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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The RC3 Client is out now! Download it now!
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| | |-+  SUPPORT: Ask for mapping help here!
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Author Topic: SUPPORT: Ask for mapping help here!  (Read 132486 times)
Renegade
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« Reply #1500 on: February 09, 2012, 05:27:59 am »

i'm pretty sure it doesn't work on regular RC3 servers, and it started to work on Leet after JMZ updated it
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Mohican
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« Reply #1501 on: February 09, 2012, 06:22:37 am »

i'm pretty sure it doesn't work on regular RC3 servers, and it started to work on Leet after JMZ updated it

Connect to Leet, and type in console: "svr_build".   rolleyes
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Renegade
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« Reply #1502 on: February 09, 2012, 07:31:53 am »

oh i didn't know that Shocked yes it shows rc3, ty
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Necrofears
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« Reply #1503 on: February 10, 2012, 10:05:31 pm »

cool, thanks btw:

1) had all the maps loaded on to AUS server last night and all teleport pads work fine on an XR1.0 server, that includes xr_newfort, xr_tower-a, and xr_tier1-fight

2) guess I thought of that backwards, but a terrain off would be nice, you make a lego dungeon and deside to move the terrain just a bit and it ruins the dungeon

3) thanks for responding.
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Necrofears
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« Reply #1504 on: March 09, 2012, 05:48:01 pm »

I had a eureka moment I hope won't suck.

isn't there a way to moveall the objects in one map and move it to another while maintaining the same positions in the first map? I of course am refering to maps of the same size.
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Hakugei
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« Reply #1505 on: March 09, 2012, 06:03:20 pm »

Yes, by copy-pasting the objectlist inside the mapfile. :p
I've never tried it, though. Smiley
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Faun
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« Reply #1506 on: March 09, 2012, 07:53:08 pm »

how will the terrain fit?
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Necrofears
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« Reply #1507 on: March 10, 2012, 05:45:51 am »

I am hoping the objects will ignore terrain and maintain their elevations from the original map file.
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Faun
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« Reply #1508 on: March 10, 2012, 04:05:39 pm »

hmm, what if the objects weren't standing on completely flat terrain, but on slopes or other forms. How could you "copy" the terrain into the new map?

Even minor changes on the terrain will move the objects above and misalign arrangements.

My interest origins from the possibility of copying the central castle in xr_coop_journey from a 128x128 into a smaller mapfile to create a small map for the arena mod with the castle only. The castle is built into a valley, which is quite impossible to recreate exactly before pasting the objects. Does someone know if there is a possibility to achieve it anyway?
« Last Edit: March 10, 2012, 04:17:45 pm by Faun » Logged

Mohican
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« Reply #1509 on: March 12, 2012, 10:51:58 am »

If anyone feels up-to it, they could also write a python script to do that kind of stuff automatically.
There is already a script that rotates maps (though it is a bit bugged). This could be used as a starting point...

(see file > Python)
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Mohican
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« Reply #1510 on: March 18, 2012, 01:46:18 pm »

1. "How do i alter the maxdeployment of motion_sensors from 15 to 30 for my map." I've tried - objediting in client/server.cfg files ?

Add this to "server/client" config:
objEdit human_motion_sensor
objSet maxDeployment 30


2. "Any chance a True Type Font file can be used within maps as assets ? Would really use this." ?

This command reloads the font:
"reloadfont fontname"

However, it looks for files in the folder /game.
Try it out, and if necessary we will add your font file to the AU (it wont work in asset).
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Daemon
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« Reply #1511 on: March 18, 2012, 03:22:18 pm »

I'll add it tonight.
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Mohican
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« Reply #1512 on: March 19, 2012, 05:42:23 am »

Thanks Daemon
The font is a little hard to read if used as the overall font, so i will try to use it spareingly. BTW can it be used in chat somehow and/or clan names?

The game can only use one font at a time (for everything).
So your font will affect everything including the main menu.

But don't worry, since the font gets reloaded for each map.
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Daemon
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« Reply #1513 on: March 19, 2012, 09:08:20 am »

Look how Ane did it in xr_zone.
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« Reply #1514 on: March 19, 2012, 01:55:04 pm »

The occluders will matter much more when units and effects start spamming the map. And yes, they've been changed, in the sense that they now occlude effects as well, unlike RC3. You might remember them working better cuz there were no huge areas filled with high-poly props like your dragon belly.
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