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Thread: ET DARK PHX: Preview, bugreport, critical and suggestion post.

  1. #21

    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    Got the time to try it out:
    - A warning on map load, it's perhaps setstate bar_destroy invisible, or the game prints the warning when all the setstate's have been executed. You can use ETScript, which reads the BSP data is available, to check if it exists (not colored);
    - The dragon teeth at the first Allied spawn which is on the left when facing them is floating a bit;
    - Perhaps too much alarms once the Tank has passed the Old Destroyed House? ^^' For instance on Supply it got quickly disabled through custom map scripts, and there were just one, slower and with a lower volume ^^' Could be limited in time for instance, e. g. 3 times;
    - Also that phase, the Bridge, could be a real bottleneck :/ That's why I asked before the release if thewere just once exit from that spawn;
    - The tomb ^^' A second entrance through these side breaches could be a good thing, spamming explosives can clear this place without leaving the chance to anyone to... well, live

    Aside this, great use of fog with limited rendering distance with the foliage technology! Atmosphere, visually with the fog and night plus the ambient sounds, is excellent.

    (A detail: on map start in front of Allied spawn, there's a little house on the left, and players need to jump to get onto the floor level; this should be possible by walking)

  2. #22

    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    we had somes guys testing again today , these guys are not ET PRO players and been crying a lil about the fog

    did a way to create a lua.script ?

    thanks Mateos for the feedbacks
    and here a feedback from one of our Et friends who been testing with us

    http://enemyterritory-stuff.net/foru.../#comment-1124

  3. #23
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    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    Thank you a lot Mateos for your accurate feedback!

    Last weekend we worked on the map and we have made some changes.
    We have added a new object that will replace the current bridge object. The bridge will have to be destroyed before proceed to the final step but the allies will not put the dynamite on the bridge... ^^ ( It will be fun.. )
    Allarm will be modified and limited to a short duration.
    Also the fog will be changed, the fog distance will be increased and players can see farther.
    Tomb: We try to create a secondary entrance to make it easier the conclusion of the map.
    All other bugs will be fixed!
    Thank you again for your suggestions!

  4. #24
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    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    Hi Guys!
    The new version is available here:
    http://www.mediafire.com/download/a4...rk_phx_b_3.rar

    CHANGELOG:
    -Increase fog distance. ( Now players will be able to see farther )
    -Increase global light.
    -Fixed the dragon teeth floating at the first Allied Spawn.
    -Increase Tank speed. ( from 100 to 200 )
    -change Siren sound. ( Now the siren start and stop in 77 seconds )
    -Add new allarm inside the Axis Tunnel Spawn. ( The new allarm starts when the countdown is active and it stop when the countdown is disable )
    -Change Axis and Allies respawn time. ( Now axis 20 seconds, Allies 15 seconds. These can be changed in any case from the server admin using mapconfig or mapscript )
    -The window in the house was enlarged. ( Now players can go throug )
    -Removed Dynamite at the Bridge objective.
    -Added two new objects: Portable Radar and Trasmitt Bridge coordinates.
    -Added new Crypt area.
    -Added new Crypt access. (West Crypt Access)

    Enjoy!

  5. #25

    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    kool thanks for the update

    new waypoints are coming?

    cuz when you open the map pk3 and click on arena you have that
    map "et_dark_phx_b_2"
    longname "ET Dark Road ^1P^7H^1X"
    type "wolfmp"
    timelimit 35
    axisRespawnTime 20
    alliedRespawnTime 20

    so mine question about waypoints
    Last edited by macbeth; 5th Jun 2016 at 20:31.

  6. #26

    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    i renamed the botfiles names , they move but i think WeB gangsta needs to fix a lil


    http://enemyterritory-stuff.net/file...b_3-waypoints/

    we are testing this version at our server if u want to test

    thanks again for this new version

  7. #27
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    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    Hi! I apologize for the inconvenience, this file will be fix the arena file. ;(
    http://www.filedropper.com/zetdarkphxb3arenafixed
    Put it into etmain folder.
    Way Point:
    Unfortunately, the waypoints will need to be updated, especially the goals scripts. If GANG$TA cannot update them i will do it but definitely will not be as perfect as those of GANG$TA!

  8. #28

    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    Very nice changelog, good work! Going to check it out

    Unfortunately I can't help you by working on waypoints, as I already have a long todo list I'd like to finish first (some were started in 2009...), though I can help if you have questions.

  9. #29

    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    @Phoenix

    Watch our site , some feedbacks and screenshots

  10. #30

  11. #31
    Member CS_kOoL's Avatar
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    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    Hi everyone,

    Awesome map i love it !!

    Again 1000 thanks for this jewel

    Maybe if possible to add just an alternative way to go to the crypt area...a back door ? A tunnel ?

    I guess u know what i mean...

    I specify as well (but i think u know already it) there are 2 useless textures (almost 1 MO).

  12. #32

    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    Quote Originally Posted by CS_kOoL View Post
    Hi everyone,

    Awesome map i love it !!

    Again 1000 thanks for this jewel

    Maybe if possible to add just an alternative way to go to the crypt area...a back door ? A tunnel ?

    I guess u know what i mean...

    I specify as well (but i think u know already it) there are 2 useless textures (almost 1 MO).
    the way to the crypt area is perfect like it is

  13. #33
    Member CS_kOoL's Avatar
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    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    Hi everyone,

    @miss macbeth

    pretty-impressive.jpg

    U're at your top , 1 more time u're impressive miss , i said just that for the full success of this awesome map.

    I mean if u've played at least 1 time this map u have seen that the little/tiny way is the only one way then unfortunaly it is too easy to stuck there all those who try to play the objective and as well know that the axis respawn very very close.

    It was only a suggestion...

    If no seriously miss , do u realize that a lot of people read u ? I mean u're rarely positive and u say rarely hello , it is sad.

    But it would be worse if everyone seen the 'PM' you have sent to me...

    I confess it is for that i have had to block u , it was really boring to see u talking about any guys while u are trying to be friends with them...

    Strange all that...what a pity , 'ET' doesn't desserve it

  14. #34
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    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    Final relase is available here: http://www.mediafire.com/download/ji...B_botfiles.rar

    BotFiles are included.
    Special thanks to Gang$ta for have made the bot files!

  15. #35

    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    Any changelog? ^^'

  16. #36

    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    Quote Originally Posted by Mateos View Post
    Any changelog? ^^'
    ChangeLog from Beta_2 version:

    -Increase fog distance. ( Now players will be able to see farther )
    -Increase global light.
    -Fixed the dragon teeth floating at the first Allied Spawn.
    -Increase Tank speed. ( from 100 to 200 )
    -change Siren sound. ( Now the siren start and stop in 77 seconds )
    -Add new allarm inside the Axis Tunnel Spawn. ( The new allarm starts when the countdown is active and it stop when the countdown is disable )
    -Change Axis and Allies respawn time. ( Now axis 20 seconds, Allies 15 seconds. These can be changed in any case from the server admin using mapconfig or mapscript )
    -The window in the house was enlarged. ( Now players can go throug )
    -Removed Dynamite at the Bridge objective.
    -Added two new objects: Portable Radar and Trasmitt Bridge coordinates.
    -Added new Crypt area.
    -Added new Crypt access. (West Crypt Access)

    ==============================

    we are testing the final version since 2 days and all is good so far

  17. #37
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    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    Quote Originally Posted by Mateos View Post
    Any changelog? ^^'
    Yes, the new changelog is inside the rar archive! ^^'

  18. #38
    Junior Member DevilsRightHand's Avatar
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    Re: ET DARK PHX: Preview, bugreport, critical and suggestion post.

    @._R3b3L_ , we play the map at server and found at the end of the map where the tank stop would 1-2 ways to get in better that alies can enter,because its only 1 way in and axis know where to , and as axis where you spawn at the bridge the 3 stairs the up stair you stuck and must jump to go up
    thewolfteam mastermapper 2015

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