• rp_industrial17
    89 replies, posted
I've double and triple checked every single door that people have reported to be having issues. There's nothing wrong with them as far as I can tell. I've tried creating brand new doors and the issue still occurs. If it's my issue then I don't see how. Clockwork is a big mess though...is the Biolock written in some weird way that might cause this? Does your server have a lot of Biolocks? Because this issue isn't universal, some servers can place these locks just fine.
[QUOTE=DaApocalypse;40573297]I've double and triple checked every single door that people have reported to be having issues. There's nothing wrong with them as far as I can tell. I've tried creating brand new doors and the issue still occurs. If it's my issue then I don't see how. Clockwork is a big mess though...is the Biolock written in some weird way that might cause this? Does your server have a lot of Biolocks? Because this issue isn't universal, some servers can place these locks just fine.[/QUOTE] People have confirmed it on the same doors (I get it on the hospital doors, and the gate between it and the other shop)
Not sure what to do about it..besides replacing the doors with something else entirely I've exhausted all my options. Sorry :(
Are these locks specific to certain gamemodes or are they actual entities and props in the map?
Specific to the gamemode Clockwork.
That's annoying. I'd like to use this map but I can't :/
This is just so good.
[QUOTE=Mors Quaedam;40586186]That's annoying. I'd like to use this map but I can't :/[/QUOTE] While that's your choice, surely a few un-biolockable doors doesn't make the map unplayable.
[QUOTE=DaApocalypse;40584336]Specific to the gamemode Clockwork.[/QUOTE] Are the any entities in the map at all that represent these locks or dictate their position, or are they strictly controlled by Lua code? In case of the latter, there's nothing you can do (except get the guys who maintain the gamemode to fix the faulty code).
I get missing textures on Beta7 as of last night. Beforehand I was having no issues. [editline]10th May 2013[/editline] lol its steampipe nevermind A++ job, valve.
[QUOTE=Roger Waters;40596492]I get missing textures on Beta7 as of last night. Beforehand I was having no issues. [editline]10th May 2013[/editline] lol its steampipe nevermind A++ job, valve.[/QUOTE] My textures are bugging on GMod again too ... [IMG_THUMB]http://puu.sh/2QKJO/b33c180193.jpg[/IMG_THUMB]
[QUOTE=Mozartkugeln;40592990]Are the any entities in the map at all that represent these locks or dictate their position, or are they strictly controlled by Lua code? In case of the latter, there's nothing you can do (except get the guys who maintain the gamemode to fix the faulty code).[/QUOTE] It's the latter, and thank you. I hope whoever posted on the C16 forums that it is my fault will edit their post.
[QUOTE=DaApocalypse;40596893]It's the latter, and thank you. I hope whoever posted on the C16 forums that it is my fault will edit their post.[/QUOTE] Maybe you should tell him yourself :) C16 has a register function you know. :v:
ok most of the doors in this map requires you to have an rp gamemode like nexus doors but wich gamemode should i use for it and could anyone post a link for it? i want a gamemode that can use all the features of this map
My steam crashed last night, sorry about ditching you in the server :tinfoil: I'll have the "You Know What" and textures done (Including the re-hexed models) hopefully today. The main "You Know What" will definitely be finished today with some of the textures for the signs and buildings included. I'll also try to reduce the polycount of some of the models to give you better FPS (Probably just adjusting some facets on the models so they draw quicker) but I'll do that after finishing the main project. Also, this needs a bump. :v:
Beta 9 is out! This is the LAST BETA before v1. So speak now about any bugs/fixes or forever hold your peace. Changelog for Beta 9: -Fixed a lot of lighting errors associated with the Day/Night Cycle -Added Nodes to the map (Thanks VideoWarrior!) -Added areaportals to plaza buildings, should help with low framerates -Removed some unecessary props to help increase framerate -All spawnpoints are now inside the train -Changed the white building to a visitors center -Changed the windows on the Terminal Hotel, made the outside white and fixed the windows -Removed some unecessary props to help increase framerate -Improved the Propaganda Machine -Added a cover to the Letters to the Administrator mailbox, preventing sneaky assassins -Improved on lighting in some areas of the Nexus Tower -Added a new office area to the Nexus Tower -Improved the Judgement Waiver: The Female PA announcer now announces the JW, the JW alarm now has a lower pitch, and spotlights turn on in the 3D skybox -3D Skybox model of the Nexus Tower now has cables -Changed Warehouse 3 into a factory -Added a PA announcement for the factory -Added a room to the top catwalks, can be used as a "creative space" -Added a door to the cargo container on the traintracks -Warehouse 7/8 is now the Disposal Facility -Added a back room to the Grizzly Grotto -Added basketballs to areas with basketball hoops -Added the Cyber Cafe -Added more soundscapes to quite a few interiors -Simulation Breached. Reimmersion Therapy Reccommended -Fixed being able to see through some of the buildings in the alleyway on Fabrication Street -Fixed the service door in the Nexus lobby -Raised the ceiling in the Nexus Tower -Fixed missing textures and models, with the exception of the HL2:EP1 hospital models -As usual, more optmizations and small bugfixes not worth mentioning
I'll add climb nodes later after I'm done re-texturing some stuff Edit: Also Apoc you need to stop posting after 10 more posts.
You forgot to include the new apartment window textures. [editline]25th May 2013[/editline] I really wish though some server would run this map without blocking off all of it except the plaza.
i run this map on sandbox cause i have difficulties with clockwork and linuxserver but i would love to have an rp door opener tool/weapon so you can open thoose combine doors in sandbox without having sv cheats
[QUOTE=matt000024;40780612]You forgot to include the new apartment window textures. [editline]25th May 2013[/editline] I really wish though some server would run this map without blocking off all of it except the plaza.[/QUOTE] Thank you, fixing now. [editline]25th May 2013[/editline] [QUOTE=AustinDangerPowers;40782025]i run this map on sandbox cause i have difficulties with clockwork and linuxserver but i would love to have an rp door opener tool/weapon so you can open thoose combine doors in sandbox without having sv cheats[/QUOTE] Don't have the skill to make one myself, but you might be able to copy over the DarkRP battering ram or something similar. If that doesn't work, I know you can open doors with Wire.
[QUOTE=AustinDangerPowers;40782025]i run this map on sandbox cause i have difficulties with clockwork and linuxserver but i would love to have an rp door opener tool/weapon so you can open thoose combine doors in sandbox without having sv cheats[/QUOTE] I suppose you could do "bind "X" ent_fire !picker open" (X can be whatever), and then press it while looking at a door. I do that when testing combinelocked doors in Ep2.
well on this map you need to have sv_cheats enabled on multiplayer but i heard that a update to clockwork is coming that supports linux. so in the meantime i run darkrp
V1 is here! Loads of changes..some fantastic screenshots on the workshop page: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=171962560[/url]
Sweet. Been waiting for this. That CyberCafe looks really sweet. You put a lot of effort into the atmosphere of this map and it's paid off. Only criticism I can say for this is that the beach like area in the second to last screen looks out of place for the overall theme of the map, but that's really it. Seriously, awesome job.
The brick wall encasing the beach looks really out of place. Why would they build a harbor then close it off with a brick wall? [editline]23rd August 2013[/editline] Also the radios are acting buggy and not playing/stopping at times.
If that's all you can complain about then I think I did a good job. The radios work fine for everyone else? The music doesn't stop. You can only switch between songs.
[video=youtube;FwgjpuORkmE]http://www.youtube.com/watch?v=FwgjpuORkmE[/video]
[QUOTE=DaApocalypse;41948557]If that's all you can complain about then I think I did a good job. The radios work fine for everyone else? The music doesn't stop. You can only switch between songs.[/QUOTE] The songs won't change for me and at times won't play. Could be my buggy Gmod too. Other than the two complaints though this is a huge step up from the betas.
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