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Re: for T-Wrecks and SoUlFaThEr new project
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SoUlFaThEr
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Default Re: for T-Wrecks and SoUlFaThEr new project - 14-04-2004

do cs_winternights and cs_industrywest in place of futurecom and beirut.
they rock!
ive heard about that problem in the cage in docks.
to replace your cs_docks_vblabla you could toss in cs_mexicali,
cs_snowflake, or cs_shogun(or final). i once did snowflake so i could repair it in a later pack......shogun might be good cuz you already did one fo them right?

you can do de_outrage too please(next pack tho) its a cool map. i will replace it in my list with de_volare. i tossed out de_747 from my list also and added de_tartarico.

ill keep my biochem in......it is a cool map fast! just too bad with spawns.

AUSTIN: if you want to fix this (biochem)map it already supports 32 players!...just have to raise the CT spawn up from the ground a bit......its a cool map for your server.......it was part of my list for you to add for custom maps remember

ok so heres my list as of right now:



Last edited by SoUlFaThEr; 14-04-2004 at 18:12..
  
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Re: for T-Wrecks and SoUlFaThEr new project
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SoUlFaThEr
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Default Re: for T-Wrecks and SoUlFaThEr new project - 14-04-2004

01. de_bitterwine Ready Very clean now, probably my best map(layout)
02. de_belvaros Ready Good layout, but flat
03. de_chiapas Ready Very symmetrical map
04. de_iced Ready Some very cool larger jump sequences
05. de_manila Ready One of my personal favorite maps
06. cs_1337_assault Ready In my opinion the best assault breakdown
07. cs_penthouse2 Ready It's really the same map
08. cs_bikini Ready This will go in the Bikini release from us also.
09. fy_iceworld Ready A deathmatch must-have
10. fy_pool_day Ready A deathmatch must-have
11. awp_map Ready THE awp training map, must-have
12. de_palais2k Ready Really nice bot map
13. de_pandemonuim Ready A very cool map with multileveled combat
14. de_sampa Ready Huge map and very cool with 32 bots!
15. de_biochem Ready There are problems with some CT spawn points...
16. de_tartarico Ready Pretty cool map.....they use it all well here !
17. de_volare Ready Batmans best map to date
18. de_deadlock Ready Extremely cool map and awesome gameplay!
19. de_stonepit Ready Difficult waypoint in some areas....but cool now!!
*(these below need work still)
20. de_simpsons



Last edited by SoUlFaThEr; 16-04-2004 at 03:31..
  
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Re: for T-Wrecks and SoUlFaThEr new project
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>BKA< T Wrecks
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Default Re: for T-Wrecks and SoUlFaThEr new project - 14-04-2004

Ok, de_outrage for the next pack.
- cs_winternights should be no problem.
- cs_industrywest, however, was part of the CS Central Map Pack #2. This pack contained cs_greenhouse, cs_industrywest, cs_shogun_final, de_downtown, de_laguna and de_morningstar_csc. Wouldn't it be best to release these 6 files in the same package? I can do industrywest anyway 'cause I spent much time with it and only need to fix the camp WPs.
- cs_snowflake is ok. I recently made a totally new set, and now all I gotta do is fix the camp Wps.

I'll test cs_docks_v1 some more to see if it can be included, and if it doesn't work, then why not cs_shogun?

But right now, I'm busy with cs_bigwong. And boy, this will take time...



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Re: for T-Wrecks and SoUlFaThEr new project
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SoUlFaThEr
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Default Re: for T-Wrecks and SoUlFaThEr new project - 14-04-2004

ok to cs_industry being part of that pack.
cs_shogun is a go
i just finished a fresh tartarico......volare next
all these big maps left ill do volare later tonight.

EDIT
finished it
/EDIT

EDIT2
de_deadlock is done also.....2 to go for me......by tomorrow evening i should be finished with my first 20 custom maps for our pack.
/EDIT2

EDIT3
de_stonepit is finished.....man that damn map took me 7 hours to get right.....the vents.....the stupid rope "WELL"(ladder) thing that the bots dont like using right i finally figured out how to get them to do it everytime.....they are using the whole map.....and planting at both bomb spots. this is really all thanks to PMB's A* Pathfinder addition......cuz they never used the whole map before due to a not-so-good layout.
NOW this sucker rocks!! i like even more now. im finding this with many of these maps!
last one is finished tomorrow
/EDIT3



Last edited by SoUlFaThEr; 16-04-2004 at 03:31..
  
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Re: for T-Wrecks and SoUlFaThEr new project
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Austin
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Default Re: for T-Wrecks and SoUlFaThEr new project - 17-04-2004

Hey guys, I just waned to say
GREAT JOB!

and I am still around but will be missing in action for two weeks.
As soon as I get back I want to tak ea serious look at the bot code finally so it doesn't become an orphaned project.

Would it be possible ot get a comprehensive list of maps you guys did so far and recommend?
Thanks!
  
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Re: for T-Wrecks and SoUlFaThEr new project
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SoUlFaThEr
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Default Re: for T-Wrecks and SoUlFaThEr new project - 17-04-2004

Quote:
Originally Posted by Austin
Would it be possible ot get a comprehensive list of maps you guys did so far and recommend?
Thanks!
dude theres 2 lists running all through this thread that have not changed......

we each chose 20 maps to do. scroll up to see the lists(or go back a page)

heres the list again: (my 20 maps)(only biochem/penthouse has problems)

01. de_bitterwine Ready Very clean now, probably my best map(layout)
02. de_belvaros Ready Good layout, but flat
03. de_chiapas Ready Very symmetrical map
04. de_iced Ready Some very cool larger jump sequences
05. de_manila Ready One of my personal favorite maps
06. cs_1337_assault Ready In my opinion the best assault breakdown
07. cs_penthouse2 Ready It's really the same map, 1 Hostage stuck
08. cs_bikini Ready This will go in the Bikini release from us also.
09. fy_iceworld Ready A deathmatch must-have
10. fy_pool_day Ready A deathmatch must-have
11. awp_map Ready THE awp training map, must-have
12. de_palais2k Ready Really nice bot map
13. de_pandemonuim Ready A very cool map with multileveled combat
14. de_sampa Ready Huge map and very cool with 32 bots!
15. de_biochem Ready There are problems with some CT spawn points...
16. de_tartarico Ready Pretty cool map.....they use it all well here !
17. de_volare Ready Batmans best map to date
18. de_deadlock Ready Extremely cool map and awesome gameplay!
19. de_stonepit Ready Difficult waypoint in some areas....but cool now!!
*(these below need work still)
20. de_simpsons

Mark i totally forgot that you cannot use this bot on your server.
the reason is because after a mapchange...the bots slows down.....it does a Slo-Motion like in a movie......even thier jump is in slow mo...the shots fired are slower and its really CPU hungry. Until that problem is solved(by taking out the A*Pathfinder) you wont be having fun using this bot other than in the first map.


  
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Re: for T-Wrecks and SoUlFaThEr new project
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Pierre-Marie Baty
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Default Re: for T-Wrecks and SoUlFaThEr new project - 17-04-2004

Noooo!!
SoUlFaThEr it's NOT the A* pathfinder that can cause the slow motion effect ! I'm SURE of this. If the pathfinder works well the first map, it should work well on the second map too. What's curious is that I played many maps with this bot and all seemed to go fine... but I've got a powerful machine.
Anyway when this bug will be fixed Mark *WILL* be able to use this bot on his server !



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Re: for T-Wrecks and SoUlFaThEr new project
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Onno Kreuzinger
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Default Re: for T-Wrecks and SoUlFaThEr new project - 17-04-2004

uhm, sorry for my stupidity, but i assume Austin is mark, or did i miss an older posting ? (went back two pages...)


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Re: for T-Wrecks and SoUlFaThEr new project
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>BKA< T Wrecks
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Default Re: for T-Wrecks and SoUlFaThEr new project - 17-04-2004

@ Onno: I think so. I've read it several times now, and in all contexts the only one who could have been meant was Austin.

@ SF / PMB: Whatever causes this slomo effect- it must be fixed. All my friends would use this bot, IF... Ok, there are more things to fix (buttons etc.), but if this bot would run without the slowdown effect (even on mid-range machines), many ppl. would already use it. Many bots can't handle certain things correctly (yet), but of those, PB 2.6mm is certainly among the (if not THE) best.
Btw, what do you call "powerful machine"? After all, that's a matter of definition... I wouldn't call my XP1800+ with 512 MB DDR and GF4 Ti4200 (128 MB) a low-end machine (although it's not high-end, either), but I certainly notice this permanent slow-down effect after the 1st mapchange.
Then again, I'm not using the most up-to-date dll because I didn't want to take the risk of having anything messed up during the waypointing / testing business.

Back to topic: SoUlFaThEr, I think I'll be able to send you my half tomorrow. cs_winternights and cs_bigwong gave me a hell of a time because of some tricky spots and tiny ledges, but I'll do some final testing now, and then everything should work ok.



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Re: for T-Wrecks and SoUlFaThEr new project
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SoUlFaThEr
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Default Re: for T-Wrecks and SoUlFaThEr new project - 17-04-2004

Pierre.....sorry i only said that because you once mentioned that the A* is more CPU chewing that without it........and it must be "the machine" that allows it not to go slo mo.....im on 1.333Ghz with 512 ram and a geforce 4 ti4200.......and mine is slo mo

sorry if i got that wrong!

ok T-Wrecks........send away when you are finished......i have a dll that made me stop waypointing but hopefully it will be fixed tonight and then i can finishe de_simpsons........


  
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