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Paint 10

Posted: Sun Apr 10, 2011 12:00 pm
by Redman
Current version: Paint 10 beta 1 (paint10-b1, Apr 12 2011)
Screenshots (gt1, Apr 10 2011): http://img833.imageshack.us/g/paint4.jpg/
Download (b1, Apr 12 2011): http://www.sendspace.com/file/zvbm2e (2.16MiB)
Changelog: (full changelog is in paint10.txt in map pack)

Code: Select all

== beta 1 (Apr 12 2011) ==
 - moved human base to undergrounds
 - added one more door to main house
 - third house anticamp fixes:
  - added box wall to decrease campers' range
  - added one-side wall at right window, so Dragoons can snipe human bases
 - Darkroom modified
  - lowered platforms, now Tyrant can walk on top of them
  - added some walls
  - modified some textures
  - added tunnel to Underground base
 - expanded underground a bit, added a jumppad
 - deleted Tyrant stucking spot (near "Gateway opened" text)
 - underground lift's damage decreased (200hp -> 5hp)
 - added ramp leading to the top of U7 base (pmd's suggestion to make sure that no unreachable eggs are built there)
 - modified nobuild area around U7 base teleporter, it's now possible to build in teleporter field but not in the teleporter itself
 - modified secret tunnel opening mode (replaced shooting it by a button)
 - added secret button
 - pool lamps are now climbable
 - Dragoons can now get out of pool (higher water level)
 - modified global teleporting sound
 - light compiled with -gamma 0.6
 - better lighting around First House (added lamps, it was too dark before)
 - added location markers
 - added one-way glass wall at upper Darkroom exit (anticamp)
 - fixed some minor bugs
Post any feedback and suggestions here.

Posted: Sun Apr 10, 2011 2:53 pm
by pmd
afraid the cat!
and lol - 'kozel' :)

Posted: Sun Apr 10, 2011 3:09 pm
by GLaDOS
OO. Finally Paint10.

Posted: Sun Apr 10, 2011 3:13 pm
by lucyrant
i like jetpacks

Posted: Sun Apr 10, 2011 3:31 pm
by Redman
Who first finds all secrets (2 secret places, 1 button) wins a grangercake.

Posted: Sun Apr 10, 2011 9:09 pm
by Redemption
i win it no prob just get the download :P

Posted: Sun Apr 10, 2011 10:20 pm
by Redman
WARNING: There is some goddamn bug. Somewhere on the map an invisible, undetectable, non-existing node exists, so game can't end.

What I have found out:
- there are two nodes on one node layout (one additional wtf-node)
- you can't spawn from that node (it's blocked or something)
- it doesn't eat bp
- it doesn't exist, but G_CountSpawns finds it
- it's origin is 0 0 0
- it doesn't exist in .map file
- it doesn't exist in layout files, but appears when layout is loaded
- bug dissapeared when i wiped out all entities from map (except worldspawn, node, egg and info_player_intermission)

I'll repair it tommorow.

Posted: Sun Apr 10, 2011 10:29 pm
by ani
watch in entity list if there is more than one worldspawn

Posted: Mon Apr 11, 2011 6:20 am
by Redman
Link updated.
The node stopped to spawn after removing big base door in weird-world.
watch in entity list if there is more than one worldspawn
I've checked all entities on list, everything looks fine. I tested three different q3map2 versions and two map editors. It's propably another bug in Quake 3.

Posted: Mon Apr 11, 2011 8:42 am
by Lanac
Found one secret:
Image

Posted: Mon Apr 11, 2011 9:26 am
by Lanac
second secret:
Image

Posted: Mon Apr 11, 2011 10:54 am
by Iltavuo
Next time you try doing something with a lot of rocky like terrain, I recommend using some 3d modeling application for that. Still you did nice job with the patches. The U7 world adds a lot to the mood.

Posted: Mon Apr 11, 2011 11:28 am
by Lanac
WHERE'S MY GRANGERCAKE???
Btw, i wont tell how to go to grey room and secret tunnel.

Posted: Mon Apr 11, 2011 2:10 pm
by Nod_Nod_Nod
Lanac.. Your screens dont work anyway :D

Posted: Mon Apr 11, 2011 7:09 pm
by Lanac
good joke :D
I wont tell where button is(its in snnnjkktbhjljlkajknkdin,sdnf,sdrljljlls)
There are letters in that, now u guess xD