Moderator [PBmm/Waypointing]& PODBot mm waypointer
Status: Offline
Posts: 1,492
Join Date: Feb 2004
Location: C.C.A.A., Germania
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Re: for T-Wrecks and SoUlFaThEr new project -
14-04-2004
I. de_biochem
1. The blowing wall is no problem at all. It blows automatically as soon as a game starts. That means that it doesn't blow if you're alone in the map, waypointing happily around. If you want to waypoint that hole in the wall, just add one bot to the opposing team. Then the game will restart, you'll get the message "game commencing", and *bang*, there goes that wall. Then you can remove the bot and waypoint the hole - until the next round starts. In game, no bot will ever get stuck there.
2. I'm just testing a 12 on 12 bot match, and damn, you're right. Many spawn points don't work properly after the 1st round. Strangely enough, in the 1st round, everything is okay. But in the following rounds, many CTs spawn buried knee-deep in the concrete slabs... bummer.
However, I just changed to 8 on 8 botmatch, and everything looks fine.
My suggestion: Leave it in! We ought to include a readme anyway. Some maps just have little bugs and shortcomings, no matter how good the waypoints are. I think it would be best to inform ppl about these bugs to avoid trouble. Besides, some who don't know anything about waypointing problems might associate the problems with our WPs if we don't point out map-specific deficiencies. In this case, a note like "max. players 8 vs. 8 due to bad spawn points (map problem)" would be sufficient, I'd say. The map is fun with 16 players already. And if ppl want to play with more, then Austin can surely fix this one, and we could even include a download link to the fixed bsp in the readme.
II. de_outrage
I don't have this map on my puter right now. But I'm just downloading it, wait a minute... ah, there it is. Well, on my PC it works perfectly. Do you want me to waypoint it? Or maybe it's a problem with some dll you got there?
III. Latest progress with my half
as_coast ready
as_rising_sun ready
cs_alps ready
cs_beirut kicked out I'm just not convinced enough about this map. And right now, I can't bear working on it even more. I suppose I'll replace it with a different cs-map.
cs_bigwong not fixed yet
cs_docks_v1 ready, but the map has one problem: the hostages in the "cage" in the cellar room. When CT bots come up the ladder from the sewers, they detect the hostages, forget the waypoints and get stuck in the fence instead of walking around that cage and entering through the entrance. I have tried to fix the problem, but only with partial success. It works now in most cases, and you will rarely see a bot stuck in that place until the end of the round. But it can happen. Dunno if I should leave this in the pack or not...
cs_haste_final ready
cs_militia2k1 ready
cs_neighborhood ready
cs_storm ready
cs_tibet ready, but needs some more testing
cs_waterside ready
cs_wpndepot_01 ready Those butons only need to be pushed once, and then the doors stay open. Bots may get stuck initially, but sooner or later someone pushes the button, and then it's ok. Not a grave problem, really.
(one more cs map missing... I'm thinking about cs_real_alpin, cs_costabrava, cs_espana or cs_winternights)
de_dawn ready
de_heat ready
de_museum ready
de_celtic ready replaces de_prodigy2k Is that a deal?
de_ scud_2k1 ready
de_seaside2k ready
So all in all I...
-still need to fix cs_bigwong
-need to find 2 more cs_maps (1 for cs_beirut, another one for cs_futurcom)
-might have to find a 3rd cs-map to replace cs_docks_v1, not sure yet... I'll test some more...

Roses are #FF0000, violets are #0000FF // all my base, are belong to you.
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