ObliviousSight
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Ctrl + S is your friend. Visit him often
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Well, tried to get fusion to run on a listen server so I could take a look around, but the mod is listed as unavailable while updating to the new version. I guess this is either down to workshop or the new file is set to private.
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Welcome back Silent_Bob!

There are alot of things to like about the new turtle, it feels cleaner, flows better and the s… -
@BeigeAlert I'll test your map on my machine and see if anything needs to be fixed before placing it on our server. I'll post in the map thread should I find anything. …
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Ahh sorry, I was under the impression you had exclusive spawns for each team in this build, though I can't say why I thought that. That will make the issue trickier to deal with.
Yeah I wouldn't judge too much on just those two games eit… -
Well, I can say we will definately give this a twirl tonight (You guys better wait til I'm there, or else...).
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For the first question, as far as I know, no there isn't a way to do that. What I usually do is move both verts to the location I want and then select both and weld selected verts.
For angled edges you can use the rotate tool with the va… -
A new updated version of the map has just gone live on the workshop. Nothing major has changed, I just found a couple of ambients and cinematics thanks to cognito over on the ensl forums and finally found that pesky sound entity in Atmos.
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I find setting little goals to accomplish for each session with your map helps alot. So for example, a doorway in one session, block out and position a corridor for the next etc.
Keep going, as you use the editor and its tools more, you … -
So having played colony last night, I must say the visibility was much improved in general, though Dead End is still a bit dark in places.
There is a potential issue with The Lot RT. As a JP marine you can get on top of one of the suspen… -
In light of an incident that occurred on the server last night, I would like to try and give a guideline for conduct while playing with pubs during the week on the server.
If you find a map exploit, note it down and continue to play as i… -
As I remember there were some issues with commander view when we played, namely that some of the location entities don't go high enough. Orbital and The Lot were ones I remember this happening on, though there could be others.
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Ahhh! Right, a couple of solutions for you.
1) Work on the grid, this makes life much simpler I find. Use the different sized grids to accomplish what you need.
2) If you hold shift down while drawing a line on an axis guide, it wi… -
Actually that first one is a lie, there is a check box to show all the props currently used (doh!). If you are looking for specific types props you can type in the search bar in the prop browser and that will filter your results.
There a… -
1) If by an organised overview you mean a prop browser, then yes. It's the red chair icon on the toolbar. If you mean an overview of all the props currently in the level, then no.
2) Create a layer called 'Vents' and assign the geo and p… -
Excluding the ready room, which I haven't touched as of yet, there are now 354 lights, all of which are point lights. Interestingly, in the level there are only 2117(only...) lights, which means there are 433 in the ready room alone.
Got… -
It wouldn't be prison if we were playing on it vert, so no need to worry.
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It's a perfectly valid criticism. The only thing I can think we can do to help reduce the occurance of this problem is to wipe the rotation before the start of every session, just activating the one map that is to be tested at that time. Additionall…
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Ohh we've tried to enforced that.... never seems to happen somehow...
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Yeah it's whenever somebody updates any map we have in the rotation. Nothing we can do about it I'm afraid. Sorry.
Edit: It's fixed now. you should be able to join -
I'll ask around and post a message in the group to see if anybody is interested. I can't guarentee anybody will take up the challenge as alot of mappers are busy with their own projects. However, if we could get a break down of just what is involved…
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Well Igneus now works on the server everybody, so that is joining the list. Only 35 mins people!
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Okay well update us when you can @QwiXXeR.
So what maps do we have for tonight? I know of new builds for Caged, Goliath, Prison, and Fracture as well as a poss… -
Easily worth the £49 for the 1000+ hours I had so far, here's to the next 1000!
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Hello, so just checked the map out on my machine and it seems to work fine. Did find a problem with the Reception RT, it's beneath the level geo.
We run regular tests on sundays, starting at 20.00 BST on the Spark Crafter Collective Serv… -
We'll test it this weekend for you. I'll also run it locally to ensure there aren't any immediate, game breaking issues. You are more than welcome to attend the testing session btw, it's a fair bit of fun.
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Hey, I'm trying to sort out what the problem is with lockdown but the mod currently has no description so I can't run it. As soon as you fix that I'll get on the case.
in ns2_lockdown Comment by ObliviousSight August 2013
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No there shouldn't be. That tick next to snap to grid just indicates that snap to grid is active. You can switch it off and go completely freehand and eyeball everything, but for me that way madness lies.
Edit: As an aside, down in the b… -
Is it a new build? Is it? Oooooh please is it??

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Firstly, I'll echo Forlorn and say it is nice to see an ideas guy turn into somebody willing to try. And of course we will help where we can and will happily throw the map up on our server for a test which you are welcome to attend and ask questions…