Beta 4 And Your Map
Cagey
Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
<div class="IPBDescription">spawn angles now matter</div> One of the changes for beta 4 was fixing a bug that overwrote player angles with a global value every frame -- it was causing any inputs other than the mouse to have no effect on which direction the player faced. Fixing corrected joystick input (yay?) but more importantly fixed the ability to force a player to face a given direction when spawning.
If you haven't already done so, now would be a good time to go over your maps and select angles for your info_player_start and info_team_start entities.
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The code for commander drops has also been redone (unfortuntely introducing known bugs that are my personal #1 priority for beta 5), and under the new system there are some maps where nodes aren't dropping; if your map is broken under beta 4 know that the problem is being worked on.
I rewrote the worldspawn drop validity check but didn't change the brush entity drop validity check, which relied on the old worldspawn check in ways that I didn't realize. As a result, I screwed up interactions between commander drops and brush entities.
If you haven't already done so, now would be a good time to go over your maps and select angles for your info_player_start and info_team_start entities.
--------------------
The code for commander drops has also been redone (unfortuntely introducing known bugs that are my personal #1 priority for beta 5), and under the new system there are some maps where nodes aren't dropping; if your map is broken under beta 4 know that the problem is being worked on.
I rewrote the worldspawn drop validity check but didn't change the brush entity drop validity check, which relied on the old worldspawn check in ways that I didn't realize. As a result, I screwed up interactions between commander drops and brush entities.
Comments
Thanks for the info <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
One more thing that's going to be fixed in beta5 is the missing textures that are popping up -- KFS killed some of the eclipse/veil textures from ns_eclipse.wad, not realizing that other people depended on them. Those textures will be back in the next release <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Yeeeah... my bad. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> Anyway, if those of you affected by this little 'oops' could make a list of all the textures you're missing and get back to me, that'd be great. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I went through the official maps, plus the handful of customs I had in my directory at the time, first instance is in <b>Bold</b>, with a compiled list of all of them at the end, if a official map isn't listed, then I didn't notice any problems. Through Hammer I verified the textures were in the ns_eclipse.wad as it was distributed in 3.0Beta3 but were absent from the version distributed in Beta4 (gg keeping a backup copy of the previous release).
ns_mystic:
<b>comp_lightblue</b>, <b>eclip_door3</b>, <b>eclip_monitors</b>, <b>eclip_panel2</b>, <b>NOS_SUBWALL2I2</b>
ns_hydrosity (ver2.0 I believe, NOT the newest version):
eclip_monitors
ns_rampage:
comp_lightblue, <b>comp_lightblueb</b>, eclip_door3, eclip_monitors, eclip_panel2, <b>trim_grate2</b>
co_daimos:
eclip_door3
co_ulysses:
eclip_monitors
ns_agora:
comp_lightblue, comp_lightblueb, eclip_panel2
ns_metal:
comp_lightblueb
<u>The compliled list:</u>
comp_lightblue
comp_lightblueb
eclip_door3
eclip_monitors
eclip_panel2
NOS_SUBWALL2I2
trim_grate2
One more thing that's going to be fixed in beta5 is the missing textures that are popping up -- KFS killed some of the eclipse/veil textures from ns_eclipse.wad, not realizing that other people depended on them. Those textures will be back in the next release <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
hm.. so if you just copy your old ns_eclipse.wad from beta 3 to your beta 4 folder, this issue will be fixed...?
Or are there some *new* textures in the beta 4 ns_eclipse.wad...?
/edit: I added all the *missing* textures from beta 3 ns_eclipse.wad to the beta 4 version and it seems wo work <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->