Search found 64 matches
- Sat Jul 30, 2011 10:17 pm
- Forum: Map Releases
- Topic: de_aztec_mapadd_v2
- Replies: 16
- Views: 24039
Re: de_aztec_mapadd_v1
Could use other ways to warn players, such as a NPC ally rushing ahead of you but stepping on a mine.
- Mon Jul 25, 2011 9:15 pm
- Forum: Map Releases
- Topic: oc_diving_v9 (FIXED... maybe)
- Replies: 341
- Views: 210139
Re: oc_diving_v9 (FIXED... maybe)
The big thing between truck and base parts is for deleting parts you don't want anymore, if you accidentally brought the wrong thing or something. Cave is around the corner of the map that has nothing in it (other corners have lab, spawn, and warehouse) Wheel+lever do nothing in the current version,...
- Mon Jul 25, 2011 5:47 pm
- Forum: Map Releases
- Topic: oc_diving_v9 (FIXED... maybe)
- Replies: 341
- Views: 210139
Re: oc_diving_v9 (FIXED... maybe)
Is there, like, a Tutorial to this map, or, anything? Not yet, was considering spawning people in/near a building with hints about how to do things. For now there are just a few squares of text near the appropriate areas. Because I've been fishing for like, half an hour, and I'm not getting any cas...
- Tue Nov 16, 2010 11:17 pm
- Forum: Map Releases
- Topic: oc_diving_v9 (FIXED... maybe)
- Replies: 341
- Views: 210139
Re: oc_diving_v9 (FIXED... maybe)
Sure, if we can make or find completely strings-free models to replace anything not already so, we will. (I think we just need a few trees, rocks and plants) What happens to maps that have things like antlion workers in but don't require ep1/2? If they are strict I don't think they would appreciate ...
- Tue Nov 16, 2010 5:52 pm
- Forum: Map Releases
- Topic: oc_diving_v9 (FIXED... maybe)
- Replies: 341
- Views: 210139
Re: oc_diving_v9 (FIXED... maybe)
Yes I know people care about looks, just saying I'm not that good at making things look nice so I have to rely on others :P. Vesuvian is currently working on making the basepart deleter look nicer. I will keep working on it until I get so close to the entity limit that it crashes from trying to buy ...
- Tue Nov 16, 2010 4:34 pm
- Forum: Map Releases
- Topic: oc_diving_v9 (FIXED... maybe)
- Replies: 341
- Views: 210139
Re: oc_diving_v9 (FIXED... maybe)
Errr.. you mean the spot you can dig for the random treasure chest thing? That thing has been there since V3 or so. I should probably have removed that as it was more of an experiment than anything.
- Tue Nov 16, 2010 4:22 pm
- Forum: Map Releases
- Topic: oc_diving_v9 (FIXED... maybe)
- Replies: 341
- Views: 210139
Re: oc_diving_v9 (FIXED... maybe)
I have absolutely no clue about the sign thing - do you have any unusual settings, like running at a really old DX level? And is this piece of metal random? It's the thing money spawns on when you do deliveries. Yeah the trees dont really fit I'm not very good at making things look nice because I on...
- Tue Nov 16, 2010 1:24 pm
- Forum: Map Releases
- Topic: oc_diving_v9 (FIXED... maybe)
- Replies: 341
- Views: 210139
Re: oc_diving_v9 (FIXED... maybe)
Played this on a russian server, I think the server op .res files the tree textures are they AOC materials right? Yeah they are AOC trees, somethings really wrong with them, it only seems to show up if you have the entire material pack in the right place, and I would rather not have to include 60 m...
- Mon Nov 15, 2010 8:39 pm
- Forum: Map Releases
- Topic: oc_diving_v9 (FIXED... maybe)
- Replies: 341
- Views: 210139
Re: oc_diving_v9
Weird, I was able to connect to the keyfox server fine, and everything custom was pakratted in... What specific parts seemed to be missing? Also what happens if you try to host it yourself? Edit: I removed the model packs and also crashed, saw no pink trees though, guess packrat went wrong somehow. ...
- Mon Nov 15, 2010 6:50 pm
- Forum: Map Releases
- Topic: oc_diving_v9 (FIXED... maybe)
- Replies: 341
- Views: 210139
Re: oc_diving_v9
v9 uploaded -using new research disk model (by Vesuvian) -if the rocket somehow gets stuck or vanishes or something, the lab teleporter will open anyway. -big boat doors widened slightly to prevent them becoming inacessible if parked at an awkward angle -256x256 panel message corrected -shadows on 2...
- Wed Jul 21, 2010 3:03 am
- Forum: Map Releases
- Topic: oc_diving_v9 (FIXED... maybe)
- Replies: 341
- Views: 210139
- Tue Jun 29, 2010 6:39 pm
- Forum: Map Releases
- Topic: oc_diving_v9 (FIXED... maybe)
- Replies: 341
- Views: 210139
v8 uploaded -phantom money after launching rocket is now gone (forgot to disable it when i removed the launch reward) -another attempt at fixing inescapable vehicles -fixed something that could cause the rocket launch to fail (it was to do with people getting their heads stuck in the silo doors) -ro...
- Mon Apr 19, 2010 1:26 am
- Forum: Map Releases
- Topic: oc_pvp_turnbased
- Replies: 31
- Views: 35232
The one on the wiki kind of worked, the batch file spewed some errors (cannot find path specified, 'CHOICE' is not recognized, ROBOCOPY not recognised as valid executable...) but apparently managed to do something, except now vbct really hates me. vbct is a compiler that somehow works much faster th...
- Mon Apr 19, 2010 1:11 am
- Forum: Map Releases
- Topic: oc_pvp_turnbased
- Replies: 31
- Views: 35232
I did follow the sdk guide things (there were two, one in the OC folder and one on the forum), its just that they both contradicted eachother and were both out of date. Also now vbct is complaining that the game name in GameConfig.txt and GameInfo.txt are different (one is Obsidian Conflict, the oth...
- Mon Apr 19, 2010 12:43 am
- Forum: Map Releases
- Topic: oc_pvp_turnbased
- Replies: 31
- Views: 35232