[spoiler]





other peoples typed that got the same problem... (but it´s rare because it didn´t happened again
extra print:
[spoiler]

The map works good with 12 people, and I got a great idea to up the cave and the house :D
this has happened to me several times as well, the map would freak the fuck out and most if not all players would have the client hang. (so far ive only seen it happen on the uboa map) (yes I do have my drivers up to date, i use a radeon HD6450 graphics card btw)Neewbie wrote:I didn't say it was the "cat" map's fault it's just that i find useless to add a second wad just for the textures of the maps (like the minecraft recources wad) and that mappack updating wad with rabbit's update wad i mean we can just release a new beta of the map pack right ? Why not ?ibm5155 wrote: why? when the maps get ready they could be on a map pack, and yes i got that problem too but it was even before the cat map
ibm5155 wrote: EDIT:the uboa map sometimes get all floor/ceiling textures with f_sky D:Still no one looked to that glitch and it only appear on these maps.Neewbie wrote:If you watch in the demo everyone is saying that they have this bug.Xsnake wrote: Well, yes. I guess the server cannot execute the infection script on the client that is lagging. So it gets executed by the server itself (the world being the script activator) and as a result, everyone ends up infected.
I'm not sure I can do anything about that...
I've looked at the screenshot. Must be an issue with your graphic card. Make sure you have its drivers up to date and the latest version of directx installed.Neewbie wrote: Oh and btw today i played on the server and we had a very weird bug. The floor and the ceilling had the sky texture on it and the skybox point was away on the map. The 3D floors didn't bug though.
I wouldn't have reported it if everyone didn't complain about it.
Maybe a zandronum issue i don't know but not my gpu :s
And btw i have directx updated.
I do agree on this. Wouldn't mind if they just added it to the map in question itself.Neewbie wrote:i find useless to add a second wad just for the textures of the maps (like the minecraft recources wad)
inb4 ZH-mappack96-hotfix12 with only one map change (again)Neewbie wrote:and that mappack updating wad with rabbit's update wad i mean we can just release a new beta of the map pack right ? Why not ?
Well i want see :pibm5155 wrote: zm18 beta4 launched :D
now that the most important scripts are working, I started the real mapping :)
some news
-Fixed just only one player could take the red key card (i don´t know the why spawn red key doesnt work like a existing key)
-Add a new start point (it could support 36 players now, but i don´t know how to put more spawns
-addd two new areas on the cave
Well, beta3 was good for 14 players, now it can be played maybe with full server (and I did a good area for software users because they can see well even on dark)
link:http://www.sickedwick.net/uploader/files/zm18_beta4.pk3
Don't go that far in map numbers. There is a huge gap between ZM07 and ZM15 that needs to be filled. Thanks.ibm5155 wrote: zm18 beta4 launched :D
Guilty of this as well, I changed the Excavation map to ZM08.Xsnake wrote:gap between ZM07 and ZM15 that needs to be filled. Thanks.
Code: Select all
Thing_Activate(44);
ThingSound(40,"IBMEFF2",127);
ThingSound(40,"IBMEFF1",127);
teleportother(53,44,0);
SpawnSpot("phaselight1",40,49,0);
delay(5);
thing_remove(49);
SpawnSpot("phaselight3",40,49,0);
delay(5);
thing_remove(49);
SpawnSpot("phaselight1",40,49,0);
delay(5);
thing_remove(49);
SpawnSpot("phaselight2",40,49,0);
delay(35);
ThingSound(41,"IBMEFF1",127);
SpawnSpot("phaselight1",41,50,0);
delay(5);
thing_remove(50);
SpawnSpot("phaselight3",41,50,0);
delay(5);
thing_remove(50);
SpawnSpot("phaselight1",41,50,0);
delay(5);
thing_remove(50);
SpawnSpot("phaselight2",41,50,0);
delay(35);
ThingSound(42,"IBMEFF1",127);
SpawnSpot("phaselight1",42,51,0);
delay(5);
thing_remove(51);
SpawnSpot("phaselight3",42,51,0);
delay(5);
thing_remove(51);
SpawnSpot("phaselight1",42,51,0);
delay(5);
thing_remove(51);
SpawnSpot("phaselight2",42,51,0);
delay(35);
ThingSound(43,"IBMEFF1",127);
SpawnSpot("phaselight1",43,52,0);
delay(5);
thing_remove(52);
SpawnSpot("phaselight3",43,52,0);
delay(5);
thing_remove(52);
SpawnSpot("phaselight1",43,52,0);
delay(5);
thing_remove(52);
SpawnSpot("phaselight2",43,52,0);
delay(35);
I believe the fps drop is because the textures are resized or something.Rabbit lord wrote: @manuelspark: Minecraft - As I've already told you ingame, there's an exploit that allows players to get on trees (just by crouching) and reach areas behind the impassable lines. Also the map has quite the fps drop, even for my PC.
Spoiler: Here's some exploits that needs to be fixed (Open)
Spoiler: New bug in ze12: you can put a barrel in the hole (Open)A suggestion: add the +FORCEXYBILLBOARD flag to some of the unusual effects like the sparks for exemple.
Make sure your map spot/ teleport destination is enabled on every skills (in doom builder)ibm5155 wrote: "update"
I discovered that zombie teleport works, but only on skills 0 1 2 and 3 and 4 it doesn´t O_o I´m going to talk the truth, I really don´t know the why it´s happening D:
the sand floor is another because of minecraft appears "white"Neewbie wrote:I believe the fps drop is because the textures are resized or something.Rabbit lord wrote: @manuelspark: Minecraft - As I've already told you ingame, there's an exploit that allows players to get on trees (just by crouching) and reach areas behind the impassable lines. Also the map has quite the fps drop, even for my PC.
Also that map needs a lots of updating:
The textures aren't the same as minecraft, the foot step sounds too.
Need to stop using the line horizon everytime because the height is never the same and it makes a wierd horizon glitch.
The line horizon with 3D floors ONLY works in software so you better use something else for the water part.
Need to add the lava and water texture.
You need to make the tree, doors and the monster spawner texture transparent, it's easy with 3D floors.
Need to be renamed (lol zm27) also maybe it's konar6's fault but it broke the map cycle; ze13 needs to be after ze12, not zm27
You can use monster block lines to prevent that.New bug in ze12: you can put a barrel in the hole