ns_lost

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Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Apparently Greedo is still working on it. It's all good though. I'm sure the map will be great.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    The map is still in testing. You guys have to see "The Hall of Nubs" it's great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    It's in private testing for now. There are a few (serious) issues that I need to work out, that I've not yet found a solution to. Like, for instance, a func_wall floor grating that creates a clipping plane about 16 units higher than it should, and causes players to get stuck from 1 direction (and only this 1 direction), and only if the player is a skulk gorge or lerk. And turning said brush into a func_illusionary still causes the clipping plane to somehow be generated (buildings fall through, players don't). I dunno, it's wierd, and I've been putting off work on it because I just know I'm going to have to remake that whole area.

    Ultimately, when this map is released is going to rely heavily on how much free time I get, and I don't get a lot by any stretch.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    That's greeds for ya. Even his "generic hallways" look amazing...
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Damn.. where do you fellow mappers get all your ideas for detailing? Jeebus!
    Amazing work...
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--QuoteBegin--Greedo386+Jan 17 2003, 04:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Greedo386 @ Jan 17 2003, 04:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's in private testing for now. There are a few (serious) issues that I need to work out, that I've not yet found a solution to. Like, for instance, a func_wall floor grating that creates a clipping plane about 16 units higher than it should, and causes players to get stuck from 1 direction (and only this 1 direction), and only if the player is a skulk gorge or lerk. And turning said brush into a func_illusionary still causes the clipping plane to somehow be generated (buildings fall through, players don't). I dunno, it's wierd, and I've been putting off work on it because I just know I'm going to have to remake that whole area.

    Ultimately, when this map is released is going to rely heavily on how much free time I get, and I don't get a lot by any stretch.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'm having a similar problem with a func_breakable floor grating in ns_hydrosity, even after it's broken you still can't go through it. Hrm, what are the co-ordinates of your borked func_wall?
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    The coordinates weren't anything special, a couple hundred in the x, y, and z directions each. Though, I'm pretty sure that the reason the func_illusionary was generating clipnodes in my case was because I had originally compiled with it as a func_wall, and just changed it to a func_illusionary with an -onlyents compile.

    I did manage to fix this, though I did have to redo the area around where the problem was ocurring.

    Incidentally, I had also tried making them func_breakables (there was a second func_wall grating nearby, but players weren't getting stuck on it), and they would both break, but you couldn't fall into the one with the clipping problem. You could fall into the other one, but when you were in the small hole, you didn't make any sound except for attacks. Walking, jumping, jetpacks, all silent. Was odd, but anyways.
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    Looks like pure pwn, a major improvement since I last saw it on the old forums <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    Show some more pics of the bottomless pit RT!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    <!--QuoteBegin--Mouse+Jan 17 2003, 12:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mouse @ Jan 17 2003, 12:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Greedo386+Jan 17 2003, 04:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Greedo386 @ Jan 17 2003, 04:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's in private testing for now.  There are a few (serious) issues that I need to work out, that I've not yet found a solution to.  Like, for instance, a func_wall floor grating that creates a clipping plane about 16 units higher than it should, and causes players to get stuck from 1 direction (and only this 1 direction), and only if the player is a skulk gorge or lerk.  And turning said brush into a func_illusionary still causes the clipping plane to somehow be generated (buildings fall through, players don't).  I dunno, it's wierd, and I've been putting off work on it because I just know I'm going to have to remake that whole area.

    Ultimately, when this map is released is going to rely heavily on how much free time I get, and I don't get a lot by any stretch.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'm having a similar problem with a func_breakable floor grating in ns_hydrosity, even after it's broken you still can't go through it. Hrm, what are the co-ordinates of your borked func_wall?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've noticed some problems like that with some maps I've been doing, also I noticed that since 1.02 came out, the grates aren't always breakable. For example, you guys know ns_nothing, the little tunnel that comes out behind the monitors in the marine start vestibule? In v1.0 I could smash the grate at the far end with my teeth, and charge in, bite the monitors and rush the marines through the vents....I can't anymore, ever since 1.02 it doesn't work...maybe 1.02 is causing breakable bugs?
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