Poll

Lower the Quad deck by 8 units, making the direct jump possible?

Yes
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No
2 (66.7%)
I'm an indecisive son of a gun so I don't know
1 (33.3%)

Total Members Voted: 3

Voting closed: September 02, 2011, 03:18:55 AM

Author Topic: Blood Run [Release Candidate 1]  (Read 30939 times)

Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #60 on: October 20, 2011, 12:24:17 PM »
we need to add this map to the TDM rotation. Bloodrun all day every day. ;D 

It's on irtdm2 named as bloodrunt.
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Offline VaeVictis

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Re: Blood Run [BETA A]
« Reply #61 on: October 21, 2011, 03:07:12 AM »
that server is unavailable to me.  :lol:

i wonder why... :)

plus, you suck at blood run anyway (i know this for a fact... cause you played me on it in quakelive :D) so i wouldnt suggest you go around saying "bloodrun all day every day"

ALSO!! @themuffinman updates?? :D when can we see beta B or an rc?
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Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #62 on: October 21, 2011, 11:59:25 AM »
that server is unavailable to me.  :lol:

lollerbanned

ALSO!! @themuffinman updates?? :D when can we see beta B or an rc?

It's unreliable me as always. I've been shifting my focus back on the ape-shit crazy mod I've been working on intermittently for a while now, but I should just quickly finish off this map. Maybe soon.
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Offline Whirlingdervish

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Re: Blood Run [BETA A]
« Reply #63 on: October 21, 2011, 02:31:39 PM »
.
that server is unavailable to me.  :lol:

lollerbanned

a voluntary ban more like ;)

All I did was force AC on you, on a server that requires stock models and sounds.
I don't mind if you continue to refuse to play people in legit and fair circumstances.

I'd rather have quality than quantity in terms of server traffic.

:peaock:

on topic: @Tmm: I keep checking in case you update this.
The map is quite fun and it will be a permanent fixture on my servers in whatever form I can get it.

It's always best to take your time on the final release to minimize the number of versions floating around in people's maps folders
« Last Edit: October 21, 2011, 02:33:42 PM by Whirlingdervish »
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Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #64 on: October 22, 2011, 08:57:12 AM »
I have beta B almost done. It'll still need more light tweaking but besides that it's time for another release, then it'll be close to a final version. Just one question... we know dashes can't be in map names, but how about underscores? 'bloodrunt' just looks strange, 'bloodrun_t' would look more readable and presentable. I think I've seen other maps on TS with underscores.
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Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #65 on: October 23, 2011, 06:06:19 AM »
I've come across a problem that only seems to happen in OpenTDM. It randomly decides to spawn you at 0, 0, 32 which is outside of the map. See here (thumbnail):



There's nothing at those coordinates in the editor...



Is OpenTDM known to do this or wtf is going on?
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Offline themuffinman

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Re: Blood Run [BETA B]
« Reply #66 on: October 27, 2011, 01:24:34 PM »
Nobody with a solution? Not to worry, I'm sure I'll find a way to fix it eventually. For now, here's...

Beta B:

Changes:
A goddamn hell of a lot of changes etc.

To-do:
- Fix that spawning issue (for now you'll just need to /kill if you spawn outside the map :( )
- Aesthetic improvements needed to middle deck behind GL up to tele exit area
- Lighting improvements
- A few other minor touch-ups
- ???

Download:
http://www.mediafire.com/file/ylnb45m72ti5jnx/bloodrun-bb.zip

Doesn't include high-octane version this time, just because I couldn't be bothered right now. Includes location files but the same ones as before (should still work although the map has slightly different coordinates now).
« Last Edit: October 27, 2011, 01:26:05 PM by themuffinman »
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Offline VaeVictis

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Re: Blood Run [BETA B]
« Reply #67 on: October 27, 2011, 01:55:46 PM »
well i think i recall a discussion about mapping and spawning at 0,0,0

it happens when there is no spawn point... so... maybe a glitch? no clue :) but ill gladly test out beta b
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Offline X7

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Re: Blood Run [BETA B]
« Reply #68 on: October 28, 2011, 08:49:50 AM »
Nobody with a solution? Not to worry, I'm sure I'll find a way to fix it eventually. For now, here's...

Beta B:

Changes:
A goddamn hell of a lot of changes etc.

To-do:
- Fix that spawning issue (for now you'll just need to /kill if you spawn outside the map :( )
- Aesthetic improvements needed to middle deck behind GL up to tele exit area
- Lighting improvements
- A few other minor touch-ups
- ???

Download:
http://www.mediafire.com/file/ylnb45m72ti5jnx/bloodrun-bb.zip

Doesn't include high-octane version this time, just because I couldn't be bothered right now. Includes location files but the same ones as before (should still work although the map has slightly different coordinates now).

You can upload to the forum

 :frustration:





X7
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Offline themuffinman

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Re: Blood Run [BETA B]
« Reply #69 on: November 01, 2011, 12:45:42 PM »
I got rid of a bunch of compiler errors (conflicting surface flags, duplicate faces... minor stuff) in the hopes it might fix the issue but it didn't, so now I'm out of ideas. I could move the whole map so that 0, 0, 32 spawns you in the map but it's not the ideal solution. I tried to register on r1ch's forums to post a thread asking why I get this problem in OpenTDM, alas he has disabled registering on his forums.

Anyway, that's just in OpenTDM, the rest is fine. Anyone with some feedback on the map?
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Offline Whirlingdervish

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Re: Blood Run [BETA B]
« Reply #70 on: November 01, 2011, 01:23:12 PM »
I'm hoping to get a bit of time tonight to put it up on irtdm2 for testing.

Should have feedback in a couple days.

I'll pop it open in an editor and see if there is anything to be done about the spawnpad too.
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Offline X7

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Re: Blood Run [BETA B]
« Reply #71 on: November 01, 2011, 02:56:12 PM »
this is not centered...


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Offline themuffinman

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Re: Blood Run [BETA B]
« Reply #72 on: November 02, 2011, 11:09:20 AM »
I'm hoping to get a bit of time tonight to put it up on irtdm2 for testing.

Should have feedback in a couple days.

I'll pop it open in an editor and see if there is anything to be done about the spawnpad too.

Much appreciated, thanks.

Btw I remember now that the loc file won't work since I had moved the map down to below 0 so the coords will be all screwed up.

this is not centered...

Fixed, thanks.
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Offline X7

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Re: Blood Run [BETA B]
« Reply #73 on: November 02, 2011, 03:21:19 PM »
Map is lookin Good!



X7  :afro:
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Offline themuffinman

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Re: Blood Run [BETA B]
« Reply #74 on: November 03, 2011, 11:18:53 AM »
I just tried to download the OpenTDM source code to see what changes were done to regular Q2 spawn code, but the SVN is not working :/
svn://svn.quakedev.com/opentdm

Map is lookin Good!



X7  :afro:

 :rockon:
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