[MAP] Uploaded Great Divide b5 again...

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  • Clueless Newbie wrote:Hmm.. three betas in less than three days...


    kind of spamming :twisted:


    Please make more new features in the map before you make a new beta :!:

    Then everything will be great :wink:
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  • cortez wrote:
    Clueless Newbie wrote:Hmm.. three betas in less than three days...


    kind of spamming :twisted:

    I know. ;p
    Please make more new features in the map before you make a new beta :!:

    Then everything will be great :wink:

    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.
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  • 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.

    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.
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  • 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 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.
    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.

    Will do. Tomorrow. I think I've filled my quota for today.

    I wonder how many more daily betas I can upload before I get banned for spamming.. :?
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  • 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.
    :)
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  • 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.

    You mean by editing it?
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Sat Apr 28, 2007 10:21 pm

  • That's the ticket!
    :)
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  • Clueless Newbie wrote:I see. They don't look like that in the Q3 editor. Was a screenshot of this posted earlier?

    No, I just added markers for each spawnpoint and their bounding boxes ingame, so you get a better idea of what i'm talking about :)

    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).
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  • 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).

    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?

    And with "2.3", do you mean "Nexuiz 2.3"? If so, has the "black menu screen in OS X" bug been fixed?
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Sun Apr 29, 2007 11:20 am


  • 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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  • 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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  • 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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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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  • 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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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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  • 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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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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