Author Topic: New Map, weird problem running it on Mutant  (Read 5335 times)

Offline Yendor

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New Map, weird problem running it on Mutant
« on: February 25, 2009, 03:22:08 PM »
I made the coolest map ever conceived for Quake 2, and uploaded it to the great and wonderful Tastyspleen yesterday.   Quadz was kind enough to put it in the "mymap" on Mutant. 

My friends and I have been having much happiness playing this map locally for about 2 months.

However, upon running it from Mutant, there's a central jump pad that does not work.  Instead of popping you up into the air, it seems that the direction of "push" is downward, and at a near-infinite speed.    You always crater as you step off a little 6-inch ledge.


This map was made in the old-ass Qoole v2.50 (1998), and compiled with equally old, stock builders from id (qbsp3.exe, qvis3.exe, and qrad3.exe).
So, my question is, does anyone know of any weird incompatibility between stock-compiled maps and the R1Q2-generation of Quake 2 Server? 

This concerns particularly, a brush assigned the function Trigger/Push, with a speed of 1000, and an "angle" of "-1" (meaning "up").  This setup for "push" brushes has always worked fine for me in the past in other maps, and works in this one too, when running locally (with Client+Server running from Quake2 v3.20 stock, or from the latest R1Q2).

This one little feature is very central to this particular Map, and it kinda sucks with it broken (effectively turning all warp pads into "Kill pads". :(

I won't give the map name, because if anyone mymaps it, it's just going to sit there and suck, giving me and it a bad name :((

I'll be looking into doing an "override" to fix this problem.

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Offline Whirlingdervish

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Re: New Map, weird problem running it on Mutant
« Reply #1 on: February 25, 2009, 03:38:57 PM »
depending on the program you used to make the map and set the angles and speed values on the trigger_push that causes the jump pad to work, it may not work correctly with some mods.

It's been a while since I made one, but I think your Z angle should be set to a negative number which would be the angle measured upwards from dead level. (-90 being straight up)

A simple over-ride will probably fix this.

I'd bet you a dollar that if you send X7(Q2C) a private message regarding this, he will be able to assist you in crafting a bsp override and getting it up on the server. He's a member on this forum, and you can also contact him at the Quake 2 Cafe', a forum for q2 mappers: http://leray.proboards34.com/index.cgi?
« Last Edit: February 25, 2009, 03:43:12 PM by Whirlingdervish(Q2C) »
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Offline console

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Re: New Map, weird problem running it on Mutant
« Reply #2 on: February 25, 2009, 03:44:59 PM »
I'd bet you a dollar that if you send X7(Q2C) a private message regarding this

Haha...!

I had sent X7 a message about it last night.  After a couple attempts, the map now works on the servers!  (it's on ts500 now, may need to restart mutant to load the latest override...)


Here's the discussion about what was changed in the override:


Quote from: X7[Q2C]
fours2d.bsp.override FIX

Have the same problem with the center trigger_push ( air launchers ).
Not a good place for a misc_teleporter_dest and the trigger_push to be at the same origin.

Changed the misc_teleporter_dest to and info_notnull, move it above the trigger_push.

Also fixed these errors too.

------- Server Initialization -------
func_train without a target at (622 418 -86)
0 entities inhibited
0 teams with 0 entities
droptofloor: item_armor_jacket startsolid at (432 1096 -280)
droptofloor: ammo_slugs startsolid at (752 16 -136)
droptofloor: ammo_cells startsolid at (-716 -1246 -138)
-------------------------------------


Uploaded to ftp baseq2/maps


Should also re-start your TS500 server the func_* entities are moving funny.


X7


Quote from: X7[Q2C]
Quote from: console
Quote from: X7[Q2C]
fours2d.bsp.override FIX

Have the same problem with the center trigger_push ( air launchers ).
Not a good place for a misc_teleporter_dest and the trigger_push to be at the same origin.

Changed the misc_teleporter_dest to and info_notnull, move it above the trigger_push.

Also fixed these errors too.

------- Server Initialization -------
func_train without a target at (622 418 -86)
0 entities inhibited
0 teams with 0 entities
droptofloor: item_armor_jacket startsolid at (432 1096 -280)
droptofloor: ammo_slugs startsolid at (752 16 -136)
droptofloor: ammo_cells startsolid at (-716 -1246 -138)
-------------------------------------

Hi,

Thanks!

Unfortunately when played on the server, I still get stuck in the center trigger instead of launched into the air. :(

I have verified (on ts500) that the server is really using the override file.

I've also restarted the server.

Could it be possible the center trigger_push is too close to the ground?  (Just wildly guessing, I don't have any experience with trigger_push...)


Regards,

quadz



Could be where that trigger_push its at, its a the center of that bsp.

But is work ok on windows OS, but on Linux it pushes the player down.
Also you can use the grenade launcher and shoot a grenade on to a trigger_push and it will be pushed.


Upload new override change the trigger_push speed to 200 & angle to angels -90 0 0.

Will have to see if the will fix it........


 ;)
X7


Thanks X7 !


:bananaw00t: :beer:
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Offline [BTF] Reflex

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Re: New Map, weird problem running it on Mutant
« Reply #3 on: February 26, 2009, 06:37:58 AM »
Was on that map with Spawngirl yesterday, interested to see what its like fixed
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Offline Yendor

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Re: New Map, weird problem running it on Mutant
« Reply #4 on: February 26, 2009, 07:24:49 AM »
Man, I'm speechless - you guys are the coolest!  :righteous:

I will definitely have to get Q2 on my linux box and promise I'll at least test that much before uploading any more maps.

I learned about the info_not_null after using the target-less train for the laser... so everything I learned about map making is hacked from trial-and-error - a venerable institution, but definitely prone to learning the *wrong* way to do certain things.

At any rate - I wish actual companies around the world were as responsive as TS in helping folks out!
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Offline |iR|Focalor

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Re: New Map, weird problem running it on Mutant
« Reply #5 on: February 26, 2009, 01:04:22 PM »
May I say... god bless you folks who are actually making maps. From what very very extremely little I know about it, it's a tremendous pain in the ass and apparently a labor of love. I for one certainly appreciate all the time, creativity, and effort it takes to put one together. So if no one else ever expresses any kind of appreciation for your work, know that I do.
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Offline Yendor

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New Mutant Map: Fours2d.bsp !!
« Reply #6 on: February 26, 2009, 04:53:13 PM »
Always good to have blessings, especially from those whose names are found in Enoch in the middle of arcane sigils... :)

Looks like the powers that be, likewise blessed, have gotten it to run perfectly on Mutant!

Thanks to Quadz, X7 and all those that make TS happen! :notworthy:
So, feel free to mymap Fours2d +pu on Mutant and enjoy the oddest Q2 map I've ever made
I strongly recommend using/enabling powerups on this map, as they are an integral part of the balance of power.

Notes about Fours2d...
- The concept is a large arena with four main towers, one at each corner.  Each one has something good, but also has a way to die.
- These ways of death are activated from a central platform in the center of the map, where buttons will cause explosions, shoot blasters, or drop you into lava, all by remote control.
- The slime at the bottom is not harmful as long as you "swim up" (hold up/jump key) while in it.
- Green lasers will actually Give you health (and armor if you have the Red, and cells, if you have power armor)
- Red lasers hurt (the fat red vertical one in the center only hurts a little.  The skinny red horizontal one will likely kill you (unless you have 400+ health).
- The central feature is a jump pad that spits you in any random direction when you hit it, landing you in almost any area of the map.
- There is a little "healing station" on one of the four main corner platforms - it will heal you as long as the Green Laser is lit, but don't stay too long, or you'll get all blowed up.

So have fun!  Feel free to drop me some feedback -I'd love to hear what others think about this monstrosity .
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Offline [BTF]Jehar

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Re: New Map, weird problem running it on Mutant
« Reply #7 on: February 26, 2009, 04:55:30 PM »
Sweetness, always nice to see some creative map scripting! :D Expect to have this newsed.
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Offline Yendor

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Re: New Map, weird problem running it on Mutant
« Reply #8 on: February 26, 2009, 05:00:35 PM »
Sweetness, always nice to see some creative map scripting! :D Expect to have this newsed.
Golly, I've never been newsed before :)  Now I wish I embedded a byline in the BSP...
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Offline console

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Re: New Mutant Map: Fours2d.bsp !!
« Reply #9 on: February 26, 2009, 05:12:08 PM »
I strongly recommend using/enabling powerups on this map, as they are an integral part of the balance of power.

OK, in that case I've enabled powerups by default for fours2d.


Regards,

:afro:

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Offline Yendor

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Re: New Map, weird problem running it on Mutant
« Reply #10 on: February 26, 2009, 05:19:55 PM »
 :lolup:  Woo hoo!  Call me naturalist, but I like my quads and such!
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Offline Reefer

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Re: New Map, weird problem running it on Mutant
« Reply #11 on: May 16, 2020, 01:39:45 AM »
 :bravo: Awesome map Yendor!  Here it is on video: 
https://www.youtube.com/watch?v=Cy_yG1RyMfU
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Re: New Map, weird problem running it on Mutant
« Reply #12 on: December 12, 2022, 05:49:51 AM »
What a cool looking map
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