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ShadowRunner
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Re: DXMP_StrangeDocks - Postby ShadowRunner » 13 Feb 2012, 19:14


is that brush/grid related?


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Re: DXMP_StrangeDocks - Postby ~][FGS][Nobody~ » 13 Feb 2012, 19:16


Usually those log messages occur, if an object was spawned into a wall or if it felt through the ground because it doesn't collide with the world geometry.
Are that log messages continuous or just at the begin of each game?


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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 13 Feb 2012, 19:21


It spams about infinite times lol
Idk what is that GeneratorScout, it extends Pawn


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Re: DXMP_StrangeDocks - Postby ~][FGS][Nobody~ » 13 Feb 2012, 20:03


..and it's part of DeusEx.
The source code of that class doesn't say much..
Also weird.. the messages are repetitive for the same objects.
Usually an object can just "fell out of the world" one time, if it isn't bNoDelete.


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Re: DXMP_StrangeDocks - Postby chin.democ. » 13 Feb 2012, 20:47


Perhaps the item is falling through the BSP hole/warp zone mess and giving log spam.


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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 13 Feb 2012, 21:28


But I didn't place any GeneratorScout! lol
I can't find any on the map (I tried to type set generatorscout bselected true in the log, but it didn't select anything)


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Re: DXMP_StrangeDocks - Postby ShadowRunner » 14 Feb 2012, 19:23


I agree with chinny, the last time I had this error, there was a brush/bsp/grid issue and players also were falling out of map.


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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 14 Feb 2012, 19:37


Ye, ok, I noticed this problem too, but what is GENERATORSCOUT? There's no any GENERATORSCOUT on my map, this is the problem now
I think something spawns it, but what is it's name?
Btw I think I'll send the first beta to chinny for a test hosting


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Re: DXMP_StrangeDocks - Postby chin.democ. » 09 Mar 2012, 03:17


This map has been on the server for a little while now and In the interests of being constructive I personally feel the map desperately needs proper weapon boards (this should be a minimum standard of all beta1 stage maps). Also I would love to see this map at night time, Deus Ex has dock like maps and they work very well in Deus Ex's lighting system in my opinion.

I would be tempted to shrink the size of the warehouse as it's pretty big, I'm not sure how well this map is suited to 0 augs as it has very long sections which favour just one weapon from the choice of many.

I must apologise to you Kalman as I just plonked the map on the server without going through it properly and pointing out things that should've been added for the initial beta. I've took the liberty of jotting down some ideas.


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Re: DXMP_StrangeDocks - Postby chin.democ. » 09 Mar 2012, 03:25


Sorry for the double post, here's a few shots that I think are really cool, a nighttime version of your map can have these tall spotlights with coronas illuminating your docks, perhaps along the front of the warehouse could have lots of small lights. You can get some great effects by using a yellow/orange light which looks realistic.

Also you could have some containers piled up pretty high as you have a large crane. Some lorry/truck freight copied from Deus Ex could be a nice touch too, your just setting the scene, telling the story of your dock, bringing it to life.


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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 09 Mar 2012, 06:48


Ok thanks, I did many things since beta1 (I made 3 layers of clouds with my own texture, it looks a bit realistic at daytime)
On proper weapon boards, you meant something like in Smuggler?
I'll rescale the map as soon as I have more time (I will travel to Transsylvania for 5 days, and i don't have a laptop)
I try out a nighttime version :)
Oh and thanks the reference pics, I couldn't find any proper in the hungarian Google Images :/


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Re: DXMP_StrangeDocks - Postby Schizophrenic » 09 Mar 2012, 14:50


this map to Wunderland pls


i see dead pixels
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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 09 Mar 2012, 15:38


Ok, so I deleted the sun, it's nighttime now (and it increased FPS from 20-30 to 40-50)
I included some sshots (there are 3 with unlit surfaces)
Sadly, warpzones decrease FPS with 10-15, and I think I can't fix it
(Cargos' texture are from CS:S)
Edit: Can anyone send me the package of respawning TNT crate (it's the one what Chris used in TWINZ, at grav rifle)
Edit2: Nvm, I found it


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Re: DXMP_StrangeDocks - Postby Majster » 09 Mar 2012, 22:04


I love this map! I hope you will keep working on daylight version. ;)


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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 09 Mar 2012, 22:55


Fuuu, I really don't know what could I do. Half of players said smaller and nighttime version, another half said big and daytime


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