Raised This Month: $ Target: $400
 0% 

[L4D2] Routing (Dynamic Paths)


Post New Thread Reply   
 
Thread Tools Display Modes
siangc
Senior Member
Join Date: Mar 2010
Old 08-09-2010 , 12:44   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #221

I like the design itself of your maps untalented, you just use fences WAY too much, you should try and replace them with some of the nearby surroundings (busses, soda machines, cars so on), it looks cheap with all those fences. but good work, keep it up
__________________
siangc is offline
AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 08-09-2010 , 14:23   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #222

If the path were forced at map start the Survivors would not be informed (because theyre not ingame at that point). Just dont put variable stuff right next to the spawning point.
AtomicStryker is offline
untalented893
Senior Member
Join Date: Oct 2009
Old 08-10-2010 , 00:13   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #223

Quote:
Originally Posted by siangc View Post
I like the design itself of your maps untalented, you just use fences WAY too much, you should try and replace them with some of the nearby surroundings (busses, soda machines, cars so on), it looks cheap with all those fences. but good work, keep it up
Uhhh, I did mention they weren't final right? I'm planning on switching the models on a lot of things. These current maps are more for me to decide on if it is a path that I want, the fences are just the easiest model to work with so I use it as a place holder.

Quote:
parish map 4. one of the medium or hard paths, right out of the safehouse there are invisible walls.forcing to easy is the only solution.
I have never once encountered this problem. The path has always been chosen by the time the survivors get to that point. Perhaps it is something with your configuration of the plugin. Is anyone else having this issue?
untalented893 is offline
GanjaStar
Senior Member
Join Date: Jun 2009
Old 08-10-2010 , 07:29   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #224

Quote:
Originally Posted by AtomicStryker View Post
If the path were forced at map start the Survivors would not be informed (because theyre not ingame at that point).
why is that bad? knowing what path is chosen ruins the surprise anyways.

Quote:
Originally Posted by untalented893 View Post
I have never once encountered this problem. The path has always been chosen by the time the survivors get to that point. Perhaps it is something with your configuration of the plugin. Is anyone else having this issue?
the plugin is at default settings. didn't touch anythin except copy pasted your maps into the maps folder for stripper.
GanjaStar is offline
YoniZ[ZSC]
Member
Join Date: Jul 2010
Old 08-10-2010 , 09:41   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #225

Quote:
Originally Posted by untalented893 View Post
Okay, Here are all 4 campaigns that I have made. These are the ones running on my server so they are up-to-date as possible. Please note that these are not finished in anyway. I am aware of many problems, especially in Hard Rain and The Parish. If you notice any problems in any of my maps such as 2 items colliding, exploits around the pathing I have created or general uglyness, let me know and I will try to fix them in a timely fashion. I hope to have finished my revisions on Erra's Swamp Fever sometime within the next week.

One change has been made on c2m3_coaster.cfg. A new method is being tested to block the building before the coaster that provides pills. Only the hard path has changed. The medium path uses the old method of blocking it. I'd like it if you compared them and told me which you like better.


EDIT: I haven't gotten around to the miniguns. I'm still not sure if I know the correct code even
this the best maps changes i ever see here !
GJ verry nice i love it, work fine in my server.
keep it up !
YoniZ[ZSC] is offline
Dr. Luk
Junior Member
Join Date: Aug 2010
Old 08-13-2010 , 11:11   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #226

Very nice work, works fine on my server!
Dr. Luk is offline
ghosthunterfool
Senior Member
Join Date: Mar 2010
Old 08-20-2010 , 10:54   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #227

untalented please release the passing routes!!
ghosthunterfool is offline
untalented893
Senior Member
Join Date: Oct 2009
Old 08-23-2010 , 13:15   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #228

Quote:
Originally Posted by ghosthunterfool View Post
untalented please release the passing routes!!
I've released everything I have. These maps aren't that easy to make. It will take time for me to come up with paths in the passing and then more time to code it. Be patient and you will have your passing paths.
untalented893 is offline
ghosthunterfool
Senior Member
Join Date: Mar 2010
Old 08-24-2010 , 05:55   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #229

and soon the no mercy and the new dlc campaign
ghosthunterfool is offline
Glide Loading
Member
Join Date: May 2010
Old 08-29-2010 , 05:42   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #230

To untalented893.
Here some fixes for c2m3_coaster.
All blockers are invisible. ("StartDisabled" "1")

1. Better solution to block this exploit.
Video: http://www.youtube.com/watch?v=5aIsN...eature=related
Screenshot of fix: http://img822.**************/i/c2m3coaster0000m.jpg/
Code:
{
;Exploit Blocker
"solid" "6"
"origin" "-2885 2475 375"
"angles" "0 -90 0"
"model" "models/props_urban/fence001_64.mdl"
"classname" "prop_dynamic"
"StartDisabled" "1"
}

2. Some missed exploites. Exploit 1.
Video: http://www.youtube.com/watch?v=-k2iG...eature=related
Screenshot of fix: http://img716.**************/i/c2m3coaster0004.jpg/
Code:
{
;Exploit Blocker
"solid" "6"
"origin" "-4065 2040 170"
"angles" "0 180 0"
"model" "models/props_urban/fence001_128.mdl"
"classname" "prop_dynamic"
"StartDisabled" "1"
}
{
"solid" "6"
"origin" "-4100 2161 170"
"angles" "0 35 0"
"model" "models/props_urban/fence001_128.mdl"
"classname" "prop_dynamic"
"StartDisabled" "1"
}

3. Some missed exploites. Exploit 2.
Video: <<Can't find>>.
Screenshot of fix: http://img843.**************/i/c2m3coaster0001.jpg/
Code:
{
;Exploit Blocker
"solid" "6"
"origin" "-3500 2486 340"
"angles" "0 90 0"
"model" "models/props_urban/fence001_64.mdl"
"classname" "prop_dynamic"
"StartDisabled" "1"
}

Last edited by Glide Loading; 08-29-2010 at 06:14.
Glide Loading is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 14:01.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode