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Posted: Thu Mar 04, 2010 2:16 am
by Gary
shiftey wrote:Hmm. Does setting a group of npcs to respond to an enemyfinder simplify the AI, thus making the AI less processor intensive?
Doubtful, all the npc_enemyfinder does it alert the other npcs of it's enemy.

If anything, it puts slightly more stress on the processor/engine.

Posted: Sat Mar 06, 2010 1:11 am
by ConTron
V2 released, links added. FileSmelt is the new mirror, if you want to add one yourself as a backup you can.

Posted: Sat Mar 06, 2010 1:36 am
by Shana
Why do you put the server stuff in a separate archive? that's SO unnecessary and just annoying. |:

Edit: Also you didn't give this new version a new name, change that unless you want to have people not being able to join because of conflicting maps.

And no, rarely anyone is going to manually delete the map.

Posted: Sat Mar 06, 2010 11:17 am
by ConTron
W0rf0x wrote:Why do you put the server stuff in a separate archive? that's SO unnecessary and just annoying. |:
Because I forgot to add the server stuff to the first achive and since my net is crap I thought what the hell, the people here aren't dumbasses so whatever.
W0rf0x wrote: Edit: Also you didn't give this new version a new name, change that unless you want to have people not being able to join because of conflicting maps.
True. Really I forgot to rename it, anyway i've done that now and just uploading the new version.
W0rf0x wrote: And no, rarely anyone is going to manually delete the map.

Posted: Sat Mar 06, 2010 11:51 pm
by fug4life
Ya iI did wonder the same about the map/cfg files.

& yeah as much as you want to have your map in a final version or just without the confusing version names. Its better to keep the version names.

something I completely got wrong when I released a few maps and now I find my self having to put maps back into using version number letter, just because I want to release a new version, blah, blah.

But yeah its best to keep it simple.

And finally glad you got a new version out, I hope now you got a co-op map out there you'll hopefully make more to come!

Posted: Wed Mar 10, 2010 4:47 pm
by Ark
Just wanted to point out a minor bug:

When you start the map, the 357 is on a wood, and you can take it. But after that, the 357 respawn bugs or something and it starts spawning under the map at one of its corners.

Rest works fine, nice map.

Posted: Wed Mar 10, 2010 5:03 pm
by Shana
It still gets stuck for me.

Posted: Wed Mar 10, 2010 7:36 pm
by Datastream
Sometimes it does. But then you keep running around and then the antlion guard suddenly comes again. AFAIK it only get stuck there.

Posted: Sat Mar 13, 2010 3:12 pm
by JerC
W0rf0x wrote:It still gets stuck for me.
Same.

Posted: Mon Mar 29, 2010 8:41 pm
by fug4life
antguards came no trouble, last time I played this, itw as after xen that it went quiet.

Posted: Tue Mar 30, 2010 4:30 pm
by Ark
It got stuck again two days ago, always when you finish the Vortigaunts round. Seems it works in a 50% of cases?

Posted: Tue Mar 30, 2010 6:26 pm
by ConTron
Ark wrote:It got stuck again two days ago, always when you finish the Vortigaunts round. Seems it works in a 50% of cases?
I will now have a look at this, seems its happening for the majority of people.

Posted: Sat Apr 17, 2010 10:09 pm
by cartman-2000
ConTron wrote:
destiny wrote:i played the map and it got stuck after we beat the xen creatures.
the combine never came.
Was it stuck with only 1 NPC left and you couldn't find it? Or did it say "Time Until Wave X..." and then after nothing happened?
Got stuck for me too, when I played it on my server, it was somewhere in the vort waves.

If it is killed counter based then if a npc fell off of the map then it could get stuck.

Posted: Sun Apr 18, 2010 12:40 am
by RocketRunner
I can't download from the new mirror, I just get a blank tab.

Posted: Sun Apr 18, 2010 4:21 am
by cartman-2000
I uploaded it to one of my websites.
http://sc.cartman-2000.net/files/oc/oc_ ... d_main.rar