• The 1 week MOD challenge
    3,506 replies, posted
[QUOTE=cccritical;28094076]Releasing a mod with an open SVN might not be the greatest idea[/QUOTE] I suggested to making private, what, fucking 20 pages ago? Look what happens. [b]FUCK.[/b]
My impression was that those maps weren't up to standard, all the ones remaining were the ones everyone seemed to like
[QUOTE=nado;28094120]My impression was that those maps weren't up to standard, all the ones remaining were the ones everyone seemed to like[/QUOTE] I'm updating cubecity then
You can't get files back from svn if deleted? Perhaps you should have used a dev-only dropbox?
I can't find the script controlling which classes use which taunts. Do the light class use the jewish taunts and heavies use the heavy taunts yet?
[QUOTE=GameDev;28094020][img_thumb]http://gyazo.com/b06b04558fe84ac62ac1cf29fba48935.png[/img_thumb] What the hell guys, seriously.[/QUOTE] Hey, dude, see where the name on it is "Matt" Ironically Proudfoot said he bet my name was something generic. His first guess was Matt.
I reckon they were deleted by that person who kept spamming boxes to you guys. I lurk. Layla, that's it.
I heard that layla nigga's a bitch [editline]16th February 2011[/editline] Just ignore the faggot, and if he tries to troll you just reply to him, "Umad". -JLea - Can we find a way to have his steamid banned from all servers, like adding a config to the SVN? And his trollfriend "Foos" I'll get their SteamIDs next time I'm on. -A guy who isn't going to state name until I feel confortable [highlight](User was banned for this post ("Racism" - Hezzy))[/highlight]
[QUOTE=gk99;28094162]Hey, dude, see where the name on it is "Matt" Ironically Proudfoot said he bet my name was something generic. His first guess was Matt.[/QUOTE] It's deleting it from my SVN. that's where it's located. Oh jeeze, post 2500 of the thread :v:
[QUOTE=GameDev;28094146]I'm updating cubecity then[/QUOTE] Don't get my wrong, I'm pissed as hell my map was deleted and If it was because it wasn't up to sstandard I just plain don't agree.
Why the fuck did I know this was going to happen sooner or later
[QUOTE=Pelf;28094081]The SVN should be private again to only the devs.[/QUOTE] Does that include Cakemaster? (We should change password and everyone who's contributed something should get a PM with it inside.) [editline]16th February 2011[/editline] [QUOTE=GameDev;28094201]It's deleting it from my SVN. that's where it's located.[/QUOTE] I know, just wanting to point it out though.
I still have the old maps because I didn't update my SVN yet. [editline]16th February 2011[/editline] Also, I enjoyed the playtest. There were still some bugs but it's incredibly impressive for only a week of work.
[QUOTE=SteveUK;28093129]Is this mod going to have updates post-release? Rate me late and quote the answer if it's already been answered![/QUOTE] Yep it's gonna get tested with SVN updates then released in bulk as patches
[img]http://i442.photobucket.com/albums/qq148/redroguexiii/Renders/rifel.png[/img] new plasma rifle [editline]16th February 2011[/editline] extreme wip!
can someone repost the setting up with sdk tutorial? I can't get it to work with hammer
[QUOTE=Hawt Koffee;28094576]can someone repost the setting up with sdk tutorial? I can't get it to work with hammer[/QUOTE] Yeah, I'm working on a map and it'l take 10 whole minutes to find it, and I have to leave in 5 for an errand. Please repost, I don't want to have a useless map with no spawns, no flags, and no generators.
[QUOTE=Pelf;28028607]To set up Hammer for this mod: -Copy ismp.fgd to SourceSDK/bin/Source2007/bin 1) Open Source SDK 1a) Set Engine Version to Sourc Engine 2007 2) Double click "Edit Game Configurations" 3) Click "Add" 4) Enter name 5) Set directory 6) Hit "OK" 7) Open Hammer 8) Go to Tools>Options 9) Under Configuration select the game configuration you made 10) Under "Game Data files" add "ismp.fgd" and "sdk.fgd". I also have "base.fgd" but I don't know if it's required or not. 11) At the bottom, fill out the Game Directory, Game Executable Directory, and Hammer VMF Directory 12) Click on the Build Programs tab in the top right corner of the window 13) Under configuration, select this mod again 14) Fill out everything else here For step 14, if someone knows the directory for "Game executable" could you tell me please? [editline]edit[/editline] If something in here is wrong tell me so I can fix it.[/QUOTE]
I just went through the log, and Jlea deleted my map. whatever.
I played the mod. Pretty fun.
[QUOTE=SteveUK;28093129]Is this mod going to have updates post-release? Rate me late and quote the answer if it's already been answered![/QUOTE] We sure are!
[QUOTE=Funktastic Dog;28077972]Seriously, who's layla?[/QUOTE] [media]http://www.youtube.com/watch?v=0WUdlaLWSVM[/media]
[img]http://gyazo.com/6335841ab9541d4837431084a9bda750.png[/img] :smith:
Well, how many maps are in the mod if some/most got deleted? [editline]16th February 2011[/editline] [QUOTE=GameDev;28095582][img_thumb]http://gyazo.com/6335841ab9541d4837431084a9bda750.png[/img_thumb] :smith:[/QUOTE] it was one map, wasnt it? and you can always texture and add more stuff to it, its not like you deleted the VMF.
Shame I can't contribute to any further development as I'm a coder not an ~artist~ Also why isn't jetpack streamlined with +jump - the separate bind sucks
[QUOTE=GameDev;28095582][img_thumb]http://gyazo.com/6335841ab9541d4837431084a9bda750.png[/img_thumb] :smith:[/QUOTE] atleast you got a map into the game.
[QUOTE=SteveUK;28095778]Shame I can't contribute to any further development as I'm a coder not an ~artist~ Also why isn't jetpack streamlined with +jump - the separate bind sucks[/QUOTE] If you can code a team based hammer brush that only allows the assigned team to pass through it, We'd love you forever.
[QUOTE=nado;28095826]I just went through the log, and Jlea deleted my map. whatever. [/QUOTE] dude, you can just Retexture/Modify/Make a new one for the next update, and i dont mean to sound like an ass but maybe your whining might keep any of your future maps away from the mod.no offense, but i needed to point out something.
[QUOTE=GameDev;28095834]If you can code a team based hammer brush that only allows the assigned team to pass through it, We'd love you forever.[/QUOTE] jlea couldn't do this himself? teams have the content mask CONTENTS_TEAM1 and CONTENTS_TEAM2 and you just made a shared brush (CBaseEntity base, not the base brushes as they're server only) with a ::ShouldCollide which checks against those
[QUOTE=SteveUK;28095906]jlea couldn't do this himself? teams have the content mask CONTENTS_TEAM1 and CONTENTS_TEAM2 and you just made a shared brush (CBaseEntity base, not the base brushes as they're server only) with a ::ShouldCollide which checks against those[/QUOTE] He Said he had trouble. And I have no idea how to do it myself
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