweaking it. Not sure how big a difference it made though.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.