Author Topic: Kifferstube: Maps/ Server Maps Suggestions  (Read 21549 times)

XXXX

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Re: Kifferstube: Maps
« Reply #120 on: 13.06.2013, 23:01:02 »
what do u mean? map reloaded when finished?

XXXX

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Re: Kifferstube: Maps
« Reply #121 on: 13.06.2013, 23:20:02 »
i dont see any problem either
yesterday minas_tirith keep restarting when !nextmap is executed.
try to enbale a watchdog map after goldruch edit that line and add com_watchdog_cmd map 'nextmapname';vstr com_watchdog_cmd
or maybe it's a mod bug
or you have bad setting in cvarlist

Gauki

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Re: Kifferstube: Maps
« Reply #122 on: 16.06.2013, 21:40:11 »
thx bro, its fixed ;) forget to exec the file ... O.o


XXXX

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Re: Kifferstube: Maps
« Reply #123 on: 18.06.2013, 03:15:07 »
do u run any particular mapscript for caen2 ?
i made a small patch pack fixing some issues:
here what i've done (scriptfix, soundfix , textures update, antiwalljump script
changelog:
- merge  MG clipping exploit fix by mortis the wise Mar 5 2006
- merge Ragnar's pillar exploit clip brushes and trigger_hurt combo Mar 5 2006
- add river texture from caen4 found in phis_caen2_script_v1
- add  HQ voice announces "we're gaining/loosing ground" for capturable city flag (sounds from italyfp3 mappack)
- fix sounds in .script and .sounds scripts
- add location names override database by antman ( caen2_loc_dat)
- add Phishermans Phriend caen antiwalljump mapscript
i merged codes and add missed sounds and fix soundscript
i tested it in a local silent server

Gauki

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Re: Kifferstube: Maps
« Reply #124 on: 20.06.2013, 21:07:48 »
just changed spawntime :D feel free to post the file :)


XXXX

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Re: Kifferstube: Maps
« Reply #125 on: 21.06.2013, 02:00:56 »
do u want the mapscript only or the whole pack
because the soundfix requires client side soundscript
the added HQ sounds requires client side sound files
the transparent river textures requires client side files too (textures and shader)
together the client side pk3 has a size of about 1 MB
there are many alternate scripts for caen2 with "create" etpro function
there is  create axis mg in the spawn road against the allies one
create teamdoor only in the upper entrance of the objective  blowable when the tank breachs the  objective wall, and create bugfixes scripts
to edit the mapscript remove those additions between {}

//script name
create
 {   
     }


« Last Edit: 21.06.2013, 02:04:48 by XXXX »

XXXX

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Re: Kifferstube: Maps
« Reply #126 on: 21.06.2013, 02:07:42 »
hey dont put the pk3 in etmain folder it will not work


Gauki

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Re: Kifferstube: Maps
« Reply #127 on: 22.06.2013, 17:55:36 »
first:  nice work xxx ;)

if i put it in nitmod folder everyone have to download it on connecting on server?


XXXX

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Re: Kifferstube: Maps
« Reply #128 on: 23.06.2013, 04:20:49 »
yes clients will autodownload it keep in mind that the server is pure only
clients need the pk3 for sounds (HQ announcements) and textures (the transparent river textures)
you can move  caen2.script to nitmod's mapscript directory and remove it from the pk3 if you want to keep it for yourself ;) add the mapscriptDir in your nitmod.cfg
if you want to use the mapscript only without the pk3 it will work except sounds for HQ annoucements when a teams capture the city flag, and of course the alternate river textures
you can edit the mapscript to remove the MG in axis spawn road (pointed against allies) or remove the allies door from the objective upper entrance or remove the alternate tank skin
search functions like this syntax
//scriptname
create
{
 }
this is an etpro function (supported by all modern mods) , etmain will not recognise "create" and the server will crash if you put the pk3 in /etmain
« Last Edit: 23.06.2013, 04:25:07 by XXXX »

Kissaki

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Re: Kifferstube: Maps
« Reply #129 on: 06.07.2013, 14:10:14 »
The baserace maptime is too long.
From watching the playercount 20 Minutes would be ok.
We were about 16 players at the beginning, and after 20 minutes I think players started disconnecting. At the end of the 40 (/50?) minutes the player count was halfed to 8. Teams were pretty fair the entire time - so that was not the issue.
A nextmap vote pretty early on (around minute 10 or 15) got 50:50 votes, further emphasizing the time being to hight to endure the map for for some.

In my opinion we should thus lower the maptime for baserace to 20 as soon as possible.

/e:
After talking with supermeetboy - listening to his opinion - and given the obvious facts (disconnecting ppl) I changed in the mapscript:
Code: [Select]
wm_set_round_timelimit 39to
Code: [Select]
wm_set_round_timelimit 20
I think that it should be a clear necessity to lower the time and thus I went ahead without further waiting.
Of course, if need be we can always still increase it again.
« Last Edit: 07.07.2013, 17:27:58 by Kissaki »

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Kissaki

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Re: Kifferstube: Maps
« Reply #130 on: 07.07.2013, 17:44:58 »
Is the Spawnprotection on Goldrush axis lower than normal?
Because I get killed in front of spawn by arties and stuff where I do not really expect it …

/e:
I also lowered the ministrith time.

Dynamic round times would be great, where it starts with a low time, and with each objective taken the round time is extended. That way if defenders are too strong, the round does not take forever. But when attackers are able to proceed game states, objectives and environment changes, thus no problem with longer time on the map.
« Last Edit: 07.07.2013, 19:17:56 by Kissaki »

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$n!p3d

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Re: Kifferstube: Maps
« Reply #131 on: 08.07.2013, 17:20:47 »
the protection time shouldnt be different on goldrush.

ah like on desert temple. must be a script for it

Kissaki

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Re: Kifferstube: Maps
« Reply #132 on: 08.07.2013, 23:06:20 »
If only I had the time …

Desert temple has it?
I’s probably pretty simple scripting if the objective definitions are in it - you probably just set the gametime variable on objective success.

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Gauki

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Re: Kifferstube: Maps
« Reply #133 on: 09.07.2013, 12:05:21 »
yes, if u rework the scribt of desert to minas would be fine :)


$n!p3d

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Re: Kifferstube: Maps
« Reply #134 on: 09.07.2013, 17:29:24 »
If only I had the time …

i know what you mean

r.o.o.t

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Re: Kifferstube: Maps
« Reply #135 on: 01.08.2013, 21:56:01 »
Hi.
Could you add braundorf and stalingrad to the maplist?

thx

Gauki

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Re: Kifferstube: Maps
« Reply #136 on: 02.08.2013, 12:51:47 »
Hi.
Could you add braundorf and stalingrad to the maplist?

thx

yep, noticed ... which maps i should delete ? what does everyone think ? O.o


Absolute

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Re: Kifferstube: Maps
« Reply #137 on: 02.08.2013, 20:35:23 »
delete minas tirith!
Sex ist ein kampf, liebe ist krieg

Kissaki

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Re: Kifferstube: Maps
« Reply #138 on: 02.08.2013, 20:41:48 »
Indeed, definitely remove minas.

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Vengeful

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Re: Kifferstube: Maps
« Reply #139 on: 02.08.2013, 22:00:56 »
Remove Minas and Et beach. Add Axis Lab and Mlb Egypt
The only difference between me and a madman is that I'm not mad.

8bitCarlos

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Re: Kifferstube: Maps
« Reply #140 on: 04.08.2013, 00:17:40 »
remove minas

WaLKuere

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Re: Kifferstube: Maps
« Reply #141 on: 08.08.2013, 16:02:56 »
Hi Leutz,

was mich wirklich mal wieder total ankotzt ist der bug auf der V2base map
Kann irgendwer was gegen den bug tun? ansonsten bin ich sehr dafür diese map zu ersetzen

und welcher i.... hat die zeit auf minas runtergesetzt? so das man die map eh nicht gewinnen kann, 20 min. sind wirklich sehr wenig für die map dann kann die gleich auch weg
« Last Edit: 08.08.2013, 17:02:01 by [DooC]WaLKuere »

Gauki

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Re: Kifferstube: Maps
« Reply #142 on: 13.08.2013, 22:01:04 »
added: library_b3, braundorf_b4, carnage2
removed:minas,v2base, mccasino

hope everything work ^^

edit: remove library_b3 couze of hard laggs during this map! which map do u prefer? axislab,stalingrad, golddays ?
« Last Edit: 14.08.2013, 08:52:09 by Gauki »


Absolute

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Re: Kifferstube: Maps
« Reply #143 on: 14.08.2013, 11:31:58 »
stalingrad!
Sex ist ein kampf, liebe ist krieg

Vengeful

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Re: Kifferstube: Maps
« Reply #144 on: 14.08.2013, 13:58:40 »
Axislab and Stalingrad.
The only difference between me and a madman is that I'm not mad.

WaLKuere

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Re: Kifferstube: Maps
« Reply #145 on: 14.08.2013, 21:41:32 »
Axislab and Stalingrad.

Axislab find ich auch gut
Stalingrad nein danke

Kissaki

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Re: Kifferstube: Maps
« Reply #146 on: 15.08.2013, 18:16:14 »
und welcher i....
Der bin dann wohl ich.
Siehe Beitrag weiter oben.
Auch wenn ich dazu keine Daten habe sehe ich nicht warum so hohe Mapzeiten hier der Spielerzahl zuträglich sein sollte, etwa gegenüber Baserace. Auch weil die Map sehr kahl ist - für meinen Geschmack jedenfalls.
Aber vielleicht bin ich halt doch nur ein Idiot und sollte besser nichts mehr ändern und tun.

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WaLKuere

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Re: Kifferstube: Maps
« Reply #147 on: 16.08.2013, 00:46:35 »


Lieber Jan bist ja unser Sensibelchen,
dass weiss ich ja inzwischen, aber so ein bischen Kritik muss auch du mal einstecken lernen
Von Minas Tirith gibt es eine Version wo die Mapzeit sich erhöht wenn man die Tore gesprengt hat


chinow

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Re: Kifferstube: Maps
« Reply #148 on: 16.08.2013, 12:11:05 »
Raus damit und v2_factory rein :)

Kissaki

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Re: Kifferstube: Maps
« Reply #149 on: 16.08.2013, 13:03:37 »
Kommt immer darauf an wie Kritik geäußert wird. Und wenn es abwertend ist dann ja, greift mich das an.

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