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Messages - Burt_Gummer

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1
Map Graveyard / Re: fishtank castle map
« on: March 19, 2006, 05:16:53 PM »
Yeah, that is a weird hole by the tunnel entrance. Go past the tunnel and turn back and the hole is gone.  Its interesting how you have it set up to do the two flag thing.  I like it.

2
Map Graveyard / Re: New map Industrial
« on: March 08, 2006, 11:41:18 AM »
I knew those textures looked too familiar . . . Looks pretty good though . . .

And if I had the stuff to make the textures (I have Photoshop 7, but that is about it.  I think I need the stuff to make the .wal files and junk . . .) I could probably make a few.  Might take me a lil while to do the first few though . . .

EDIT -

And how in the world did you get those textures into a DP editor?  :o

3
Bugs, Feature Requests, and Feedback / Re: Build 16 Release
« on: March 03, 2006, 09:16:57 PM »
Ok, when I try to set cl_language l33t or set cl_language l33t.lang it will not work.  Any ideas?

4
Paintball 2 Discussion / Re: Game Cam
« on: March 02, 2006, 09:53:50 PM »
Is it just me or is the site not coming up? (BTW, I am using FireFox 1.5.0.1)

EDIT -

NVM, it works in IE7 Beta 2.  Must not be designed to work in Firefox.

5
Bugs, Feature Requests, and Feedback / Re: New Water Bug
« on: February 28, 2006, 09:59:26 PM »
but the water should have worked on my old card too, it was a FX5200 ...

I have a GeForce FX 5200 w/ 128 megs of RAM and mine works pretty well.  I did the framerate display thing and in arenaball, my FPS was dropping down to 12-15 FPS when I was moving over the water area.  When I looked away from the water, my FPS shot above 200.

6
Paintball 2 Discussion / Re: Digital Paint Wiki
« on: February 28, 2006, 09:53:00 PM »
If dokuwiki is too slow, have you thought about MediaWiki (http://www.mediawiki.org/)?

7
Resolved Help & Support / Re: Remote admin & adding bots
« on: February 27, 2006, 10:58:37 PM »
Yes I do.  A couple of tweaks I can think of but overall a great map.

8
Map Graveyard / Re: New Map - The Seige of Antioch
« on: February 27, 2006, 09:49:47 PM »
I have hint brushes covering the openings on the outside of the castle (the door in the front, the two on the lower roof, and the two openings for the elevators).  I also have hint brushes where the 2 base triggers are (the red and blue stripes on the ground).  I decided to get rid of the smoke because even hint brushes wouldn't prevent it from coming through the wall.  I am just gonna have a sorta spout there and the sound instead.

9
Map Graveyard / Re: New Map - The Seige of Antioch
« on: February 27, 2006, 08:54:01 PM »
There is one wall on the left side of the last screen that I acidentally goofed.  It will be fixed in the end though.

10
Map Graveyard / Re: New Map - The Seige of Antioch
« on: February 27, 2006, 08:27:27 PM »
I'm also trying to figure out what the point of the button driven doors is.  It doesn't look like people can enter from that direction, so closing them really serves no purpose.

Actually, that was a test I forgot to remove.  I have been working on it a good bit and once I recompile it later tonight I will put up a new version on my website.  I am pretty sure that I sealed off the area where the smoke is coming through.  As for the railings, I haven't done anything with those, I think they were added in after the .map file I got from you guys was made.  I have a version with all my current changes that has been vis'ed and everything that we use in LAN games on the network where I am.  Gimme a few minutes and I will have that posted up on my website.

EDIT -

Grab the latest one from my website:

http://www.taloncomputing.us/files/paintball2/antiochseige_pr1.bsp

Also, the last few screens:




11
General Development / Re: Question about the serverlist.dat file
« on: February 27, 2006, 08:17:02 PM »
Ok.  I saw some ACK things in there which looked like a packet, but I was not sure ... thanx though.

12
General Development / Question about the serverlist.dat file
« on: February 25, 2006, 02:12:47 PM »
Are the contents of that files just the raw packet data?  When I open the file in SciTE, I am seeing what looks to be the data from a network packet, but I am not sure . . .

13
Map Graveyard / Re: Map finished, but too big/complex to compile!
« on: February 22, 2006, 11:00:01 PM »
Yeah, detail brushes will help a lot.  I kept getting an error in vis where it told me I had too many leaf portals.  By adding the detail flag to textures that were just level "detail" it made vis work correctly again.  And I only had 993 portalclusters and 3585 numportals.

14
General Development / Re: Standalone Server Browser
« on: February 21, 2006, 03:14:22 PM »
Is there any way to point the program to load the serverlist file in the /pball folder?

15
Resolved Help & Support / Re: Remote admin & adding bots
« on: February 20, 2006, 09:21:03 PM »
+map aldi

Haha, is that some shameless self-promotion there? I personally prefer "+set dedicated 1 +set public 0 +exec server.cfg +map grave"

No, that is the current favorite seige map in LAN games here at college.

16
Mapping / Re: BSP Editing Tips, aka "How to make a map."
« on: February 20, 2006, 07:38:27 PM »
A couple quick questions:

How exactly do you change the way the texture is facing on a brush?  If you look in the antiochseige_beta2 map, you will see that on the bridges connecting to the side towers, it kinda has a

\\\\\\\\\\\ texture going across it.  The bridge is angled.  I've checked out the stuff at http://www.gamedesign.net/node/11 but it didn't help much.

Also, was there an official final release of build 15?  All I can find in the /files directory is the build 15 pretest 1.

17
Resolved Help & Support / Re: Remote admin & adding bots
« on: February 20, 2006, 07:32:42 PM »
Or you can create a shortcut to the paintball2 executable and add "+set dedicated 1 +set public 0 +exec server.cfg +map aldi" to the "Target:" box (in the properties of the shortcut) like I did ^_^

18
Resolved Help & Support / Re: Remote admin & adding bots
« on: February 20, 2006, 03:44:41 PM »
If the login *adminpass* method does not work, check the server.cfg file in /pball/configs/server.cfg and make sure you have everything set the way you want it.  Then after starting a new game press ~ and type "exec server.cfg" (without the quotes).  Then do the login *adminpass* thing.

19
Paintball 2 Discussion / Re: 2fast4u's server abuse.
« on: February 20, 2006, 03:42:31 PM »
Hmm . . . an anti cheat system has been in place for a while now eh?  Nice.  h4x0rz must die (or at least be banned!).

20
General Development / Re: Standalone Server Browser
« on: February 20, 2006, 02:20:29 PM »
Does this just do the internet servers or will it do intranet or LAN servers as well?  (Since I am behind a proxy on a vlan'ed network, I need to know these sorta things lol . . . jk)

EDIT -

From the source I was able to figure out where the serverlist update source was, but when I changed it to my locally hosted serverlist file (for the intranet paintball2 clients where I am) running on my own webserver, http://(hostname here).dorms.(institution).edu/serverlist.php,
it keeps telling me that it cannot resolve the host address.  I have also tried my IP address for the network here and that will not work either.

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