On the tunnel roof he said
Bottom right of picture
oh…ääääh…öhm no comment

Sorry I haven’t read the word “roof” :moo:
On the tunnel roof he said
Bottom right of picture
oh…ääääh…öhm no comment

Sorry I haven’t read the word “roof” :moo:
i see the map has some problems on a server it was running, it’s confusing me as to why… the fins and gondola textures do not all show up… and the barrels on the trucks dont show either… i’ll still trying to figure out why… i have the exact same pk3 in my clean et install folder, and when i host, load the map they all show up fine… but when i connect to the server they don’t show, as they dont for other ppl who connect to the server…
muy clean et install is the same as theirs… ( i would think ) so if i can see no problems, then they shouldnt either… i’ll have to deal with that problem… after all, this is a fp test, and it’s meant to hammer out details and problems like that.
but overall, it seems to be a fun map to play, one server i went to they told me it was to hard for the allies to win, but another server i went to, half wauy through the allies completed one main objective and only had the last truck to do… it’s hard to get an average playabilty with only 2 games played and a map thats new to everyone. the blimp is always in the air i noticed, as soon as someone dies in the blimp and it’s heading back, there are axis waiting in the pen for it to land so they can load up again =)
i’ll go spectate some more…
Wed Feb 18 09:27:43 CST 2004
Files to analyze:
-rw-r–r-- 1 slick ND80serv 15504799 Feb 17 15:31 airassault_fp1.pk3
----- PK3 - airassault_fp1.pk3 -----
airassault_fp1.pk3 - *** Warning: File models/mapobjects/light/cagelight.blenda.jpg of size 1650 in airassault_fp1.pk3 is in conflict with pak0.pk3 ***
airassault_fp1.pk3 - * Minor warning: models/mapobjects/light/cagelight.blenda.jpg - different modification time (13:40 vs. 14:40) but same file - EXCESSIVE BLOAT *
airassault_fp1.pk3 - *** Warning: File models/mapobjects/light/cagelight.blendr.jpg of size 1430 in airassault_fp1.pk3 is in conflict with pak0.pk3 ***
airassault_fp1.pk3 - * Minor warning: models/mapobjects/light/cagelight.blendr.jpg - different modification time (13:40 vs. 14:40) but same file - EXCESSIVE BLOAT *
airassault_fp1.pk3 - *** Warning: File models/mapobjects/light/cagelight_a.jpg of size 1580 in airassault_fp1.pk3 is in conflict with pak0.pk3 ***
airassault_fp1.pk3 - * Minor warning: models/mapobjects/light/cagelight_a.jpg - different modification time (13:40 vs. 14:40) but same file - EXCESSIVE BLOAT *
airassault_fp1.pk3 - *** Warning: File models/mapobjects/light/cagelight_r.jpg of size 1512 in airassault_fp1.pk3 is in conflict with pak0.pk3 ***
airassault_fp1.pk3 - * Minor warning: models/mapobjects/light/cagelight_r.jpg - different modification time (13:40 vs. 14:40) but same file - EXCESSIVE BLOAT *
airassault_fp1.pk3 - *** Warning: File models/mapobjects/plants_sd/bush_desert1.tga of size 1048620 in airassault_fp1.pk3 is in conflict with pak0.pk3 ***
airassault_fp1.pk3 - * Minor warning: models/mapobjects/plants_sd/bush_desert1.tga - different modification date (05-01-03 vs. 05-02-03) but same file - EXCESSIVE BLOAT *
airassault_fp1.pk3 - ** Legacy warning: texture textures/axisbase_flag.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Legacy warning: texture textures/blimp2.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Image Warning: UNABLE TO LOCATE textures/blimp2.jpg IN scripts/airassfp1.shader **
airassault_fp1.pk3 - ** Legacy warning: texture textures/blimp3.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Image Warning: UNABLE TO LOCATE textures/blimp3.jpg IN scripts/airassfp1.shader **
airassault_fp1.pk3 - ** Legacy warning: texture textures/bunker1.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Legacy warning: texture textures/bunker_phong.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Image Warning: UNABLE TO LOCATE textures/bunker_phong.jpg IN scripts/airassfp1.shader **
airassault_fp1.pk3 - ** Legacy warning: texture textures/bunkertrim3.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Legacy warning: texture textures/bunkertrim3_phong.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Image Warning: UNABLE TO LOCATE textures/bunkertrim3_phong.jpg IN scripts/airassfp1.shader **
airassault_fp1.pk3 - Minor note: textures/cave_fl1.tga is textures/cave_fl1.jpg in airassault_fp1.pk3
airassault_fp1.pk3 - ** Legacy warning: texture textures/cave_qe1.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Image Warning: UNABLE TO LOCATE textures/cave_qe1.jpg IN scripts/airassfp1.shader **
airassault_fp1.pk3 - ** Legacy warning: texture textures/coal_snow.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Legacy warning: texture textures/coal_snow_phong.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Image Warning: UNABLE TO LOCATE textures/coal_snow_phong.jpg IN scripts/airassfp1.shader **
airassault_fp1.pk3 - Minor note: textures/effects/tinfx.tga is textures/effects/tinfx.jpg in pak0.pk3
airassault_fp1.pk3 - ** Legacy warning: texture textures/rock_ub.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - Minor note: textures/rock_ub.jpg is textures/rock_ub.tga in airassault_fp1.pk3
airassault_fp1.pk3 - ** Legacy warning: texture textures/strim.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Legacy warning: texture textures/strim_phong.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Image Warning: UNABLE TO LOCATE textures/strim_phong.jpg IN scripts/airassfp1.shader **
airassault_fp1.pk3 - ** Legacy warning: texture textures/toilet_water.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Legacy warning: texture textures/town_c38ap.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Legacy warning: texture textures/town_c38_phong.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Image Warning: UNABLE TO LOCATE textures/town_c38_phong.jpg IN scripts/airassfp1.shader **
airassault_fp1.pk3 - ** Legacy warning: texture textures/wh_win.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - ** Legacy warning: texture textures/wh_win_lit.jpg in scripts/airassfp1.shader should use .tga extension (even if .jpg file) **
airassault_fp1.pk3 - **** MAJOR Warning: SHADER scripts/airassfp1.shader REFERENCES NON-EXISTENT IMAGES (see above) ****
airassault_fp1.pk3 - *** Shader Warning: Could not locate shader textures/metal_misc/ametal_m05 referenced in maps/airassfp1.bsp ***
airassault_fp1.pk3 - *** Shader Warning: Could not locate shader textures/radiant/notex referenced in maps/airassfp1.bsp ***
airassault_fp1.pk3 - *** Model Warning: Could not locate model models/mapobjects/barrel_sd/barrel.md3 referenced in maps/airassfp1.bsp ***
airassault_fp1.pk3 - *** Model Warning: Could not locate model models/mapobjects/barrel_sd/barrel_side referenced in maps/airassfp1.bsp ***
airassault_fp1.pk3 - *** Model Warning: Could not locate model models/mapobjects/barrel_sd/barrel_top referenced in maps/airassfp1.bsp ***
airassault_fp1.pk3 - *** Model Warning: Could not locate model models/mapobjects/light/cagelight.md3 referenced in maps/airassfp1.bsp ***
airassault_fp1.pk3 - *** Model Warning: Could not locate model models/mapobjects/logs_sd/snow referenced in maps/airassfp1.bsp ***
airassault_fp1.pk3 - *** Warning: TOTAL EXCESSIVE BLOAT is 1054792 bytes ***airassault_fp1.pk3 - **** MAJOR WARNING: BSP doesn’t match PK3 name (very confusing) ****
airassault_fp1.pk3 - maps/airassfp1.bsp
airassault_fp1.pk3 - SUMMARY: 2 Major warnings 6 Warnings 2 Shader warnings 5 Model warnings 8 Image warnings 18 Legacy warnings 5 Minor warnings 3 Minor notes
Nothing too bad… could do without the bloat… and the
textures do need checking as the tail fins on the dirigible
are orange/black checkerboards.
Added to available maps on [ND80]Test Maps
(207.44.246.63:27964).
SiliconSlick
Maybe I’m wrong about the severity of this problem, but using the .jpg extension in a shader is a major no-no. I wouldn’t be surprised if that has a lot to do with the missing texture problem. You should always use the .tga extension in your shaders, even if the actual file is a .jpg.
thanks siliconslick, i still don’t understand why the pk3 works fine in my own fresh et install, but not when someone else hosts it, i did run by the nd80 server and had a run through there also. thanks again.
i should have put all the misc_gamemodels in the pk3 just to cover myself… and the tailfin textures… well, for a beta after i get enough feedback will be a totally redesigned blimp, with all custom textures not just the blimp body itself.
and yes Chruker, please have a look and mention everything that’s on your mind, that’s what im looking for… all the feedback i can get, good or bad… it all helps =)
i like loffy’s idea of adding a radio(s) here and there and playing those sounds “oh the humanity” when the passenger in the blimp dies… still have lots to do, but so far the feedback is promising =) thanks everyone.
When you jump in the blimp you can see through the top of it. You might want to uncaulk a little bit of the blimp’s roof. Also, you might want to add platforms to the sides and back of the blimp, or perhaps a door… And on the command post you could add wires leading from it. Otherwise it’s a brilliant map, and balanced too. Er… can someone please set up a server? Dedicated to this map and only this map? Please? Thanks.
Yes, I like it that much. 
thanks for the info chavo, i try to used tga’s where i can, the texture that isn’t showing up is an et one… um… misc_metal/ametal_mo2 i think…
i had a problem with that texture before, but i cant remeber why…
thanks for the feedback tfate, i’m redesigning the blimp for the beta down the road, i dont much care for the gondola as ppl have mentioned it’s not open enough, ie. u can’t shoot out in front of it or see where it’s headed…
and it’s been playing on a few servers at the moment,
69.31.6.151:27960 =Shit Storm=Extreme, i get great feedback on it here as they have about 20 ppl per side average.
66.98.130.45:27960 .:[AE]American Elite these guys are a great help as they have been running it over and over most of the day.
and ND80 has it also at
207.44.246.63:27964 [ND80]Test Maps
im still tracking down all the bugs, but that’s what this first playable shakedown is for please keep the comments/suggestions coming, i appreciate em all =)
thanks for the info chavo, i try to used tga’s where i can, the texture that isn’t showing up is an et one… um… misc_metal/ametal_mo2 i think…[/quote]
My guess would be textures/misc_metal/ametal_m05. 
airassault_fp1.pk3 - *** Shader Warning: Could not locate shader textures/metal_misc/ametal_m05 referenced in maps/airassfp1.bsp ***
My guess is because you are using the name/texture from RTCW. 
SiliconSlick
Hi there. I’ve just “tested” the map. It seems very good, and as you want I’ve got some notes. Where to start? Ok, this should be hard to be redone, but… 1) the train trucks looks “too american”. I know it’s just a game but, in Europe, trucks have bgiger wheels and have also buffers. 2) if that building on the corner is to be railway station, I should make it more bigger and more “great looking”, the entrance shold be more spacy, cause buildings such as stations are usually intended to seat many people, especially interior doesn’t look much like rail station. 3) what really sucks is the light door texture, my opinion is, that it really doesn’t fit the map - as I said I think it will be great map, so don’t be sad or so… I think this door tex. should really be replaced by some other. 4) the blimp is great, I would only make it little bit more longer. 5) sewer system is maybe too complex for a game, think the sewer corridors should be more narrow 6) toilets in the quarters, think the water inside (or whatever it is :bump: ) should be whitout the “waves” and sholud be still. That’s all, as I don’t remember more. I’m looking forward to play the newer versions as this is very nice map and please dont be disappointed with my comment, such I’d only tell you what I would do with the map to make it even greater. Good bye 
Hi again! I’ve tried the map once more and have few more notes. 1) the platform B looks more like underground/sub station especially when it is placed inside the tunnel, think this might be changed. 2) I’ve fly the blimp, as someone notice, the gongola should be redone, such its walls looks like they are 20 cm thick! That’s too much for an object which should fly. The radius when the blimps turns must be enlarged, such as the airship turns more like a tank, the attitude of the flight should also be extended. 3) Some details, german base - guidepost should say Kaffee not Coffee
4)I like the entrance to the airstrip, looks great!
To berezerker: I think you can help Madmaximus to redone the railway cars (see my first note).
On the Trucks I see no Tanks. The Model is Invisible.
OK, here a few Links to Pictures of German Railway-Stuff. Maybe it helps you.
Lokomotive:
http://www.drwi.de/html/unsere_rangierlok.html
Now there all in red, but I think there was in the 30’s green (or black?).
Waggons:
http://www.aae.ch/d/wagen/wagen_00.htm
http://www.fh-merseburg.de/~nosske/EpocheII/Fzg/
http://www.fh-merseburg.de/~nosske/EpocheII/Fzg/e2f_gwix.html
http://www.gillcom.de/modellbahn/13-gueterwagen/gueterwagen_1.html
Last, but not least…
Signals:
http://www.fh-merseburg.de/~nosske/EpocheII/Signale/e2d_3601.html
If you look the front of a signal, it stands always on the right side of the track!

Giftflagge (Poison-Flag)
Stands for Poison-Gas. One left and right an the length-side or front and back of the waggon.
Thougt this will maybe interesting for your map.

This flag was on the Behälterwagen.
Several problems with this map. It doesn’t show up in the host game map list (downloaded in game and later deleted). When trying to download it from the link provided here, and trying to upzip it, I get checksum errors.
Nice map, got it up and running in stopwatch on my server at billskirnir.servegame.com, which should also give you another download link as it has 10 mbps webdownload,
anyway, SiliconSlick already posted the thing about the tailfins and the cabin on the blimp not having proper graphics, so I’ll just add two small comments which I don’t think have been mentioned (unless I missed them), as I haven’t played against any opponents yet 
a) there are a number of objects outside the compass, such as barriers, walls, lightbulbs or the occasional flying lorry
http://user.tninet.se/~bwa507g/pics/airassp2.JPG
http://user.tninet.se/~bwa507g/pics/airassp3.JPG
http://user.tninet.se/~bwa507g/pics/airassp4.JPG
b) it might be an idea to move the constructibe for the ramp ramp in grid D9 a little bit, as it is now Allies will run to it and build it and it will be built right on top of the guy building it :), maybe put it so when allies reach it and start building the ramp will be constructed in front of them instead ?
Is the panzer a bug or was it what you wanted in your map?
If you hold the 3 key down while using a panzer you can keep shooting without the charge bar filling all the way…
Seems it works for the nade launchers too…
thanks for the info/offer Berzerkr, ive checked the links you posted and i do have to redo some train stuff, i’ll see what i can do with it.
i just redesigned the blimp, fixed the missing textures, added engines to the sides, redid the gondola, added a cockpit, now has 360 degree viewing instead of out the sides and back. repaired the ceiling/caulking.
for the train station, i gave it the doors to appear as to be more than u can see, but more you can’t enter. as for the door textures, i wanted to seperate that building as more a commercial building than the others appear to be, as for that particular texture, i found it while looking for other textures and thought i’d try it out.
The blimp could be longer, but there’s things to consider such as the area it has to move in and it’s turning radius that need’s to be redone. for this test i used a shorter radius, but it doesnt look to realistic, it’s to mechanical looking, but i’ll redo that, but the size of the blimp will probably stay the same, it’s appearance will improve with better lighting though.
The sewers are not really that complex once you get used to them, and i had a seperate cm map for them, but the multi layers/cm maps doesnt appear to work at all, so i will try to have the sewers path’s on the top map somehow… staggered path lines maybe.
as for being to wide, yes they are… a little… but i wanted a blood bath down there, and a chance to avoid one also… if you can only move a few feet side to side, chances are you’ll get peppered pretty good.
thanks for your input =)
yes, that platform ‘b’ is for the door’s due south in the town/train building, behind those doors are a set of stairs that head up to a large area’s that feed’s the trains after the bend, it has beautiful vaulted ceilings and many rooms and facility’s for the passengers…
but it can’t be seen cause i have those doors permanently closed. lol
i’m not making fun of your observation, seriously, i knew someone would have noticed it was lower than the train itself, but it was my intention to do that area back there with stairs heading up to a more larger area with another train platform, but due to hunkmegs getting near the limit, i decided to just keep it closed off with doors, and hopefull people will use their imagination as to what is beyond. =) i will however finish off the bend in the train tunnel to go beyond where ppl are clipped from going just for appearances.
that sign in town is a test that say’s ‘coffee rd’, i found it when i typed in google ‘german street signs’ and it’s an actual street sign, i just cropped it to fit, whether it’s actually from a street in germany i would not know… that sign ( and there will be others ) are for the names of the ppl who helped with my mapping questions and problems… their names will sit on those signs in the beta, such as Damocle’s Ave, GrizzlyBear St. Chavo_One Rd… ect…
thanks for noticing those things.
yeah, that has bugged me, and still does… as i said in previous posts that i have the same pk3 that is downloadable from pcgamemods in my clean et install, and i see nothing missing, i don’t know why it starts to not show them when i connect to a server…, but ive repaired that now, from now on i will keep all misc_gamemodels in my pk3’s even though they are in the et pk3. and thanks again for the train links, im checking them out and forming idea’s =)
that i can’t answer, its just done with normal compression, winzip 9.0, and i just did a redownload of it, and it came through fine, and can be opened with winzip again…but if your having trouble when downloading from that site and also having trouble with the file after you have downloaded from a server, then i don’t know what to say that can help.
thanks for the new server to play at Fenris, i’ll have to drop by and check it out.
as for the objects outside the compass, mine dissapear at the edge of the compass, but i will check for that when i try it next, i did make shure to make my map coords even, but i am going to ajust them just a bit larger for the beta. i’ll look into that.
yeah, that ramp is in an odd place behind the engy when he constructs, i was hoping ppl would start to construct and see nothing and turn to see where it was being built so they wouldn’t die under the construction, lol… but i did want the crates near that gate so the axis can try and pick them off when they started to construct. that whole assault ramp was tossed in at the last moment as a way for the allies to get a new entrance to plant the dynamite, i was thinking of scrappuing it altogether, and if you notice, it’s just a quick mock-up of a ramp, the boards you walk on are not really supported by anything, they just ‘float’… but i will think of a better way to do that whole area since i have to finish off that damaged building in a more visual way for the beta. thanks for noticing these things =)
yeah heirpie. i think thats a bug, when i was making the test script and all, i kept the repsawn times at 3 seconds, easier for me to keep respawning, and i noticed that the panzer fired almost immediately, one after another… but i thought it was cause my respawn times were set low. for the fp test i set them back to 30 seconds for axis, 20 for allies and forgot to test it after if that still happened. the other nite at the elite clan server, there was someone who kept saying '‘what’s with the panzer??" and one of the clan members replied "it’s part of the game’" so i thought it was just someone complaing about panzer usage as i see on a lot of servers, but i guess now he meant why it fired so quick… and at this moment, i dont know why it does… it shouldn’t… i’ll get that repaired for the beta for shure… and man, i love playing that map at your servers… so many ppl there, it’s mayhem… that blimp is always up in the air =)
oh, and as a side note with nothing about this map at all, ppl may see a lot of ‘u’s in odd places in my responses, it’s cause of my lame keyboard… and old ibm one… it’s messed up… i do have another newer one, but i keep that in the closet cause this ol’ ibm still feels GREAT, in spite of it’s short comings… as long as i don’t bind ‘yeeehaaa’ to the ‘u’ key in et, cause it fires when it wants to and i’d get muted all the time for shure =)
keep the comments coming, i’ll try and respond to everyone of them i can.
thanks guys.
Thanks for all your efforts to improve everything. And what about to make the diameter of the blimp smaller, that will change the ratio of length/width and it will appear thinner. I’ve got an idea, what about to make the rudders red (i’ve got the version with no texture - black with orange grid) with the ET symbols and remove the big one from the “baloon” part of the blimp. It’s nice idea to use names of ppl who helped you.
Think the power line poles near the hangars looks too thick. Thanks for the sewer bloodybaths.
[/img]
German Streetsigns:
Silberne-Kranz-Gasse (In background: Am Schallern)
Fröhliche-Türken-Straße
Former the signs was white with black text.
And no need to say thanks for the links, I see this stuff every single day when I work. :bored: