sago007
Posts a lot
Cakes 62
Posts: 1664
Open Arena Developer
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« Reply #50 on: June 22, 2017, 02:27:28 PM » |
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Well, I just opened your .map file with a plain text editor and I cannot find any "info_player_dd*" inside it.
There is nothing wrong with not having info_player_dd* as long as no ordinary spawnpoints are near the points. Just because it's an option does not mean that you must use them. I tried a quick game and found nothing wrong with the current spawnpoint. I liked the map. Perhaps the default bot count was 1 or 2 too high.
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There are nothing offending in my posts.
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Gig
In the year 3000
Cakes 45
Posts: 4394
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« Reply #51 on: June 22, 2017, 02:53:19 PM » |
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Do you remember that i'm not using a regular editor to make my maps ?
IIRC, it is possible to place baseq3 items or spawn points and then manually modify them to become the "ta/oa" item or spawn point... However you don't need the DD specific points, you can just use the deathmatch spawn points, and use "!gametype" key to prevent one from being used in DD mode, in case it is too near to a DD point.
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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
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Gig
In the year 3000
Cakes 45
Posts: 4394
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« Reply #52 on: June 22, 2017, 02:59:06 PM » |
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Well, I just opened your .map file with a plain text editor and I cannot find any "info_player_dd*" inside it.
There is nothing wrong with not having info_player_dd* as long as no ordinary spawnpoints are near the points. Just because it's an option does not mean that you must use them. I tried a quick game and found nothing wrong with the current spawnpoint. I liked the map. Perhaps the default bot count was 1 or 2 too high. If you read carefully, intially I said to Akom he could disable the (generic) spawnpoint too near to the dd point, and he replied that it was used rarely, alternated with the (ctf) red/blue ones, and so I explained to him that it wasn't the case. DD does not use ctf spawn points, and since the map does not contain dd-specifc spawn points, those "red" and "blue" he mentioned had to be the ctf ones... I'm perfectly ok with using deathmatch spawn points in DD, just keeping an eye to their distance from the points. It was just that a quick try gave me the impression of being quite hard to defend the DD points, and once I saw a bot spawning directly in the LG room, where I already had a bad time trying to defend the B point. But maybe it's just me that still have to find the right way to defend it... I repeat it was a quick try.
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« Last Edit: June 22, 2017, 03:12:02 PM by Gig »
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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
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Gig
In the year 3000
Cakes 45
Posts: 4394
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« Reply #53 on: June 23, 2017, 12:55:32 AM » |
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Akom, I don't remember if I asked before...
Just for curiosity, why a map called "Morgan's Blood" is named "oa_torq"? And who is Morgan?
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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
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fromhell
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« Reply #54 on: June 23, 2017, 02:18:09 PM » |
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*cough*beret/macho*cough*
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #55 on: June 23, 2017, 03:24:27 PM » |
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HE HE
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Akom74
Member
Cakes 9
Posts: 906
Q3A/OA Mapper
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« Reply #56 on: June 24, 2017, 04:48:32 AM » |
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@Gig: "Morgan's Blood" is the long name of the map. Also in Q3A tha map's names are different from the Long Name. @Fromhell: What ??
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...sorry for my English, i'm Italian...
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #57 on: June 24, 2017, 06:23:14 AM » |
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One of the default bots in OA is called Morgan, and uses the "beret/macho" skin.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Akom74
Member
Cakes 9
Posts: 906
Q3A/OA Mapper
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« Reply #58 on: June 24, 2017, 07:32:43 AM » |
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One of the default bots in OA is called Morgan, and uses the "beret/macho" skin.
Ah, now it's clear. Don't noticed that....
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...sorry for my English, i'm Italian...
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Gig
In the year 3000
Cakes 45
Posts: 4394
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« Reply #59 on: June 24, 2017, 04:07:48 PM » |
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@Gig: "Morgan's Blood" is the long name of the map. Also in Q3A tha map's names are different from the Long Name.
I know that. But usually the short name is either a code with a meaning (q3dm17, oacmpctf3) or a short version of the map name (to be easily recognizable). So I was wondering where did that "torq" come from...
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« Last Edit: June 24, 2017, 04:13:25 PM by Gig »
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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
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carca55gr1nd3r
Bigger member
Cakes 4
Posts: 152
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« Reply #60 on: July 12, 2017, 04:14:43 AM » |
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have try it out ... Nice one love the layout and the design ... thats how oa maps shall be
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Akom74
Member
Cakes 9
Posts: 906
Q3A/OA Mapper
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« Reply #61 on: July 14, 2017, 06:09:01 AM » |
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have try it out ... Nice one love the layout and the design ... thats how oa maps shall be Thank you !
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...sorry for my English, i'm Italian...
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #63 on: July 30, 2017, 11:51:50 AM » |
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The beam is not a problem of the map. It is a problem of the OA shader which affects a lot of maps.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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carca55gr1nd3r
Bigger member
Cakes 4
Posts: 152
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« Reply #64 on: July 30, 2017, 02:03:00 PM » |
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The beam is not a problem of the map. It is a problem of the OA shader which affects a lot of maps.
Exactly, Neon ... as I mentioned: it is a problem of the texture used by the beam shader ... thats why I explain the hotfix. Another solution would be to fix all textures of the beam shader and put it as a seperat .pk3 file. Maybe I will do this when I get some spare time
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Gig
In the year 3000
Cakes 45
Posts: 4394
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« Reply #65 on: July 31, 2017, 01:04:23 AM » |
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Maybe I will do this when I get some spare time The way to make light beam textures in a way that doesn't trigger the "ugly odd border" problem was shown in the images attached to this post (forum login required to see the images). By the way: NeonKnight, when and if we will write the mapping manual pages about textures/shaders, I suppose we should also mention that stuff there.I think Fromhell (or someone else) said existing light beams textures were already fixed, so they should be ok in OA3. I can't find the forum post where it has been mentioned they were fixed, but they are currently listed under ( DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Bugs#Already_fixed.
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« Last Edit: July 31, 2017, 01:08:50 AM by Gig »
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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
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