Ns 3.0 Beta 5
HanzGrub3r
Join Date: 2004-02-23 Member: 26823Members
<div class="IPBDescription">Any changes that will effect us?</div> Does anyone know of any changes to entities (thinks that now work or no longer work whatever) that will effect us as mappers?
Any info would be great...
(pleeease tell me they fixed the gamma thing - my monitor is so uber dark - I need to use a gamma adjuster just so I can see the map as it was meant to be!)
Any info would be great...
(pleeease tell me they fixed the gamma thing - my monitor is so uber dark - I need to use a gamma adjuster just so I can see the map as it was meant to be!)
Comments
But I will test them in a while.
The only thing I know for sure yet is, that the fgd file, which stores all entities, hasn't changed with the new version. So I don't think there are any big changes. Maybe the pre-placed weapons work now. dunno yet. But I will test it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
LOL sounds like we need the old styled caged CC area back!
for the weapons/items.. no they still don't work. okay, they havn't said it would be fixed but well.. you can always hope.
as for the offense chambers the changelog said
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Fixed the bug with the "startbuilt" flag for mapper placed offense chambers, they will now be fully functional when the round starts.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That one is not true. Tested it, and the offense chambers will look build, but they still won't shoot.
Both tested on Listen- and dedicated server.
And I think that nothing else has changed aswell.. so.. for from a mapping perspective.. same old story
allways fun to see people who havent payd the mapp before emptying clip after clip at them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
for the weapons/items.. no they still don't work. okay, they havn't said it would be fixed but well.. you can always hope.
as for the offense chambers the changelog said
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Fixed the bug with the "startbuilt" flag for mapper placed offense chambers, they will now be fully functional when the round starts.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That one is not true. Tested it, and the offense chambers will look build, but they still won't shoot.
Both tested on Listen- and dedicated server.
And I think that nothing else has changed aswell.. so.. for from a mapping perspective.. same old story <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Just curious, was this with an NS map or a Combat map?
So.. it was ns_ I tested it in. But I will do the test again today, but this time with co as map prefix.
But I actually don't think it would change anything. But I'll try, when I come back home from work. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
Report to a Dev, try Zunni as he's PR he can pass a message on about it.