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Project: pub map
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Emeritus
Picture of Impaler
posted
This is the map man. Is not finished yet (I told you i want to add a capthetorch minimap). Any extra ideeas are welcome.

Imp Cool

PS: the upload speed is incredible.

Zip/GZ archivepub_map.zip (583 Kb, 64 downloads) pub-map
 
Posts: 539 | Location: Romania | Registered: Sun January 12 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
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Imp,

Looking fantastic, man.

Tell you what: for the bar-wife I'll send you a model in 3DS format.  We'll want to bring her poly-count down to about Ragnar's, and that's where 3DS' poly-reduction algorhythm comes in.

Vale,
UdÜ Puppy
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Emeritus
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Unter,

I have a 'childish' question: is she naked? hehe
Send it: i'll reinstall my 3dsmax and i'll get to work.
Another question: in the bar map we'll have 3 maps interconnected by teleports. It's posible that one can be played as capthetorch? I've tried the normal (mapper) way, but ...

Imp Cool
PS: how's the squares coming?
 
Posts: 539 | Location: Romania | Registered: Sun January 12 2003Reply With QuoteReport This Post
Treasurer
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quote:
Originally posted by Impaler:
I have a 'childish' question: is she naked?

It's posible that one can be played as capthetorch?

PS: how's the squares coming?


Lol, dude: a naked wife was the whole point; ideally we'll give her some "custom" animations. Wink

You can hyperlink to any map you want; even a capthetorch, I believe. Just plug in the IP and Rune takes care of the rest; it might even be possible to link to a UT server, when UT would be started up alongside Rune. (Strange.)

Squares? thanks for asking, man.

Best,
UdÜ Puppy
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Emeritus
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Hmm... this means that i should 'zone' the CTT minimap and modify the ctt-mod so it would apply only to the zone i want?! Eek ..I sense work ahead

Imp Cool
 
Posts: 539 | Location: Romania | Registered: Sun January 12 2003Reply With QuoteReport This Post
Treasurer
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quote:
Originally posted by Impaler:
Hmm... this means that i should 'zone' the CTT minimap and modify the ctt-mod so it would apply only to the zone i want?!


OK, dude: I see what your saying. "Teleports" as in to other parts on the same map.  I thought you meant as in to another server where a CTT map was running; which would make an elegant solution, if teleporters then ran from the CTT back to the bar.  The src in the teleporter would then look like "rune://xxx.xxx.xxx.xxx" where xxx.xxx.xxx.xxx is the IP-address of the CTT server.

Otherwise we should run the entire map as a modification of CTT (which has additional function to the DeathMatch, not less); so that the additional CTT functions will then only apply in the CTT zone.  We can rename it something more generic so that it appears to be a DeathMatch game in the server directory.

We would set it up therefore like the following:

1) create 2 - 3 custom zones for the map; subclass engine.zoneinfo as "BarPackage.BarZone", "BarPackage.DeathZone", and "BarPackage.CTTZone".

2) Zone your map accordingly, placing the new zones in the corresponding custom locations.

This will give information to the PlayerPawn so that they can render a custom Heads Up Display according to each zone:

alpha) the CTTZone will display flags;
beta) the DeathZone frags;
gamma) and the BarZone MONEY + PUSSY, for the purchasement of whores and drink.

You subclass the zones and make sure they correspond to the location to the map, and I'll code the display.

UdÜ Puppy
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Peregrine
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we nee beer bottles,mugs,barrels as weapons to throw at each other to give it the bar room brawl effect
 
Posts: 1 | Registered: Mon February 03 2003Reply With QuoteReport This Post
Emeritus
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AIM: Online Status For 133441725
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Cant open the map Frown
 
Posts: 489 | Location: Augsburg, Bavaria, Germany | Registered: Sun January 19 2003Reply With QuoteReport This Post
Emeritus
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Wint, you must copy the .uax file to "Sounds' folder.
 
Posts: 539 | Location: Romania | Registered: Sun January 12 2003Reply With QuoteReport This Post
Emeritus
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Ah oki I copied it the textures :P
 
Posts: 489 | Location: Augsburg, Bavaria, Germany | Registered: Sun January 19 2003Reply With QuoteReport This Post
Emeritus
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Amazing work you have done! I like it very much and I look forward, when it is finished and on the server Smile

Greetz
Lord Wintermoon Thumbs Up
 
Posts: 489 | Location: Augsburg, Bavaria, Germany | Registered: Sun January 19 2003Reply With QuoteReport This Post
Peregrine
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Nice dude, but seems kinda 'hard' on the hardware.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Emeritus
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Thanx dudes.
Nutt what do you mean: is slowing down your comp?
 
Posts: 539 | Location: Romania | Registered: Sun January 12 2003Reply With QuoteReport This Post
Peregrine
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Well yea. Even on my system it's stuttering. Don't get me wrong, it's very playable, but no other maps I have seen do this. All official maps, incl Arena stay at 85 synced all the time. Yours drops to 60 and below.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Emeritus
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I test it on my comp: it stays around 75-80; tho in the outer couryard has some drops, but never under 60.
 
Posts: 539 | Location: Romania | Registered: Sun January 12 2003Reply With QuoteReport This Post
Peregrine
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Yea but compare that to other maps, they run much faster.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Emeritus
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Damn, you're right Confused. I'll work on the polys number and textures.
 
Posts: 539 | Location: Romania | Registered: Sun January 12 2003Reply With QuoteReport This Post
Emeritus
Picture of Dante
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great work! that wall relief on the second floor is very impressive, and well the red-light district is too cool for words...hehe
kudos! Big Grin

one question, how come at the bar there's no swinging segment for the barman to use to get in and out?
 
Posts: 1258 | Location: "Auslander" | Registered: Wed May 21 2003Reply With QuoteReport This Post
Emeritus
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Never thought about one .lol
 
Posts: 539 | Location: Romania | Registered: Sun January 12 2003Reply With QuoteReport This Post
Emeritus
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i just see it in the movies all the time and wondered if it'd be an interesting touch? Puppy
have it auto swing up and down like the doors in hildir go sideways?
lol, this might be stretching things then too much but those tacky saloon doors you see in westerns? how feasible?

 
Posts: 1258 | Location: "Auslander" | Registered: Wed May 21 2003Reply With QuoteReport This Post
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