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Messages - Drek

#16
Community Beach Project / Re: Map Progression
22 December 2013, 18:06:25
Yeah, it was playable, but for some reason this map crashed megaton every time I tried to save. The wall limit thing was just a guess. I don't know why it's crashing, Micky mentioned putting the project up on steam, so I did a quick playtest and now suggest we don't.

Reason #1. No fog.
#2. Savegame crash bug.
#3. No custom music yet.
#4. We can't link maps as a true episode. We could at best post a collection of single maps. Or make a grp and try to explain to steam users how to relocate it and load a mod.

Pro-> Co-op

Edit: I've been testing the map and I really don't care for the gameplay I original designed either, it was only temporary anyways, I wasn't even sure where the map was going to be added on to. I'm reworking my section to play out a bit quicker. Less looping around. I'll be a week or two tweaking this mess. In the meantime Micky, do you like the replacement textures?
#17
Community Beach Project / Re: Map Progression
22 December 2013, 03:52:34
I swapped both of those tiles like you suggested and I definitely like it better.
You mentioned putting it up on steam, while I'd be happy to see it there, there are some issues. Mainly it has a big bug crashing while trying to save, also the lack of fog. I think the savegame issue may be due to going over the old wall limit?? Just a guess really.

Here is the updated map.
#18
Community Beach Project / Re: Map Progression
21 December 2013, 16:17:30
I'm sorry guys for my absenteeism.

And my sub par mapping :) lol

If you post up the current map I'll give it a once over.
#19
Community Beach Project / Re: Map Progression
14 June 2013, 02:22:55
Quote from: High Treason on  12 June 2013, 11:05:05
That wouldn't happen to be my bridge would it? If it was I couldn't help but chuckle at the thought that even after leaving the ghosts of my section are still causing problems... Not in a sinister way you understand. Looking back, that bridge and the hotel were more trouble than they were worth.

Yeah, I posted that thinking you'd read it eventually. I was just glad it stopped happening, that shit was driving me mad. I mean, um, chasing bugs in mapster is my favorite pastime. :D
#20
Community Beach Project / Re: Map Progression
02 June 2013, 22:47:41
Aren't you in charge? :P There is still half a map worth of walls there. Norvak gave somebody a very sweet set up.
#21
Community Beach Project / Re: Map Progression
02 June 2013, 01:46:20
And then I triple posted. OMG he has to go... ;)
#22
Community Beach Project / Re: Map Progression
02 June 2013, 01:45:12
Here it is. I'm not proud of my work this turn, I feel I hung on too long and did very little. Sorry guys :(


[attachment deleted by admin]
#23
Community Beach Project / Re: Map Progression
01 June 2013, 21:18:39
I'm due to give up map 2. Sorry for delay, will post it tonight.


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#24
Is someone waiting on me to finish up with map 2? I have another 3 day weekend and will let it go soon. It sits at 8148 walls right now with mine and Mikes sections. I don't plan on using any more.
#25
I had issues with HT's clock tags triggering parts of my section, seeing as how it's no longer a part of the cbp I cut it out.  I'm doing some gameplay testing now and all seems well in my part. I will play through Mikes section too.

@ Norvak; Did you happen to use HT's tags in your section? If so I can put that clock back in and change the problematic se's on my side of things.

@ Micky; Make the devs fix this for me :P I'll give you a green rep point LOL
http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__158881
#26
Quote@Drek, the latest version of the second level is Norvak's copy at the top of the last page: http://www.scent-88.com/forum/index.php/topic,159.285.html

Drek, have you started working on the map yet?

Sorry for the delayed response, I'm just now downloading it, I've got a three day weekend here starting in 24hrs. I can't wait to see what it looks like.
#27
Quote from: Drek on  04 May 2013, 22:50:29
Looking good everyone! I want to ask where map 2 is at currently? I would like to have another week with it.
Quote from: Micky C on  05 May 2013, 02:48:11
You can have it until tuesday at least, maybe longer depending on SuperTanker who wants to work on Norvak's section afterwards.
I don't need to go right away or anything, I just wanted to pipe up and say I'm not totally done yet. But if I am to go now, can someone link me to it, I don't know where to get the newest version. I wouldn't want to work on some old copy.
#28
Looking good everyone! I want to ask where map 2 is at currently? I would like to have another week with it.
#29
Community Beach Project / Re: Voxel Pack
21 March 2013, 02:19:17
That's great news to me. Not only is it working for you, but we are having the same issues.

07, 08 - that shadow bug is the worst, it's brutally distracting. In the engine the line is commented // hack

10 - I think maphacks will work. It may need to be an autoload pack, I think.

11 - I've seen that too. I didn't think it was too often or too bad. Good catch, I haven't the slightest idea why it's happening, my first guess is sprite drawing priorities. It's on my to do list now.

12 to 16 - thanks for that, I see while playing that things are off scale, but what and which way is hard to remember.

17 - that one is an engine issue, Hendricks has said it's there for better or worse, like vox2poly, I'm trying tonight to work around it in my custom Eduke builds.

Thanks for the feedback Forge.
#30
Community Beach Project / Re: Voxel Pack
20 March 2013, 00:17:06
So I've had that link up for a few days and thought to check in. I'm curious if anyone has tried out the voxel pack, I wasn't really clear about what I want of you guys. Basically, did it run for you? I'm not looking for major feedback on the art yet, it's not my art in the beta pack, I'm reworking it. I just want to know if the eduke32.exe I compiled is working for others as it works for me.

Do you get voxels when you play with this voxel pack?
https://sites.google.com/site/duke3dvmp/home?pli=1