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Nico-Nazkar

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Everything posted by Nico-Nazkar

  1. N!tmod is paused during summer holidays because we do not have a lot of time, but not dead ^^. For the website, it is down for some days (I don't know what's wrong, only N!trox manages the site). The next release is nearly ready but there are still things to program and a lot of test to do(new shrubbot, databases, guid...). No release date for now but it will probably be during september. The problem is that N!trox started things and do not have any time to finish them now (I don't have the sources). If you want more information I am regulary on xfire. Thanks for the fast reply : )
  2. This morning when I connect to the N!tmod TDM, this was a NQ server. Is that change temporary or not ?
  3. N!tmod RC1 : http://nitmod.com/2.1/RC1/nitmod_2.1_RC1.zip Enjoy : )
  4. You should not say things like that
  5. I know my map isn't good as a lot of others (twisted objectives and map ) but I prefer it to baserace (really) bremen is a good map (which is not on the server).
  6. I can do not make light compilation (like in the test version) this do not affect a lot but it won't really reduce the pk3 size because the bsp file have a good compression. In the pk3, textures take the major place : May be I can replace some which are in the pak0.pk3 but I think 2bit made it. (they are 10Mb of textures in the pk3 file) So... Not really :/ I will do what I can.
  7. Need omnibot files on the server ^^ It's a bit like a dead base when they are not a lot of players because bots don't move...(and it's annoying with TDM gametype...)
  8. -I added a tunnel to the bunker: -I made the escape window wider to jump directly in the truck (running a bit ^^): I updated the file : 110_factory_test
  9. Thanks !
  10. I added 2 things : +the wall side entrance (where balloons arrive), with an axis door (destroyed on the screenshot) : +sandbanks(there sand just above the water) but just in a little corridor : the pk3 file : 110_factory_test (the map name is even 110_factory_test so you have to do "/map 110_factory_test" to test it) (I replaced the other by the new pk3) about others ideas : -Make the ground higher is tooooo long ^^ -the tunnel is a bit long too but I think it's very good idea too so I'll do it -remove the lights : don't know if it's very useful -repairable stairs : lots of entities for no a very useful thing ^^ (and if we do the 6 ) -second entrance : they are already a second entrance near the place where you have to put the objective. Make the second big door will put axis in difficulty. => to see and argue ^^. -a bunker without walls is a bunker ? -make the escape window wider : to do... and : give your ideas = )
  11. No problem, anciens have to help younger
  12. Yes they are a little delay because of the time the server answer to your client. If you have a bad connection (like me ) , you will see big delays or more horrible : you will do something the server didn't received
  13. ok ^^ In game, just open the console witth "²" touch (close it is the same) and then write "/cg_muzzleflash 1" and push return. You will put the cvar cg_muzzleflash to 1 instead of 0 (1 : draw flash when firing, 0 : no)
  14. /cg_muzzleflash 1
  15. Try this : esc>options>view : "in-game display" section : Particles: No -> yes say nothing this is not that >_<
  16. I would like to see eak_beta3 (one of my maps ) on n!tmod server. You can find more informations here : http://fearless-assassins.com/topic/11747-map-eak-beta2/ There are just a few fixes in beta3 version an a better sky. eak_beta3 (omnibot 0.8 : eak_beta3.gm -- eak_beta3.way -- eak_beta3_goals.gm) Advantages : -Large map but lots of fps -small pk3 size You can also make comments on it and give your ideas !
  17. It works for me when I do "/map 110_factory_test"
  18. it's 110_factory_test x) I'm waiting for others ideas before to give a real name ^^
  19. finished to modify 110_factory !!!!! ...for now :D

    Read more  
  20. So, I modified 110_factory : 110_factory_test.pk3 This is the modifications' list : -Beach spawn (same for the script) : -Submarine spawn : -Bunker doors (I modified the first on the image : it's a little wider) : -Added a platform and made a bigger wall to avoid double jump : -Added a little part of the wall to avoid double jump + skid to pass the wall : -Removed trees (not all) note : this is just a test, you can give your ideas ! (I think you can rename the topic name to 110_factory ^^)
  21. I got the file (thanks to 2bit ) ! I will modify it soon.
  22. I'm sorry I wanted to say "way of programming" instead of "point od view"... not the same thing...
  23. Yes but iostream include C standard libraries
  24. Yes but you have to find him and he can refuse... edit : Author 2Bit (www.tibetclan.com) seems to be here : http://tibetclan.proboards.com/index.cgi
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