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RPM 0.79 Development
#301
Posted 05 January 2012 - 10:40 PM
Elite Cup v1.00 ~ NxS
Fairplay Cup III v1.00 ~ cGo
#302
Posted 06 January 2012 - 12:42 PM
Sure it can be enabled. But the point of the crosshair is that it's perfectly centered, so I'm reluctant to enable it. I guess I don't really care anyway, so I'll enable it in the next version.
Hallelujah!
Thanks max. Oh ant btw, you are sure that the crosshairsize can't be reduced 1 more time anymore?
well if u enable ycross do it for xcross also then
Ffs why would you like to move X-cross? If you shoot 5 meters next to the person it will hit him
#303
Posted 06 January 2012 - 02:57 PM
Hallelujah!
Thanks max. Oh ant btw, you are sure that the crosshairsize can't be reduced 1 more time anymore?
The smallest size is 4 pixels. You can confirm this size by actually counting the pixels. I've done this using your screenshot with my favorite program Paint, and it is 4 pixels. Hurrah. I've also done this for your actual crosshair, which is pretty much 1 pixel in size. This means that it cannot be located in the center of your screen. So you'd better use the new crosshair.
I can understand you want to use cg_crosshairX with the default crosshairs since they are not centered... But why would you use it with the new crosshairwell if u enable ycross do it for xcross also then
Edited by max, 06 January 2012 - 03:01 PM.
#304
Posted 06 January 2012 - 03:21 PM
#305
Posted 08 January 2012 - 11:14 PM
#306
Posted 09 January 2012 - 02:59 PM
I made several maps already (no top maps but I'm experienced now), but I still can't figure out why you can see through walls on specific places in the map.
If you walk for example 2 meters behind ingame, some parts of the map just disappear, if you walk back in front 2 meters the walls are visible again, and also items like a ctf-flag disappear as well from your radar as ingame.
If you throw now knives once this process happends, the knives won't reach the wall but just disappear as well.
At first I thought it was about detailed and structured objects, but it doesn't seem like it since I tried to make everything structure and detail.
Also tried different textures on the brushes, but didn't work as well.

ひどく腹立たしい
#307
Posted 09 January 2012 - 08:43 PM
#308
Posted 10 January 2012 - 09:40 AM
I'm not into mapping so I can't help you with that. Though, this stuff usually happens when you are physically inside the wall (e.g. wallbugs by leaning in mp_shop).
Thanks for responding Max.
Do you maybe know someone in the full scene who is experienced with GTKradiant?
Or if other people see this, you guys know someone?
In the demo scene only Malign and Rocket are decent, but I think they can't solve this problem.

ひどく腹立たしい
#309
Posted 10 January 2012 - 12:01 PM
Elite Cup v1.00 ~ NxS
Fairplay Cup III v1.00 ~ cGo
#310
Posted 10 January 2012 - 12:04 PM
There is someone from full who made the map mp_office but dunno his name..Slizer knows who.
kennith (slicy) maybe
nic aka The Situation
I got so much money i should start a bank
Number one Panam fan
#311
Posted 10 January 2012 - 01:25 PM
#312
Posted 10 January 2012 - 02:09 PM
@ Baris et al: have you played on wS server in competition mode yet? Autorecording is enabled on this server, did it work properly? I noticed a small inaccuracy, spectators shouldn't record, I'll fix this (server side).
Well yeah. I actually played one scrim in there. And the recording went smoothly. I have fixed and played the demo without any problems. The only thing is that this is the only demo I could not play straight from the Demos.exe. I can play your example demo & all the previous demo's I made manually. But not this one. When I try to play this one from the Demos.exe it gives "Error: "Could not open sof2mp.exe"".
And btw is there some kind of GUIDE that explains the playback features
PS: Regarding luminokos map making question. Guys ffs Lumi doesn't have Kennith his phonenumber or something. I even doubt he knows who he is. Someone that still has contact with kennith bring lumi in touch with him. Help this guy out ^^
#313
Posted 10 January 2012 - 03:20 PM
PS: Regarding luminokos map making question. Guys ffs Lumi doesn't have Kennith his phonenumber or something. I even doubt he knows who he is. Someone that still has contact with kennith bring lumi in touch with him. Help this guy out ^^
gave him his msn
#314
Posted 10 January 2012 - 03:26 PM
#315
Posted 10 January 2012 - 03:26 PM

ひどく腹立たしい
#316
Posted 10 January 2012 - 06:22 PM
Well yeah. I actually played one scrim in there. And the recording went smoothly. I have fixed and played the demo without any problems. The only thing is that this is the only demo I could not play straight from the Demos.exe. I can play your example demo & all the previous demo's I made manually. But not this one. When I try to play this one from the Demos.exe it gives "Error: "Could not open sof2mp.exe"".
And btw is there some kind of GUIDE that explains the playback features? For example how do I put enemy beacons off in the demo.
PS: Regarding luminokos map making question. Guys ffs Lumi doesn't have Kennith his phonenumber or something. I even doubt he knows who he is. Someone that still has contact with kennith bring lumi in touch with him. Help this guy out ^^
Thanks Baris. I've tried to reproduce the "Error: "Could not open sof2mp.exe" and I noticed that if you use a long name/servername, the Demo won't play. The command line buffer was too small (256 chars), I've increased it to 1024 chars. I've uploaded this new version, please verify that it works:
http://www.2k3server...m/demosv1.2.zip
The buffer for the demo filename in the mod was also too small (64 chars). Because of this, the info.txt file couldn't be loaded if you use a long name/servername (the info.txt file contains additional demo info, such as its length). Baris, if you press the Info Selected button for that demo, do you see the demo info? If you play the demo using the fixed Demos.exe, do you see the progress percentage? Either way, it's fixed in the next version.
As for the playback features, I will put them on rpm2k3.com once the final version is released. I've already made a small start, you can find it here:
http://www.2k3servers.com/rpm/new.html
I've written down most playback features already. As you can read there:
In 1st person, you can zoom with up and down keys.
Actually this zooming happens by changing the fov. But during playback the fov is not limited from 80 to 100, but from 1 to 100, so you can zoomin quite alot. During playback the cg_demoFov cvar is used instead of the cg_fov cvar. During playback it is often reset 100 (for example if you spectate a different player, or if you change view). I guess most players use 100, that's why I chose to do it this way.
If you have suggestions for rpm2k3.com just let me know.
Edited by max, 10 January 2012 - 06:41 PM.
#317
Posted 12 January 2012 - 01:22 PM
#318
Posted 12 January 2012 - 01:24 PM
Aight works now. Btw is there a way to put the enemy-beacons off in the demo?
Why wouldn't you want to see who you're fightning though? From the website:
- Spectate other players if they are close to you. The player ID is shown above their head. Use 0-9 keys to go to spectate ID's 0-9,
use Shift + 0-9 to spectate ID's 10-19, use Ctrl + 0-9 to spectate ID's 20-29. You can only spectate them in 3rd person.
Names of enemies are shown as well, so you can spectate them too. To disable enemy names, use cg_demoDrawEnemy 0.
Use Delete to return to the recording player. If a player is out of range, the camera will automatically return to the recording player.
Edited by max, 12 January 2012 - 01:25 PM.
#319
Posted 12 January 2012 - 02:47 PM
2011 - XL Deathmatch Tournament II - virii
2011 - XL Deathmatch Tournament V - virii
#320
Posted 12 January 2012 - 02:56 PM
Hey max is it possible to fix the radar showing teammates maybe? Sometimes you cannot see a teammate on the radar, while he is so close nearby that you should see him on the damn thing. Made some teamkills due to this, as wel as being teamkilled
.
Seems like only the distance is taken into account (omitting the height), so that shouldn't happen. Do you have an example where this happens, a screenshot perhaps? Or is it because the arrow icon turns white when a player chats?
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