.:: Bots United ::.

.:: Bots United ::. (http://forums.bots-united.com/index.php)
-   POD-Bot mm Waypoint Format (http://forums.bots-united.com/forumdisplay.php?f=21)
-   -   de_dam_final & cs_pipeline waypoints (http://forums.bots-united.com/showthread.php?t=1772)

SGt_pAIn 26-05-2004 00:30

de_dam_final & cs_pipeline waypoints
 
Looking for podbot waypoints for pmb final release for cs1.6. Thanks in advance:D

>BKA< T Wrecks 26-05-2004 00:56

Re: de_dam_final & cs_pipeline waypoints
 
Whoops, de_dam is finally finished? Cool, gotta grab it tomorrow. I wanted to wait for the final version before I waypointed that monster of a map. Count me in, but give me some days! (I wanted to WP that map anyway)
And cs_pipeline? I know de_pipeline by XLR8OR (or whatever his name was). Is cs_pipeline a different version of that map? Or a different map altogether? Does it rock? 'Cuz if it does, I might just waypoint it, too! :D

SGt_pAIn 26-05-2004 01:31

Re: de_dam_final & cs_pipeline waypoints
 
the review at :http://server.counter-strike.net/map...me=cs_pipeline seems positive. I believe this is a new map. Have not had a chance to play. >BKA< T Wrecks did you waypoint de_indust?

>BKA< T Wrecks 26-05-2004 10:13

Re: de_dam_final & cs_pipeline waypoints
 
1 Attachment(s)
de_indust? The one by Buzzer? Sure did. 8) The first version, though. I understand he made a v2 to improve balance / overall gameplay. Well, here's the WP for de_indust (v1 ;) ) anyway...

Thx for the review link, just checked it out. Ok, this one has nothing to do with de_pipeline, but it's sure great to see some nice cs-type map being released. 3/4 of all maps nowadays seem to be de... :( I think I'm gonna waypoint it! Hopefully it doesn't have bot-incompatible elements.

/Me goes downloading dam and pipeline... come to daddy, suckers! Me's gonna waypoint you... :D

EDIT
Had little time today, but I d/l'ed and checked both maps - as far as I can see, both should work just fine with bots. That said, I'm gonna start waypointing right now... results will be posted here in a few days' time. ;)

SGt_pAIn 27-05-2004 01:10

Re: de_dam_final & cs_pipeline waypoints
 
>BKA< T Wrecks played de_indust last night. Excellent job on the waypoints. Bots where very shifty. Like the camping on the door entrance.:D Thanks for the waypointing of cs_pipeline & de_dam_final. The only prob I have with de_indust is that the terrorist have a clear advantage at one of the bomb sites. They can set it very quickly. If you dont start heading to that spot right away you may run out of time to defuse. That must be what v2 corrects, I hope. Otherwise a very fun map.

>BKA< T Wrecks 27-05-2004 11:17

Re: de_dam_final & cs_pipeline waypoints
 
1 Attachment(s)
Quote:

Originally Posted by SGt_pAIn
>BKA< T Wrecks played de_indust last night.

No, I didn't! :D
Quote:

Originally Posted by SGt_pAIn
Excellent job on the waypoints. Bots where very shifty. Like the camping on the door entrance.:D

Thank you; I'm glad you liked it! =) Hehe, yeah, I just can't help putting in those mean camping spots whenever possible.
Quote:

Originally Posted by SGt_pAIn
Thanks for the waypointing of cs_pipeline & de_dam_final.

Guess what: cs_pipeline is finished already. (See attachment below...) 8) It's pretty fresh, so there might be some minor bugs left - please inform me about anything you see!
Quote:

Originally Posted by SGt_pAIn
The only prob I have with de_indust is that the terrorist have a clear advantage at one of the bomb sites. They can set it very quickly. If you dont start heading to that spot right away you may run out of time to defuse. That must be what v2 corrects, I hope. Otherwise a very fun map.

Well, that sounds like I gotta d/l, try out, and waypoint de_indust again... 'cuz I liked the map, too!

Aragon 27-05-2004 19:15

Re: de_dam_final & cs_pipeline waypoints
 
Hi!
Ive d-loaded de_indust and cs_pipeline“s wp and I found the maps on the net ;)
Nice done wp and fun maps....
But I got an strange error with cs_pipeline and the *.tga“s
If I load the 6 tga files into the client from my dedicated Linux server. I get "LoadTGA: Only type 2 and 10 targa RGB images supported" and the game stops.. But if I uncomment them in the res file the map and game starts up nice but with default tga“s.. Can someone give a hint on the error..? Is ther anything I can do?
PS: I hope this question is ok here!!

>BKA< T Wrecks 27-05-2004 23:50

Re: de_dam_final & cs_pipeline waypoints
 
Well, personally I don't mind this question being posted here. I just think that you'll have better chances of someone seeing (and maybe solving) your problem if you post this, say, in the mapping forum and give the thread a well-descriptive title.
I have never heard of this error before, and I don't know the first thing about Linux, either. From your decription, I'd guess that there are several TGA sub-types (like 128 colour / 256 colour / animated GIF or GIF87 / GIF89a and so on with GIF graphics), which are classified with numbers under Linux. You could try opening the TGA's with Gimp (or whatever program you Linux guys use for photo editing) and saving them as TGA again - maybe the program will provide you with different format options to save? Just a spontaneous guess from a Linux ignoramus, though... or maybe you could e-mail the mapper and ask what he did to those poor TGAs? I'm sorry, I really don't know better.
Feel free to post this in the mapping forum or whatever, but as I said: I don't mind having it here.
Btw: Glad you liked the waypoints! ;)

SGt_pAIn 29-05-2004 02:30

Re: de_dam_final & cs_pipeline waypoints
 
Quote:

Originally Posted by SGt_pAIn
>BKA< T Wrecks played de_indust last night.

No, I didn't! :D
Quote:

Should of been:>BKA< T Wrecks: I played de_indust last night.
Yikes, done rote dat der all wrongo_O
cs_pipeline is already waypointed 8). Will try out on Tuesday night.

>BKA< T Wrecks 29-05-2004 17:05

Re: de_dam_final & cs_pipeline waypoints
 
Hehehe, just ignore my nitpicking... I just can't help it. :D
Tuesday night, huh? Well, if nothing serious meddles with my plans, de_dam_final ought to be waypointed & quickly checked by then, too. =) Got like 60-70% finished, but with that ladder bug (see PB 2.6mm Bug Report sub-forum), the vent might be affected, too, and it could take some time to tweak it till it works. Let's see...


All times are GMT +2. The time now is 14:44.

Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.