map-PushIt-v2 is up

Maps on server and map requests

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Me_Again
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map-PushIt-v2 is up

#1 Post by Me_Again » Sat Sep 10, 2011 2:21 pm

I am trying to do same walls invisible, I select the shader "invisible" but it doesn't work!In the map I still watch the wall with the stamp "invisible" on it!Any ideas?
Last edited by Me_Again on Thu Sep 22, 2011 10:54 pm, edited 2 times in total.
People say that if you play Microsoft CD's backwards, you hear satanic things, but that's nothing, because if you play them forwards, they install Windows...

TANK
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#2 Post by TANK » Sat Sep 10, 2011 9:17 pm

Put all auto-downloaded tremulous maps(pk3 files) from /home/$user/.tremulous/base to directory
/home/$user/.tremulous/base/bug_maps :D .
And recompile you map after.
After final compile put bug_maps on old place.
I have similar like bug with ladder texture on my map.
Last edited by TANK on Wed Sep 14, 2011 5:12 pm, edited 1 time in total.

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Me_Again
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#3 Post by Me_Again » Sun Sep 11, 2011 8:50 am

TANK wrote:Put all auto-downloaded tremulous maps(pk3 files) from /home/$user/.tremulous/base to directory
/home/$user/.tremulous/base/trash_maps :D .
And recompile you map after.
After final compile put trash_maps on old place.
I have similar like bug with ladder texture on my map.
It doesn't seem to work, but I am working on it!!Thank you VERY must!!!This is helpful for a lot of other problems.

By luck I discovered that if I copy-past a brush an let it in the same place it becomes invisible 8) (of course thats wrong as the light doesn't look good! and also the brush does not look like a glass). :cry:
People say that if you play Microsoft CD's backwards, you hear satanic things, but that's nothing, because if you play them forwards, they install Windows...

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Me_Again
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#4 Post by Me_Again » Mon Sep 12, 2011 8:22 am

Still no luck with transparent walls :evil: !

Anyway...I was (unsuccessfully) trying to do a jump pad with a target_jump and a target_position (as everyone suggests)! Finally I did it with a trigger_multiple, a target_push, and a target_position! Do you think that it can be a problem? :shock:

THX
People say that if you play Microsoft CD's backwards, you hear satanic things, but that's nothing, because if you play them forwards, they install Windows...

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Nod_Nod_Nod
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#5 Post by Nod_Nod_Nod » Mon Sep 12, 2011 11:22 am

Edit Postah!
The nodding of the head once to symbolize a greeting, cuz we white folk to damn lazy to open our mouths and speak up. Nods are also easier to shake off than a flase "hello".
"Person nods at you", or your direction, "you nod back"

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#6 Post by Redman » Mon Sep 12, 2011 11:59 am

Still no luck with transparent walls !
Try common/clip texture (doesn't block projectiles) or create your own shader like this:

Code: Select all

textures/something/invisible
{
 surfaceparm trans
 surfaceparm nolightmap
 {
  map gfx/null.tga
  blendFunc add
 }
}

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Me_Again
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#7 Post by Me_Again » Mon Sep 12, 2011 2:34 pm

Nod_Nod_Nod wrote:Edit Postah!
Of course I will nodnodnod.... If I understand what are you trying to say :) !!!
Thx anyway ?
-------------------
Redman wrote:
Still no luck with transparent walls !
Try common/clip texture (doesn't block projectiles) or create your own shader like this:

Code: Select all

textures/something/invisible
{
 surfaceparm trans
 surfaceparm nolightmap
 {
  map gfx/null.tga
  blendFunc add
 }
}
VERY THX!!!GOT IT!!! 8)
People say that if you play Microsoft CD's backwards, you hear satanic things, but that's nothing, because if you play them forwards, they install Windows...

TANK
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#8 Post by TANK » Mon Sep 12, 2011 4:01 pm

Incidentally this is not a terrible problem.
For example: in UrT game func_train didnt work good and crusher-doors cant crush players as far as i can remember :) .
And UrT have cleverly designed deathrun(i dont know who made) map with ATCS textures as far as i can remember -> Mwhahahahaha :D .

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#9 Post by Me_Again » Tue Sep 13, 2011 5:21 pm

And a few last questions...

1) Should I determine the maximum build points for each team? (value?)

2) >> >> >> the number of kills for a/h s3? (value?)

3) I noticed that the repeaters can control only a few thinks in my map...how can (if I should) I fix it?

thx
People say that if you play Microsoft CD's backwards, you hear satanic things, but that's nothing, because if you play them forwards, they install Windows...

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#10 Post by Lancer » Tue Sep 13, 2011 6:36 pm

1) Depends what map you want, spammap or a good ol' trainingsmap
2) Default
3) Dunno :D
Care to check out Jucaspel?

http://on.fb.me/16BFTKE

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Me_Again
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#11 Post by Me_Again » Wed Sep 14, 2011 12:48 pm

Thank you all guys!!!My first map is ready "PushIt" :) !!I will find a way to upload it soon!!!Hope to like it! 8)
People say that if you play Microsoft CD's backwards, you hear satanic things, but that's nothing, because if you play them forwards, they install Windows...

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#12 Post by Lancer » Wed Sep 14, 2011 1:13 pm

Megaupload
Uppit
Care to check out Jucaspel?

http://on.fb.me/16BFTKE

r4sh
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#13 Post by r4sh » Wed Sep 14, 2011 5:10 pm

you can simply use common/caulk for transparent walls.

Code: Select all

 {
  map gfx/null.tga
  blendFunc add
 } 

not needed, see common shaders

After final compile put trash_maps on old place.
wtf?
I noticed that the repeaters can control only a few thinks in my map...how can (if I should) I fix it?
explanation pls!

TANK
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#14 Post by TANK » Wed Sep 14, 2011 5:22 pm

r4sh wrote:
After final compile put trash_maps on old place.
wtf?
Some amount maps(good cleanser_b4 for example) on CZ server using alternate and replace some amount(>=1) common textures/shaders.
After compile map you can see didn't working ladder brush with selected in netradiant common ladder texture/shader.

Trash in name directory was only a joke for little bug :P .

If you compile map without "bugged" pk3 files in ~/.tremulous/base, ladder working good.
I don't know wtf is this but its solved my problem.

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#15 Post by r4sh » Wed Sep 14, 2011 5:35 pm

ladder is not part of common shaders
Some amount maps(good cleanser_b4 for example) on CZ server replace some amount(>=1) common textures.
A map that replaces common textures can't be called good.

As a tip: If there is a shader error (like your ''bugged'' ladder) you could simply look in the console to see the reason for your bug.

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