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tenkuu
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Post subject: Version .41 is up Posted: Sun Nov 16, 2008 10:00 pm |
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Joined: Sun Dec 28, 2003 7:24 pm Posts: 1304
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VERSION .41
- There was a weird issue with not being able to see fully in base. Hopefully its fixed but I'm not sure. It was a weird bug to reproduce anyway.
- Turrets couldn't damage Engineers who were on the same turf as walls they had just built.
*Feature! - If you place a folder named 'Maps2' in the same folder as the game .dmb and .rsc, the game will randomly pick out P2 map files from it during random map selection. If there's no folder named that or a valid P2 map isn't picked, the game will just pick a built-in map.
_________________ <Rip The Jacker says:> boot stone horiz
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Zaole
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Post subject: Re: Version .41 is up Posted: Mon Nov 17, 2008 11:54 am |
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Joined: Sun Dec 28, 2003 8:17 am Posts: 89 Location: behind my summoned wolves
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tenkuu wrote: *Feature! - If you place a folder named 'Maps2' in the same folder as the game .dmb and .rsc, the game will randomly pick out P2 map files from it during random map selection. If there's no folder named that or a valid P2 map isn't picked, the game will just pick a built-in map. Is there a way to remove built-in maps from random selection? If we place a map in that folder with the same name as a built-in map, what happens? I think 2fort is a server killer, so hosts can't go AFK at the moment without the server eventually dying out and making it difficult to get new games started.
_________________ Kyou turned Gooseheaded's Skeleton into meat with Corpse Explosion
<Gooseheaded says:> WOW
<Gooseheaded says:> BONES
<Gooseheaded says:> INTO MEAT
<Gooseheaded says:> O_o
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tenkuu
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Post subject: Re: Version .41 is up Posted: Mon Nov 17, 2008 5:21 pm |
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Joined: Sun Dec 28, 2003 7:24 pm Posts: 1304
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Zaole wrote: Is there a way to remove built-in maps from random selection? If we place a map in that folder with the same name as a built-in map, what happens?
Right now the random map selection is just basic to account for there being no dedicated map rotation. If there's less than 4 people waiting for a game, it'll always pick 2Fort otherwise it has the option of picking any other map but NOT 2Fort. Silk said he was working on dedicated stuff, but I'll probably have to while he's busy. The game won't choke if there's a map with the same name as a built-in map, but of course I forgot about that so it'll just play out on the built-in map. :p Zaole wrote: I think 2fort is a server killer, so hosts can't go AFK at the moment without the server eventually dying out and making it difficult to get new games started. Whate do you mean by "server killer"?
_________________ <Rip The Jacker says:> boot stone horiz
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BenM
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Post subject: Re: Version .41 is up Posted: Mon Nov 17, 2008 6:40 pm |
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Joined: Wed Jun 12, 2002 10:31 pm Posts: 3174 Location: Los Angeles, CA
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tenkuu wrote: VERSION .41 - There was a weird issue with not being able to see fully in base. Hopefully its fixed but I'm not sure. It was a weird bug to reproduce anyway.
A thought that just came to me; are you changing the variables for Areas at runtime? I've had nothing but problems with doing this in the past, and it produces the same type of black square that we're seeing now.
_________________ HK gsays: So whats the next game silk? Silk gsays: Psh, the next game is paying attention to my wife after I release this. HK gsays: So I take it thats not going to be multiplayer
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Zaole
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Post subject: Re: Version .41 is up Posted: Mon Nov 17, 2008 7:17 pm |
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Joined: Sun Dec 28, 2003 8:17 am Posts: 89 Location: behind my summoned wolves
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tenkuu wrote: Right now the random map selection is just basic to account for there being no dedicated map rotation. If there's less than 4 people waiting for a game, it'll always pick 2Fort otherwise it has the option of picking any other map but NOT 2Fort. Silk said he was working on dedicated stuff, but I'll probably have to while he's busy.
The game won't choke if there's a map with the same name as a built-in map, but of course I forgot about that so it'll just play out on the built-in map. :p I was hoping I could create my own map named "2fort" so I wouldn't have to play the real 2fort.  tenkuu wrote: What do you mean by "server killer"? 2fort is an unenjoyable map because it's so tiny yet gives you such a small path to work with, so the entire match revolves around 1-shotting each other. This was less of an issue in P1 where you didn't have 1 shot moves that could chase you down from a safe distance (snipers, scuds); only rockets could reach you from out of range, and you knew where rockets could land based on where pyros could be standing to shoot them.
_________________ Kyou turned Gooseheaded's Skeleton into meat with Corpse Explosion
<Gooseheaded says:> WOW
<Gooseheaded says:> BONES
<Gooseheaded says:> INTO MEAT
<Gooseheaded says:> O_o
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Ace1130
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Post subject: Re: Version .41 is up Posted: Mon Nov 17, 2008 7:33 pm |
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Joined: Sun Dec 28, 2003 9:59 am Posts: 186
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Lately ive been hosting Proelium II and I mostly always have it on 2fort and the reason is because sometimes there are only 3 or 4 people playing and why play in a HUGE map and get lost not being able to find anyone gets even more boring. When its with less players 2fort is the best map but I would understand that if there was 11 people playing of course I would not have 2fort I would have a bigger map. So becides the point I seen that you can add custom maps I am actully very excited about this. I have bad map making skills so If anyone has any great maps I would like to look at them so I can add them into my proelium server and would be more than happy to host your maps my email is Ace1130@gmail.com-Thank you
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tenkuu
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Post subject: Re: Version .41 is up Posted: Tue Nov 18, 2008 7:07 am |
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Joined: Sun Dec 28, 2003 7:24 pm Posts: 1304
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BenM wrote: tenkuu wrote: VERSION .41 - There was a weird issue with not being able to see fully in base. Hopefully its fixed but I'm not sure. It was a weird bug to reproduce anyway.
A thought that just came to me; are you changing the variables for Areas at runtime? I've had nothing but problems with doing this in the past, and it produces the same type of black square that we're seeing now. I only created a new area with a new team for NoBuild, so that was probably it. The fact that it was screwing up NoEnter which wasn't even touched was weird. Anyway, I created the two new areas at compile time and only add turfs at runtime so hopefully this issue is dead.
_________________ <Rip The Jacker says:> boot stone horiz
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tenkuu
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Post subject: Re: Version .41 is up Posted: Tue Nov 18, 2008 7:08 am |
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Joined: Sun Dec 28, 2003 7:24 pm Posts: 1304
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Zaole wrote: I was hoping I could create my own map named "2fort" so I wouldn't have to play the real 2fort.  You'll be able to when I fix the issue. :p
_________________ <Rip The Jacker says:> boot stone horiz
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Zaole
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Post subject: Re: Version .41 is up Posted: Tue Nov 18, 2008 3:06 pm |
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Joined: Sun Dec 28, 2003 8:17 am Posts: 89 Location: behind my summoned wolves
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tenkuu wrote: Zaole wrote: I was hoping I could create my own map named "2fort" so I wouldn't have to play the real 2fort.  You'll be able to when I fix the issue. :p Awesome! Also, to Ace: I already remade Zaoland, and I made it pretty small. I'll fix up Zaoland a bit and make one or two other small maps and send them to you later.
_________________ Kyou turned Gooseheaded's Skeleton into meat with Corpse Explosion
<Gooseheaded says:> WOW
<Gooseheaded says:> BONES
<Gooseheaded says:> INTO MEAT
<Gooseheaded says:> O_o
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