Estate 2 - the Sequel


(taw_m0nsta) #41

Nice dark rooms there!


(light_sh4v0r) #42

Looking good vio :slight_smile:


(timestart) #43

Vio, the megatexture in the alpha2 pk4 has the wrong extension (needs to be .dat).


(Violator) #44

ah so it does :o it hasn’t changed since a1 so should be ok. a3 is approaching readiness, just have a pesky leak and my usual portal/lighting problems in my new underground lair.







(Scrupus) #45

the mega fix can wait for a3, no biggie :slight_smile:

Edit: btw I hope you put a 3rd objective down in those strogg tunnels, after all that work? :slight_smile:


(Violator) #46

I’ve moved the 2nd obj in there from the microhouse. There’s plenty of room for a 3rd obj though in the map area.


(taw_m0nsta) #47

I am finalizing my Xmas campaign which TAW is going to play this sunday for the next 6 weeks, would be awesome to include a stable version of Estate2 in there. The campaigns will be available on a Public server as well (served with QWTA). But while reading this thread latest posts I understand Estate2 wont get a new release this week…


(Violator) #48

Cool - I’m hoping to get a release done for this weekend as I have fixed the ‘leak’ but not the portal lighting (seems to be a caulking issue as in certain spots when it goes bright I can see through to the surface with r_showtris 3 so its getting the outside atmos, if I can fix that it will be a bonus).


(taw_m0nsta) #49

Good to hear!


(Violator) #50

Behold: Alpha 3

http://www.gamefront.com/files/20983036/zz_vioestate2_a3.rar

Fixed command maps
Fixed MT as dat file again
Added a LAIR for 2nd obj
Added some more sounds & vo
Map marker no longer in France


(taw_m0nsta) #51

Sounds good, but it doesn’t work here. Tried it loading with (TA) and without a mod.
I think i removed pretty much all other versions. (viostate_a6 and a2)

WARNING: file def/maps/vioestate2.def line 36: stringMap ‘pathfinder_vioestate2’ previously defined at def/pathfinder.def:1


(Violator) #52

I think I found the problem - ‘pathfinder.def’ needs deleting from the ‘def’ folder. I’ll upload a ‘a3a’ version.


(Violator) #53

Hotfix a3a

http://www.gamefront.com/files/20985117/zz_vioestate2_a3a.rar

‘pathfinder.def’ deleted as it was declaring ‘pathfinder_vioestate2’ which is already in ‘vioestate2.def’. OSX must be less forgiving than Windoze!


(taw_m0nsta) #54

Downloading, will test it right away


(taw_m0nsta) #55

Game freezes again as soon as I select the player class.
Console doesn’t say why… In my smp_error.log it says:

 ********************FATAL ERROR
GidClip::DeleteClipModel called from a thread other than the main thread

Edit:

Loaded it in QWTA, console.log now says:

WARNING: idGameLocal::ClientUpdateView: timeLeft == USERCMD_MSEC abort
WARNING: idGameLocal::ClientUpdateView: timeLeft == USERCMD_MSEC abort
WARNING: idGameLocal::ClientUpdateView: timeLeft == USERCMD_MSEC abort
WARNING: idGameLocal::ClientUpdateView: timeLeft == USERCMD_MSEC abort
WARNING: idGameLocal::ClientUpdateView: timeLeft == USERCMD_MSEC abort
WARNING: idGameLocal::ClientUpdateView: timeLeft == USERCMD_MSEC abort
TAW.net|m0nsta joined the GDF

No real other issues found besides stuff like 'file ‘maps/vioestate2.aas_playerb’ not found.


(Violator) #56

hmm not sure, it works ok here :frowning: Get a proper os :wink:


(Scrupus) #57

Yeah works fine for me too, just added it to the server rotation and tested :slight_smile:

Noticed a few minor bugs Vio:

  • strogg shield protecting briefcase remains visible when hack is done (hurt trigger removed though, so only a visual prob)
  • strogg shield protecting gdf from entering strogg base is not visible - but still kills. again visual only :slight_smile:

(timestart) #58

There are some transparent walls in your house. Nice lair :slight_smile:


(Violator) #59

[QUOTE=Scrupus;384962]Yeah works fine for me too, just added it to the server rotation and tested :slight_smile:

Noticed a few minor bugs Vio:

  • strogg shield protecting briefcase remains visible when hack is done (hurt trigger removed though, so only a visual prob)
  • strogg shield protecting gdf from entering strogg base is not visible - but still kills. again visual only :)[/QUOTE]

Doh its the copy and paste monster at work - wrong shield patch is getting removed (both are called ‘gate_sheet’ but the engine must be picking the one in the tunnel to remove - its been moved to worldspawn now so should be fixed for next version).


(taw_m0nsta) #60

Will give it a second try tonight at Nirvana