[spoiler]

Also if you want to see how it looked like a year ago, when i quit development.
Spoiler: note this was not the latest released version (Open)
Spoiler: note this was not the latest released version (Open)
Was it a year already? Damn time goes too fast.Fused wrote: Also for those who are wondering what ze22 is and have not checked my signature yet, here is the latest pic. Note this is far from done, but will be in 2 days. Call it a suprise map.
[spoiler][/spoiler]
Also if you want to see how it looked like a year ago, when i quit development.Spoiler: note this was not the latest released version (Open)
I'll probably deal with the portals in a further update, right now I have other stuff to think about. But they will probably get removed. I wish there were a clientside option to disable them. :PFused wrote: In my opinion it's best to just remove the portal covering the roof of the school. It causes part of the lag, and it mostly doesn't even work anyway. Also try not to add too many features again. I saw you added some sort of waypoint system to the bunker, even though the neon-like lighter arrows work fine too. Perhaps add some more arrows.
Sorry, not gonna happen. But I am open to suggestions for fixes etc.Fused wrote: Or just remove the whole thing, it's barely any fun anyway and just fills the size with not fitting music...
Spoiler: changelog (Open)
Code: Select all
Function void Teleport_NoTelefrag(Int DestTag_Min, Int DestTag_Max, Bool UseDestinationsAngle, Bool Telefog, Bool RaiseZ)
{
Int x, y, z, a, Rnd, Tries;
Bool TerminateWhile = False;
While(TerminateWhile == False)
{
Rnd = Random(DestTag_Min, DestTag_Max);
x = GetActorX(Rnd);
y = GetActorY(Rnd);
z = GetActorZ(Rnd);
a = GetActorAngle(Rnd);
If(RaiseZ == True)
{
If(Tries >= 10)
{
z = z + 64.0;
}
Else If(Tries >= 20)
{
z = z + 128.0;
}
}
If(SetActorPosition(PLAYER_TID+PlayerNumber(), x, y, z, Telefog) == True)
{
Tries = 0;
If(UseDestinationsAngle == True)
{
SetActorAngle(PLAYER_TID+PlayerNumber(), a);
}
TerminateWhile = True;
}
Else If(SetActorPosition(PLAYER_TID+PlayerNumber(), x, y, z, Telefog) == False)
{
Tries ++;
If(Tries >= 1000)
{
TerminateWhile = True;
}
}
}
}
Code: Select all
#Import "ANTI_TEL.acs"
Code: Select all
ACTOR PlayerStopper
{
+SOLID
-SHOOTABLE
Height 64
Radius 20
States
{
Spawn:
TNT1 A 4
Stop
}
}
Spoiler: Changelog (Open)
Yay :pibm5155 wrote: -Fixed: Exploit near to the boxes and a little fall
You cannot put .pk3 files in another .pk3.ibm5155 wrote: Another ZM09 update![]()
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Well, It looks like the acs scripts didn't like to be inside a pk3 file inside a wad fileso, I fixed it limiting their names to 8 chars to fit into the wad file itself
Download link:ZM09 V1.55
EDIT: the file size on mediafire say:6.66mb, THAT MEP MUST BE BEST MEP EVER!!!!7
Spoiler: Changelog (Open)
I put a pk3 file inside a .wad file,Vincent(PDP) wrote: You cannot put .pk3 files in another .pk3.
So adding your .pk3 to the testpack would not work :P
Plus, keeping ACS in a .pk3 you must create a directory called "ACS".