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Thread: The Airport ready for testing

  1. #1
    #360NoscopeHeadshot ronboy's Avatar
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    Thumbs up The Airport ready for testing

    Finally, the airport is ready for testing. Please report any important bugs or errors in this thread.
    http://depositfiles.com/files/vj61flrks


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  2. #2

    Re: The Airport ready for testing

    Quote Originally Posted by ronboy View Post
    Finally, the airport is ready for testing. Please report any important bugs or errors in this thread.
    http://depositfiles.com/files/vj61flrks
    Downloading of your airport has begun.
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  3. #3
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Airport ready for testing

    Quote Originally Posted by Eugeny View Post
    Downloading of your airport has begun.
    I hope you like it. I have worked hard on this baby, so I hope it is good.
    I will put this map on rtcw files after the testing.


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  4. #4

    Re: The Airport ready for testing

    Map has passed. Normally. There are defects. The photoreport under my remarks, will be minutes through 15.
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  5. #5
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Airport ready for testing

    Quote Originally Posted by Eugeny View Post
    Map has passed. Normally. There are defects. The photoreport under my remarks, will be minutes through 15.
    I already found one error. Sometimes the agent won't follow the player. This isn't a serious problem, but still needs fixed. Here's a map with kessler following the player: sp_return.
    Here's kessler's section:
    trigger kesl follow
    }

    trigger follow
    {
    accum 1 inc 1
    accum 1 abort_if_less_than 2
    followcast player
    }

    I'm assuming I have to use the accums again.


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  6. #6

    Re: The Airport ready for testing

    Now about remarks:

    Around emptiness:
    shot0000.jpg

    Invisible border:
    shot0002.jpg

    It is necessary to put the trigger also and in a window (I have climbed through a window and has not met two soldiers):
    shot0003.jpg

    All ladders as though are smeared by oil:
    shot0004.jpg

    All such places need to be fenced off:
    shot0005.jpg
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  7. #7

    Re: The Airport ready for testing

    I continue:

    Impassable hole:
    shot0006.jpg

    Acting wall:
    shot0007.jpg

    Do not leave .bak files in archives, it backup files of maps.

    The part of these defects is in yours hell_mappack.
    Last edited by Eugeny; 30th Jun 2010 at 01:27.
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  8. #8
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Airport ready for testing

    Pic 1: The road is supposed to meet the horizon. I have to end it somewhere.
    Pic 2: I didn't want the player to access that area.
    Pic 3: Oops, forgot about that.
    Pic 4: Kat said to cover stairs in the slick texture, so ai don't get stuck on them.
    http://www.splashdamage.com/forums/s...t=21274&page=2
    Pic 5: Some of the buildings didn't need railings, such as that one.
    Pic 6: That area is off-limits to the player.
    Pic 7: I'll fix that.


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  9. #9

    Re: The Airport ready for testing

    Quote Originally Posted by ronboy View Post
    Pic 4: Kat said to cover stairs in the slick texture, so ai don't get stuck on them.
    The pilot in any did not want to come downstairs:
    shot0010.jpg
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  10. #10
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Airport ready for testing

    Quote Originally Posted by Eugeny View Post
    The pilot in any did not want to come downstairs:
    shot0010.jpg
    I tested it earlier, and the agent followed me down the stairs.


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  11. #11

    Re: The Airport ready for testing

    Quote Originally Posted by ronboy View Post
    Pic 1: The road is supposed to meet the horizon. I have to end it somewhere.

    It is possible to make a relief any on horizon.
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  12. #12
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Airport ready for testing

    Quote Originally Posted by Eugeny View Post
    It is possible to make a relief any on horizon.
    I think it's out far enough. I have to seal the map off from the void with a brush, or my map will leak.
    If you find anymore errors, please let me know.
    Last edited by ronboy; 30th Jun 2010 at 13:57.


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  13. #13

    Re: The Airport ready for testing

    Ronboy you what is the time already mapping are engaged?
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  14. #14
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Airport ready for testing

    Quote Originally Posted by Eugeny View Post
    Ronboy you what is the time already mapping are engaged?
    I corrected some mistakes. I'm ignoring certain ones. When most of the errors are gone, I'll upload the map to filefront. Did you find any more errors?


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  15. #15

    Re: The Airport ready for testing

    Quote Originally Posted by ronboy View Post
    I corrected some mistakes. I'm ignoring certain ones. When most of the errors are gone, I'll upload the map to filefront. Did you find any more errors?
    From here it is visible that happens behind a wall:
    shot0012.jpgshot0017.jpg

    This soldier the fan to ignore, even forgets that I shot at him:
    shot0015.jpg

    Here not with joining of texture:
    shot0013.jpg

    While like, all...
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  16. #16
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Airport ready for testing

    Quote Originally Posted by Eugeny View Post
    From here it is visible that happens behind a wall:
    shot0012.jpgshot0017.jpg

    This soldier the fan to ignore, even forgets that I shot at him:
    shot0015.jpg

    Here not with joining of texture:
    shot0013.jpg

    While like, all...
    Pic 1: I already fixed that. I moved the sky texture out of the way, and took the grass to the end of the wall. I also added some trees to fill in the empty space.
    Pic 2: I'll put some grass and weeds down the side of that building, and move the sky.
    Pic 3: I'll take a look at that.
    This should fix the problem with the soldier:
    enemysight
    {
    resetscript
    }


    I think this will fix the problem with the agent not following the player at times:
    trigger follow
    {
    accum 1 inc 1
    accum 1 abort_if_less_than 2
    followcast player
    }
    Any more errors?
    Last edited by ronboy; 30th Jun 2010 at 16:18.


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  17. #17

    Re: The Airport ready for testing

    If very carefully to look, something can and will be.
    Yes by the way, nearly has not forgotten, buildings any thin.
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  18. #18
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Airport ready for testing

    Quote Originally Posted by Eugeny View Post
    If very carefully to look, something can and will be.
    Yes by the way, nearly has not forgotten, buildings any thin.
    I know they're thin, but most people that download this map won't pay attention to it. Trust me, gameplay is all that matters to most people. I of course care about the scenery in my maps, not just gameplay. I guess if no one else finds any errors, I'll go ahead and release the map.
    EDIT: The model "bush2" is missing a texture for some reason. Could someone give me the TGA file for this model? It's not a mulitplayer model either. I know if a model doesn't have a TGA file, the texture will be missing on it.
    Last edited by ronboy; 30th Jun 2010 at 17:53.


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  19. #19

    Re: The Airport ready for testing

    Quote Originally Posted by ronboy View Post
    The model "bush2" is missing a texture for some reason. Could someone give me the TGA file for this model? It's not a mulitplayer model either. I know if a model doesn't have a TGA file, the texture will be missing on it.

    Texture bushes1.tga for this model at me lies in a folder
    models\mapobjects\plants\
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  20. #20
    #360NoscopeHeadshot ronboy's Avatar
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    Re: The Airport ready for testing

    Quote Originally Posted by Eugeny View Post
    Texture bushes1.tga for this model at me lies in a folder
    models\mapobjects\plants\
    That's the model. I'll take the plants folder from my laptop, put it on a disk, and copy it on my desktop computer. That should fix the problem. I'll then begin working on the final version of airport.


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