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DXSG_Skyline?

Posted: 10 Aug 2008, 23:52
by ShadowRunner
I had a funny feeling that it would, and yes, it opens in the editor...Image
DXMP_Skyline!

1. Authorship/Permission - anyone know who made it?

2. Secret base at ground level or even underground.

3. Needs some street level work

4. Two or three glass elevators running down the building in different places, perhaps a flooded vent that you can take a really big dive into...

If we can get permission, who wants to make a secret base? I'd like to do the street level work.

If we can not find the author, shall we poll the community on editing it?
The fact it is unprotected makes me wonder, it is unusual with a map of that quality.

Posted: 11 Aug 2008, 00:24
by [DXA]{E.d.H}hdd21
Yeah a map like that unprotected is odd.

Has he wiped all the brush actors though?

as thats another step you can take to protect after the last rebuild.

Posted: 11 Aug 2008, 00:35
by ShadowRunner
Can't see anything missing...

At first I thought you had the answer to the Silo mystery but that still doesn't explain why 14_OceanLab_Silo is missing actors/movers too, yet still plays...

I will personally crucify anyone that nicks this idea and tries to release an edit, I would like it to be done very well in honour of the mapper, a community effort also...

Mantra left DXPZ_Cybris unprotected, it is most interesting to look at in SDK.
But he stated clearly why he left it unprotected on dxms forums, "learning". It might be the case with Skyline, which means no permission to edit.

Posted: 11 Aug 2008, 05:46
by ~
i don't think their was a map protection tool around when this map was released probally why its unprotected...

i think its stupid to protect a map anyway people can learn from them.

Re: DXSG_Skyline?

Posted: 11 Aug 2008, 12:33
by Face
The map was made by Jared Sweatt (player name was Locke) at a time when nobody really cared about protecting their stuff - that's only a more recent thing. I've PM'd you his email but I'm not sure whether he still uses it as he kind of disappeared shortly after the map was released, which is a shame because the quality of the map was so good, especially for the time.

Good luck with it.

Posted: 11 Aug 2008, 13:01
by ShadowRunner
Face wins!

Do you think this guy will go rambo on us, if we make a DXSG version?

I propose that we don't touch his part of the map at all in any way.

Just simply add lifts, street level detail, a secret base underground...

Posted: 11 Aug 2008, 13:10
by ~][FGS][Nobody~
Yeah, Hitman and Face are right. Mapprotectiontool was invented 2005.
Most DXMP maps were done earlier.

Perhaps a base could be even done inside the huge building. I guess the whole thing is empty.

Posted: 11 Aug 2008, 13:18
by ShadowRunner
yes, I see no point in going underground, the street level and perhaps around 30th floor would be a good place...


I've e-mailed Locke and introduced him to DXSG and explained that we don't intend to edit his part of the map, but add to the empty parts...

Posted: 11 Aug 2008, 13:33
by Face
ShadowRunner wrote:Face wins!

Do you think this guy will go rambo on us, if we make a DXSG version?

I propose that we don't touch his part of the map at all in any way.

Just simply add lifts, street level detail, a secret base underground...
It's hard to say because everyone has different feelings about doing this kind of thing. I would be pretty surprised if he said no simply because of how long it's been since the map was released, also add to the fact that (as far as I know) he has not played DXMP in a long time.

If it was me, it'd only be a problem if I wasn't asked or if I said no and it was done anyway - but that's me :wink:. Hopefully he can still be reached on that email address.

Posted: 11 Aug 2008, 20:32
by SPAZ ROFELZ
I honestly think a guy like Locke wouldn't mind you editing his work. Even at the time it was made, as far as I can remember, he was always down with anything aslong as it was played.

Posted: 11 Aug 2008, 20:46
by [DXA]{E.d.H}hdd21
Hmm about the silo thing. the movers/normal actors probs wernt even deleted. right click ANY actor. and go to properties > advanced.

There is a bhiddened property. hides it in editor.

Posted: 11 Aug 2008, 21:07
by ~][FGS][Nobody~
Yeah, you are right, but the problem is solved already.
I told him about the bHiddenEd issue.

You can also open the UnrealED log window and type the command

Code: Select all

set Actor bHiddenEd false

Posted: 12 Aug 2008, 13:08
by ShadowRunner
...a big LOL @ the fact that the German copy is fine...

OK some good news.

I told Jared that Face had come back with an awesome mod and knew his address. Jared has long left the games industry... but has given permission for FGS to modify the map.

I suggest Chinny as lead artist and he can download it from the server or from this downloads/maps section. It's got no DXSG stuff in it at all, so you make everything, use the RT_idle brush, and I can fill in the rings. I assume you want to have a go at this?

Posted: 12 Aug 2008, 13:14
by ~][FGS][Nobody~
Chinny, some time, we need to meet up at MSN and solve your SG problem in REALTIME!

Posted: 12 Aug 2008, 13:43
by ShadowRunner
I pointed out that my SG was not fixed until I accepted remote assistance.

In fact RA sucked, we used a website/software which allowed no lag.