
Half Jaw
Joined: Apr 27, 2007
You did good, son. You did good.
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Posted: Mar 23, 2008 07:12 PM
Msg. 36 of 65
Quote: --- Original message by: ILLEGALLcheatsMANthe name was taken from the goattacular map pack made a year ago.  rofl, goattacular 
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Half Jaw
Joined: Apr 27, 2007
You did good, son. You did good.
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Posted: Mar 23, 2008 07:22 PM
Msg. 37 of 65
Quote: --- Original message by: ILLEGALLcheatsMAN and Mothergoat currently works in the company that made the game "Destroy all humans" if he still does halo stuff, he should make mothergoattacular mappack, unless this idea licks male genitals. i mean boys angley bits,dongle,winky,todger etc.Edited by Half Jaw on Mar 23, 2008 at 07:23 PM
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Mr Gruntsworthy
Joined: Jan 9, 2007
*skweak*
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Posted: Mar 23, 2008 07:27 PM
Msg. 38 of 65
actually, the name was inspired by all the 'tacular' suffixes in the Halo games... killtacular, blasttacular, maptacular, sucktacular, etc
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Kiwi
Joined: Jan 19, 2007
Now you see him, soon you won't
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Posted: Mar 23, 2008 09:35 PM
Msg. 39 of 65
Kiwi must say, your map design can make for pretty fun games, but ya need some work on layout and making it look natural.
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Mr Gruntsworthy
Joined: Jan 9, 2007
*skweak*
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Posted: Mar 24, 2008 08:38 AM
Msg. 40 of 65
I've begun work on the third map. This one is definitely BTB sized.
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RougeSpartan414
Joined: Sep 24, 2007
Angatar, the Iron-Father.
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Posted: Mar 24, 2008 12:40 PM
Msg. 41 of 65
Where is the server?
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Mr Gruntsworthy
Joined: Jan 9, 2007
*skweak*
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Posted: Mar 24, 2008 04:28 PM
Msg. 42 of 65
i forgot to start it before i headed off to work today, my apologies. It's up and running right now.
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Rm860
Joined: Sep 7, 2006
Dennis sleeps like this!
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Posted: Mar 24, 2008 04:58 PM
Msg. 43 of 65
Those still need alot of work, mostly textures and better placement of objects and some bsp errors. But i think it has potential, keep with it.
Btw remember halomaps does not host map packs. So if you are going to upload to halomaps (after the maps are finished) upload the maps in seperate files to make it easier on Dennis.
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Mr Gruntsworthy
Joined: Jan 9, 2007
*skweak*
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Posted: Mar 24, 2008 05:00 PM
Msg. 44 of 65
bsp errors? I had no geometrical problems while making the map. What are you referring to on that front?
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Mar 27, 2008 06:06 PM
Msg. 45 of 65
If your grunty and you know it clap your hands! *claps hands*
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Mr Gruntsworthy
Joined: Jan 9, 2007
*skweak*
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Posted: Mar 27, 2008 06:14 PM
Msg. 46 of 65
A little update (also edited into original post): download links have been added for Halomaps. As well, the beta for my third map, 'Sandbagged,' is chugging along. If anybody has any custom vehicles or weapons I can use, let me know.
By the way; it's been a while since i've done it; but how to you get custom vehicles to spawn in games again? I remember it being done by script.
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Kiwi
Joined: Jan 19, 2007
Now you see him, soon you won't
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Posted: Mar 27, 2008 07:28 PM
Msg. 47 of 65
Kiwi is pretty sure that is just for spawning more then 4 of a type of vehicle per team or spawning more types of vehicles then normal.
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Mar 27, 2008 07:41 PM
Msg. 48 of 65
change out the vehicle in globals.globals if your not going to have more than 6 types of vehicles. if you want more, they have to be added with scripts.
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Mr Gruntsworthy
Joined: Jan 9, 2007
*skweak*
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Posted: Mar 27, 2008 07:56 PM
Msg. 49 of 65
I think i'd probably have to do it with scripts then. So let me hear it.
and... i what; save it to a txt file in data\scripts, and compile with sapien, right?
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Mar 27, 2008 08:10 PM
Msg. 50 of 65
i dont know how to script it, but theres a tut on how to on the site. and you would save it as a .hsc and put it in data\levels\map\scripts (i think) and it should work when the map is compiled.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Mar 27, 2008 09:46 PM
Msg. 51 of 65
I decided to make a quick tutorial: Whatever vehicles you want to spawn by default, just put them in your globals\globals.globals. For the rest of them, give them an object name, so they can be referred to by the script. Now, at the top of your list of vehicles in Sapien (Objects > Units > Vehicles), add an extra one that has its type set to "None". Vehicles that aren't in the globals will end up respawning at the first vehicle spawn point in the list, so make sure that the vehicle spawn point set to "None" is somewhere hidden. Then, create a trigger volume that is large enough for the largest vehicle that will respawn at the spawn point set to "None", and make sure to name it. Trigger volumes are under Game Data > Trigger Volumes. The trigger volume will be used to test if any of the extra vehicles have respawned yet, and if so, re-create them to bring them back to their true spawn points. Also, create another vehicle of any kind that is hidden and spawns in ALL gametypes by default. Then, give it a name as well. This vehicle will be used as a way to check to see who is the server, because only the server can access default vehicles through scripts. Then, use all of those names in this script: ;;; do NOT keep the "<>"s in the names. That's just so you know where to put them. ;;; you can leave these semicolons ";" and what's after them in the script. they're called comments, and the compiler ignores them.
(global boolean server 0) ; variable for checking whether this is the server or not
(script startup spawn_vehicles (if (> (unit_get_health <server_vehicle_name>) -1) ; checking to see if vehicle exists (set server 1) ; if so, this must be the server, setting variable to true ) (if (= server 1) ; only spawns vehicles if this is server (begin (object_create_anew <1st_vehicle_name>) ; spawns vehicles not in globals ; repeat above line for each vehicle ) ) )
(script continuous respawn_vehicles (if (= server 1) ; again, only respawns vehicles if this is server (begin (if (volume_test_object <volume_name> <1st_vehicle_name>) ; tests to see if a vehicle has respawned (object_create_anew <1st_vehicle_name>) ; if so, re-creates it to correctly respawn it ) ; repeat this (if) code for each vehicle ) ) ) I put in the comments to make it easy to understand.
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Mr Gruntsworthy
Joined: Jan 9, 2007
*skweak*
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Posted: Mar 28, 2008 12:20 PM
Msg. 52 of 65
the beta version of the third map, Sandbagged, is up. Check back on the first post for more info. game n' review!
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Kiwi
Joined: Jan 19, 2007
Now you see him, soon you won't
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Posted: Mar 28, 2008 12:41 PM
Msg. 53 of 65
Kiwi will tell you right now, make the hills less pointy.
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Mar 28, 2008 12:54 PM
Msg. 54 of 65
Quote: --- Original message by: Kiwi Kiwi will tell you right now, make the hills less pointy. QFT, also try spending more time on your maps. idk how long you've been working on these but they still seem a little rushed. they are still betas i know, but take your time, dont rush. and look for some modeling tutorials.
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Kiwi
Joined: Jan 19, 2007
Now you see him, soon you won't
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Posted: Mar 28, 2008 12:59 PM
Msg. 55 of 65
Kiwi would personally say to perfect your current maps before starting new ones.
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Mr Gruntsworthy
Joined: Jan 9, 2007
*skweak*
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Posted: Mar 28, 2008 04:10 PM
Msg. 56 of 65
how do i make it 'less pointed?' by tesselating the faces i'm going to make hills out of?
i need to read a tut...
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Mar 28, 2008 04:12 PM
Msg. 57 of 65
use soft selection when you make the hills. don't use tessellate. you need to have more faces there, but don't use tessellate, it sucks. you need more verts there to drag up.
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Mr Gruntsworthy
Joined: Jan 9, 2007
*skweak*
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Posted: Mar 28, 2008 04:27 PM
Msg. 58 of 65
what strength should the soft selection be at? when i did this map, i had it set at 1000...
anyways, don't let it's ugliness fool you. Go ahead and give the maps a try! i'll be on my server.
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RougeSpartan414
Joined: Sep 24, 2007
Angatar, the Iron-Father.
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Posted: Mar 29, 2008 10:06 AM
Msg. 59 of 65
I went there, and you weren't even playing.
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Mr Gruntsworthy
Joined: Jan 9, 2007
*skweak*
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Posted: Mar 29, 2008 11:11 PM
Msg. 60 of 65
that's because i posted that message yesterday... i was on there for a bit, but no one joined... *tear*
if you do go on the server and im not, hit me up on xfire (gruntsworthy). I'm always logged in on xfire
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Kiwi
Joined: Jan 19, 2007
Now you see him, soon you won't
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Posted: Mar 30, 2008 08:22 AM
Msg. 61 of 65
Kiwi will test this.
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supersniper
Joined: Jul 28, 2007
fear the sniper
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Posted: Apr 2, 2008 06:57 PM
Msg. 62 of 65
I will test this also
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RougeSpartan414
Joined: Sep 24, 2007
Angatar, the Iron-Father.
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Posted: Apr 2, 2008 07:00 PM
Msg. 63 of 65
Sandbagged is fail. I keep getting exceptions on it.
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Mr Gruntsworthy
Joined: Jan 9, 2007
*skweak*
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Posted: Apr 2, 2008 07:56 PM
Msg. 64 of 65
really? no one else has had the exception problem; unless you're trying to play race, in which case it's because i never support race.
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RougeSpartan414
Joined: Sep 24, 2007
Angatar, the Iron-Father.
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Posted: Apr 3, 2008 03:40 AM
Msg. 65 of 65
Nope, I'm play good old Slayer. And that was after I got the exception in your server. It must be the map.
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