Posted January 17, 2015 I'll check my config.txt for my settings, no no - not using hac2 Try using hac2. I can't even think of a reason not to. I'll take it out for now and see if the problem suddenly presents itself, but it's a far down the list problem, since these maps will all be on hac2 primarily, as its the easiest way to distribute. Not to mention, anyone without hac2 wouldn't even be able to see the servers hosting the maps in PC anyway, so the percentage of people that will play these (on PC or CE) that don't have hac2 is fairly low. Even the HUD is designed and scaled to fit a 1920x1080 standard widescreen monitor with the use of Hac2's built in widescreen scaling hud fix. This mod has always been meant to pair extremely well with that program, the program which provides more useful features than anything before it. Good god, if only for the map caching that keeps CE's load time down to a few seconds for even 50+ custom maps, that's reason enough to use it. Update: Coagulation is playable with Day and Night mode. I still need to implement the scripting system that will allow server-side changing, but I'll get to that tonight most likely. Also, the new bigass with snow is lookin' pretty bitchin swamp, Sceny and aki664 like this Share this post Link to post Share on other sites
Posted January 17, 2015 I am very familiar with HAC2, thanks - I don't use it as there are random client crashes, yes, I updated as well. Not interested in it. Fixed config.txt file: http://www.mediafire.com/view/r8lgyx07deophi0/config.txt Offending config.txt file: http://www.mediafire.com/view/gmdpw4g1r44n67n/config-my-orig.txt This fixed the drunken monkey blur on the hud of nade launcher. Also, working on developing gungame and random weapon scripts for your map, I usually begin with retrieving weapon/biped/vehicle tag names with eschaton, then I plug them into a utility script for phasor, which will allow me to retrieve damage tags of projectiles and melee, etc for use in builing a custom script for the map(s) In the event you might find it useful: http://pastebin.com/rxLBYLih -- Type: 'coord' - writes your x,y,z coordinates in or out of a vehicle to screen and game log-- Type: 'vehname' - writes the tagname of the vehicle you are in - useful for CE maps. Note: Protected CE maps will return '<protected>' to screen and game log-- Type: 'weapon' - writes the tagname of the weapon you are holding - useful for CE maps. Note: Protected CE maps will return '<protected>' to screen and game log-- Type the abbreviation for these objects (on the right of --) to spawn them near you-- plasma pistol -- pp-- needler -- ne-- revolution shotgun -- sg-- plasma rifle -- pr-- revolution assault rifle -- ar-- nade launcher -- nl-- rev pistol -- hp-- rocket launcher -- rl-- revolution sniper -- sr-- plasma_cannon -- pc-- carbine -- cb-- flag -- fl-- ball -- bl-- plasma -- pl-- frag -- fr-- healthpack -- hl-- overshield -- os-- active camo - ac-- biped -- cyborg-- change time of day for the entire server, type:-- daytime -- /tod 0-- night -- /tod 1 Often there are weapons that are too powerless/powerful, or unwanted for gun game and random weapons scripts, so I will modify the damage done to balance gameplay and/or advancement. NeX likes this Share this post Link to post Share on other sites
Posted January 17, 2015 (edited) Coolio, Ill look at those configs when i get home. I may end up releasing an optimized config with final release if its a consistent issue Thanks for the gun game stuff, but i was just letting you know for reference since i saw you making custom scripts for custom maps. I wont make one for it, but someone may definitely find this useful Edited January 17, 2015 by NeX Share this post Link to post Share on other sites
Posted January 18, 2015 (edited) Gun-Game/Arms Race for Revolution Maps by NexScript: http://pastebin.com/pgLkXLd3 Random Weapons for Revolution Maps by Nex Script: http://pastebin.com/TGxNCji4 edit: the carbine wouldn't take a clip update, I guess it only has an ammo slot? Updated gungame and random weapons to prevent error, blocked: writeword(m_weapon + 0x2B8, clip) if you downloaded gungame above before this edit, redownload, same url above Edited January 18, 2015 by NerveBooger NeX likes this Share this post Link to post Share on other sites
Posted January 18, 2015 (edited) are those phasor or sapp?I've got two scripts currently I'm releasing with the whole package that give the ability to have a team (or both) spawn as different bipeds, such as the elites for spartans vs elites gametypes or flood for zombies gametypes. Those scripts only work with phasor, so I'll be including a folder for phasor scripts already, just need to know if I should put those in with them or if they're for SAPP. These are phasor! derp. Cool work though, thanks Edited January 18, 2015 by NeX Share this post Link to post Share on other sites
Posted January 20, 2015 Working on Valhalla. I may skimp on some visuals to get them all in, but hey. Gameplay testing is key here, so some textures may slip through for the time being. Updates on Valhalla Fixed the <Missing String> problem with the Shade. All messages are now working correctly. Completely retextured the H3 Pelican model for the crashsite. Haven't yet added effects for it, but that's a job for tomorrow. Tried a newer mix of foliage, from animated grass patches to a better variety of detail objects, including thistles, cotton, weed stalks, ferns, and the good old field grass and cattails. So far I have found 0 collision issues with this map, and it's easily become one of my favorites to do so far. I may leave the snow at the top of the canyons, since I like the idea of an isolated oasis of green amid a snowy area. Fixed issue where frag grenades did not make a splash effect upon entering a body of water. They now respond similarly to the plasma grenades. Color-coded the teleporter jet effect emitters, man cannons are too unpredictable for online play in Halo 1, so they are now teleports. Should keep gameplay relatively the same. Spawns in an open area, so it won't blind side simply because it's a teleporter. Valhalla current pics: Still to do for final rev game night: Spice up Coagulation's foliage. Enable day/night sync scripting and lightmaps for Coagulation's dark BSP. Add detail objects to portent's snowy grass areas. Add night BSP to Valhalla, implement day/night sync scripts. ~attempt to diagnose issue with Midship~ If I can't get midship into playable status by tomorrow night, I will make it my primary focus to get that map in good shape for the public Beta release. Again I apologize for the inconvenience, it's one of the best looking indoor maps I've done in my own opinion, I'd like to share it. Vic Firth, WaeV, Kvasir and 7 others like this Share this post Link to post Share on other sites
Posted January 20, 2015 http://opencarnage.net/index.php?/topic/24-share-your-screenshots/?p=61941 Some screenies >.< https://www.twitch.tv/krazychic Share this post Link to post Share on other sites
Posted January 20, 2015 Ok, so I say this now: Midship is working at least for just me on the server. I tweaked some things, reuploaded, it seems to be working, it may have been a spawn point, but I'm not sure. If it aint broke don't fix it, so unless it breaks again tonight during play, I'll leave it as-is. All other maps are tested and working, especially the lag-less time of day feature (thanks Giraffe) Valhalla Coagulation Portent Midship All links are maps for PC, game night will be the same as the last two as far as time and location, I get out of class ~1.5 hours before it starts, I'll try to have the map voting and such working by 8pm EST. Teamspeak is 74.91.126.92 Hope to see you there! aki664, Krazychic and DiSiAC like this Share this post Link to post Share on other sites
Posted January 26, 2015 Tensity... There will be no more public releases until the public beta (obviously), but I will still post updates, progress pics and such. There is still steady progress aki664 and aushrk like this Share this post Link to post Share on other sites