New Map Problems

blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
<div class="IPBDescription">see above</div> ok if i make a ns map (no im not new to mapping, yes i am new to ns style entites) is there any way to run it in dev mode (yeah i know about -dev in the command line) i specifically want to test buildings and such, but i need someone on the other team before this happens. is there a command to fool the code into thinking theres players on the opposing side, so i can test commander mode and build things? ive tried all kinds of things but alas no luck so far, is there a workaround for this? even bots would work i suppose, except ive never heard of ns bots.

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    if sv_cheats is set to 1 and you start using the -dev parameter the game will start with only 1 player. Build times will also be reduced.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    yeah thanks for the info man (i was using sv_cheats 1 anyway), but the problem was the first few times i tried it, i couldnt build anything because it needed 2 teams. then just before it seemed to work fine (weird isnt it), i also noticed the reduced build and research times, pretty nifty feature. but the drag was because only one person was in-map the res collection was very very slow, even with me capping every res node on the map.

    is there a way of "upping" the res collection speed? or even the amount of res per second? its pretty crap having to wait like 10 minutes for enough to build an infantry portal or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    also when i got bored checking the map out, i decided to try and win and i wiped out the hive and alien res collector, and it was like there was another hive (no end of round) so i checked the other two hives and they were not even built. is this a fearture of the dev process? or a map bug?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited December 2002
    with sv_cheats enabled

    type "givepoints" in console and it will give you 10 rp

    I found the topic where flayra explains all the cheat codes: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=8&t=7363' target='_blank'>Here</a>
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I think the game not ending is a developer feature.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    well looks like i have all the info i need for now about this subject, thanks for the feedback btw.

    couple more questions though if you can help with these.

    now ive heard that ns maps use a hull file, is this to make the maps larger? (resizing the hull to a smaller size = make the map appear larger ingame type of thing?)

    also what are the dimensions of the actual player models in ns? (this is so i can make the corridor sizes and general map conectivity good for all players) im assuming that a marine is the same as a hl player ergo, 72 units tall and 32 wide, and 36 while crouching. but what about the other aliens? i mean that onos is pretty big, so anyone know what dimensions these corridors and stuff have to be to allow these alien players access?

    any help on this matter would be apprieciated.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    <!--QuoteBegin--blue2k+Dec 20 2002, 03:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blue2k @ Dec 20 2002, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->well looks like i have all the info i need for now about this subject, thanks for the feedback btw.

    couple more questions though if you can help with these.

    now ive heard that ns maps use a hull file, is this to make the maps larger? (resizing the hull to a smaller size = make the map appear larger ingame type of thing?)

    also what are the dimensions of the actual player models in ns? (this is so i can make the corridor sizes and general map conectivity good for all players) im assuming that a marine is the same as a hl player ergo, 72 units tall and 32 wide, and 36 while crouching. but what about the other aliens? i mean that onos is pretty big, so anyone know what dimensions these corridors and stuff have to be to allow these alien players access?

    any help on this matter would be apprieciated.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The NS-specific hull file contains the normal HL hull, the crouching hull, and the onos hull:

    <ul>
    <li> The Onos uses the large onos hull (64*64*108)
    <li> The marines, the fades and the crouching Onos use the HL hull (32*32*72)
    <li> The small aliens and crouching marines/fades use the crouching hull (32*32*36)
    </ul>

    hope that helps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    great, thanks for the info lads.
  • WraithOfDarkWraithOfDark Join Date: 2002-10-01 Member: 1393Members
    Set ns_marineresourcescalar to 1000 and watch the RPs come flooding in. Same with aliens, only ns_alienresourcescalar. That's the way I get resources to test build. Much less effort than spamming givepoints into the console.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    <!--QuoteBegin--WraithOfDark+Dec 20 2002, 09:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WraithOfDark @ Dec 20 2002, 09:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Set ns_marineresourcescalar to 1000 and watch the RPs come flooding in. Same with aliens, only ns_alienresourcescalar. That's the way I get resources to test build. Much less effort than spamming givepoints into the console.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    or you could just use ns_playerresourcescalar 1000, which works for both teams <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    pretty good info here, (i usually just decompile a map to learn a new games entities, this beats weeks of searching for answers which may not even be online, but ns maps are undecompilable) i recently tried to learn about this particle system thing ns has, sounds interesting but the tutorial site (http://pstutorial.tripod.com/) is down. is there a mirror? or an alternate source of information? also are there any available sample .rmfs or .maps that have these entity systems set up already? sorry if it seems im pestering people here but trust me this info isnt going to waste.
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