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Posted

This is coming sooner then I thought will be done after while have to sleep first to finish the shaders and some objectives that are null now like basement doors so on. Yep dedicated to you only one :)

 

Over 600 entities removed the script was 7500 lines is only 850 now 90% less then what it was still working on it editing almost most done with the shaders :)
 
This will stop the overflow of entities for server and client side.
 
Note Change over:
 
90% of the entities removed only select base structures still active as entities in detail will reduce fps lag 95%  . Synergy Bonus  is now set to Auto Load to max at start the base is complete the guns and landmines are depleted and removed.
 
Radar Sky and Rain Imported base fog from textures/radar/fog
 
If you have anything you want to input on please be quick it's going faster then thought.

 

 

 

https://www.youtube.com/watch?v=P2aawQJHMU8

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Posted

Just viewing that vid has me thinking about possible tactics.  :)

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Posted

You got a day or two I have to make new way points cause the old one has things in it that this one doesn't and the bots don't need a game manager for flags they tend to get stuck around the ctf flags when it's not available any way even if the gm was described perfectly.

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Posted

So I did some remodeling it has no fog or rain this time with daytime from fuel depot instead of making a skybox shader. figured I try and save some space on the map its only 5mbs this time am trying to reduce it some more. The map name is ctf_baserace or ctf_baserace.bsp . The way file I made well if you see it you would understand when you see the bots move they wont go any direction but up the middle with old baserace way and gm either so I shrank the way as well cause with the old way and gm they would go stand at the old spots where the drops where and never move with the flag this one they will return to capture.

 

Any suggestions this isn't a final compile but it's close so there's no map file included reason it's twice the size then what it is now but still wondering what to add to make it interesting with all that entity space now lol

 

You can look at it here look for ctf_baserace.zip

 

https://drive.google.com/open?id=0B8gNLkPANLuxY1ZiSmJXSzB3UHM

 

ps

 

Thanks for the flag :)

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Posted

If you try the ctf baserace please inform me if you have lower then expected fps I have remapped the whole thing it was fun :)

 

just put the pk3 in etmain open console type /map ctf_baserace or create a host and choose the file from the list I think that would be a better direction if you want to kill bots

Posted

i will try to have a look at this when i have some time. but amazing work u doing here!

Posted

Haven't updated the ctf_baserace.pk3 on gdrive cause was trying a different method to save space on the map size. Currently the map is at 16mbs which is 6 mbs higher then original cause of images and models. But I have resolved it with this reducing it hopefully back below 5mb again with a prefab I made for Neutral CP from goldrush and modified the script to fit it in so there's no download of md3's I made or images shared from here created in this it is just a formality will script the images in maybe. Here's the prefab_neutralcp.pk3  just 30kbs so staying Orignal has some gains.

 

look in prefab folder for prefab_neutralcp.pk3 I might make more never know it's the only one I know that has a forward spawn with out all the scripting excess waste I think from what the devs say requires. https://drive.google.com/drive/folders/0B8gNLkPANLuxY1ZiSmJXSzB3UHM

 

Do note if you decide to attempt this the spawn's entities team_WOLF and team_CTF have to be reapplied and wrote in to GTK due to origin or change the origin if you decide to move anything in the map you will have to use a old gtkradiant lower then 1.6 cause by default for the new modding gtk for me on 64 bit it automatically places a origin when it's set and have to move it manually so you don't get frustrated the script is correct it will be the program it self.

Posted

This is what that one looks like had forgot I recorded the last test so it took a hour to format general idea to what to expect. This is like the 4th cp I made tried only a few scripts then I decided fallow my instincts sorry for the spam maybe others will need it one day. The script is really straight forward with out game manger controlling is a work around ctf cp bugs don't think I've seen to many forward spawns that are dual objective :)

 

https://www.youtube.com/watch?v=hQQD8YGdris

Posted

some objectives that are null now like basement doors so on.

hi

 

looks nice, pretty cool idea with the ctf, dont know how it would turn out in full server. I like that the whole middle area and underground areas has to be usen to get access to the flag and score :D Would love to try it

Posted (edited)

Going to take a break from editing it maybe a day or so I uploaded a new one haven't made the video cause Im fixing to crash. It's playable now moved the flag and the cp was moved forgot to set the objective type for constructable but its some what 99% clean maybe 1% bug bots ways and goals included look in the ctf_baserace folder just created should be ctf_baserace_second don't like throwing away the old may need it one day. You will see how big it's growned made a FA md3 sign to hang on the map as well . Something with the images on the commandpost looks upside down but is right side up dunno ETL shows it right side up ET 2.6 shows opposite may have to make a shader file for the images to show correct maybe. Will try to make a video tonight if I wake up before sunset lol 

 

https://drive.google.com/drive/folders/0B8gNLkPANLuxY1ZiSmJXSzB3UHM

 

here's short video before I pass out lol

 

oh it's steal 3 flags now instead of 100's is why the flag was moved if you would prefer the big boxed I could swap out the flag for it call it BTF hehe

 

https://www.youtube.com/watch?v=G_HLpgETDZE

Edited by DoubleDragon
Posted

How do You view that VS movie Mapping BaseRace...?

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