Powered by Invision Power Board [ Resend Validation Email ]
Welcome Guest [ Log In · Register ]
Forum Rules HelpSearchMembersCalendar


 
Reply to this topicStart new topicStart Poll
[ Track this topic · Email this topic · Print this topic ]
> Server questions/errors/day's run, Stuff encountered, mostly on bb_thecrash
Ed_Oscuro
Posted: April 20, 2005 12:02 am
Quote Post


Just another Survivor
*

Group: Members
Posts: 42

Joined: April 05, 2005



Had a nice run for a few hours on a listenserver, ran into some trouble. Though I want to say first that Jesus Fu's made a really nice map here and we must've run through it seven or eight times. Just that good.

First off, I had a hard time setting round time (sv_roundtimelimit 1000 to whatever), and even when I did use the console and reloaded the map, it would switch at odd times. What's a good setting here (same goes for "create server" settings)?

Often a person respawning as zombie (since marines are only in the hidden area) would appear inside a warehouse, but unable to move, just look around.

Similarly, it's possible to fall through the floor of the semi's trailer when you're inside; sometimes you can get back up (when I fell I wasn't able to though). You'll likely be stuck.

Other really minor things:
-"Mission zone" for the case is pretty obscure, the guy on the server with me [James(UK)] knew to take it back to the semi, something I hadn't figured out.
-Winchester with one ammo counts some strange number of ammo in reserve, usually 42 but once 32 (I think), of course it only has one.
-Fred...well, too hard to take him out in that courtyard with limited ammo to use. Fred's always been a monstrous pain in the ass anyhow. We got to this point just once - no further. :( Still, I'm imagining the interior of the station must look just like it does in RE2, and when we open the doors it'll play out just as in the game :P

This map really stands out for making us work together as a team. I feel it works best with perhaps two people (at most) in any given area, as you don't want more clogging the halls, though you'll need more to take on some other objectives within the time limit. The number of zombies in any area seems perfect - sometimes a Winchester Run is successful, sometimes it isn't, but good teamwork helps prevent needing extra runs to get ammo.
PMEmail Poster
Top
_CiviliaN^SoldieR_
Posted: April 20, 2005 12:38 pm
Quote Post


civilized d00d
**********

Group: Moderators
Posts: 3250

Joined: November 01, 2004



Moved to Questions / fragen.


--------------------
User Posted Image
PMEmail Poster
Top
JesusFoo
Posted: April 20, 2005 04:42 pm
Quote Post


Zombie Hunter
***

Group: Members
Posts: 263

Joined: March 20, 2005



QUOTE
First off, I had a hard time setting round time (sv_roundtimelimit 1000 to whatever), and even when I did use the console and reloaded the map, it would switch at odd times. What's a good setting here (same goes for "create server" settings)?

I believe there was something compiled into the map where it forced some kind of a standard roundtime. I am well aware of this problem, as it is a very difficult level to complete in a short time.

QUOTE
Often a person respawning as zombie (since marines are only in the hidden area) would appear inside a warehouse, but unable to move, just look around.

Encountered this one aswell, I really have no idea why it does this, I am also aware that it tends to telefrag in the "zombie room", I assume this is because of the relatively small size and the proximity of the spawn points.

QUOTE
Similarly, it's possible to fall through the floor of the semi's trailer when you're inside; sometimes you can get back up (when I fell I wasn't able to though). You'll likely be stuck.

I believe this to be a problem with how the compile tools saw the intersecting planes and did not render the floor completely, it should be an easy fix.

QUOTE
-"Mission zone" for the case is pretty obscure, the guy on the server with me [James(UK)] knew to take it back to the semi, something I hadn't figured out.

I've been having troubles using the "radar marks", they tend to not work or crash the level entirely. This will be worked on.

QUOTE
-Winchester with one ammo counts some strange number of ammo in reserve, usually 42 but once 32 (I think), of course it only has one.

Do you keep 42 shots of ammo in your old gun in a glass display case? wink.gif

QUOTE
-Fred...well, too hard to take him out in that courtyard with limited ammo to use. Fred's always been a monstrous pain in the ass anyhow. We got to this point just once - no further. sad.gif

I did the lack of ammo for two reasons. First and foremost it's realistic, how many ammo boxes are going to be sitting around in random strategic locations in a town area. Also it promotes the whole idea of "you're not safe". It aims to get everyone working together to try and get remotely close to beating the level, if you have 1 player on the server, you need a good bit of ammo to topple fred, if you have 2, you're going to need both of them to contribute just a lil, and so fourth.

QUOTE
Still, I'm imagining the interior of the station must look just like it does in RE2, and when we open the doors it'll play out just as in the game tongue.gif

Unfortunately, I did not make the interior of the police station, once Fred dies, the doors open and you simply run into a "black hole" to escape. Policecon10 is a very good recreation of the RE2 police station and I highly recommend taking a look at it.


--------------------
user posted image
Contributions:: bb_thecrash
PMEmail PosterICQAOL
Top
Ed_Oscuro
Posted: April 20, 2005 10:05 pm
Quote Post


Just another Survivor
*

Group: Members
Posts: 42

Joined: April 05, 2005



The telefragging in the marine room - yeah, that happened a bunch of times but I didn't think to mention it! Yeah, you answered a few questions. I think I'll download Policecon10 and put it in the rotation after yours smile.gif
PMEmail Poster
Top
Topic Options Reply to this topicStart new topicStart Poll