Yes. Dutch dreams to have one instead of dick…
[MAP] Fueldump Desert Beta 1 Release
Feedback:
- Missing texture:
- I don’t get this door:
Suggestion:
- Please make machine gun, so that it can move little upside. I expect enemies to come from up side and if I can’t shoot them I will be dead on spot.
- Make the first door, open for all time.
Reason: Newbies sometime don’t press F button at right time and they can chock up time.
At present it’s like I am coming out from cave and axis is ready to kill me. Cave is good idea to support allies, but bridge will be nice so that it will create 2 attack points from allies towards axis.
-
May be try to reduce hunk usage? Will fix NQ issue? Many people still suffer that in old version or so.
maps/fueldump_uv.bsp 46506400 -
Missing sound scripts/error:
WARNING: CG_SoundPlaySoundScript: cannot find sound script 'fueldump_axis_gates_destroyed'
WARNING: CG_SoundPlaySoundScript: cannot find sound script 'fueldump_axis_fueldump_defend'
WARNING: CG_SoundPlaySoundScript: cannot find sound script 'fueldump_axis_fueldump_defend'
Wrote screenshots/2010-07-05-100308-fueldump_uv.jpg
-
Make the 2nd wall of axis when blown by tank, to be little wider? With small wall, axis can camp there with MG and allies will be having tough time. A little wider will give little more chance in allies favor?
-
Left side of fueldump is full constructible. Make it so that only half wall near axis spawn can be constructible? (Mortis has made that script). Helps against hyper active engineers.
-
Remove ammo cabinets from the last axis spawn and set it somewhere else? Just imagine 3 new players and wounded snipers, camping at ammo/health racks to take ammo when players are spawning? Would just block the axis exist way.
Regards,
hellreturn
Are you still working on this…
I rewrote the Shaders and Fixed Black Mountains manually, here.
http://forums.warchestgames.com/showthread.php/30899-Fueldump-Desert-Edition-(Fixed)
Here is the rewritten Terrain Shader if you want to use it.
// Base for metashaders
//======================================================================
textures/fueldump/terrain_base
{
q3map_lightmapMergable
q3map_lightmapaxis z
q3map_lightmapsize 512 512
q3map_normalimage textures/sd_bumpmaps/normalmap_terrain.tga
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_tcMod rotate 37
q3map_tcMod scale 1 1
surfaceparm landmine
surfaceparm grasssteps
}
//======================================================================
// Metashader for both sides of the map
// _0: Slighty dirty snow
// _1: Mud/dirt snow
// _2: Clean white snow
// _3: Snow crispy rock
//======================================================================
textures/fueldump_terrain1_0
{
qer_editorimage textures/desert_sd/sand_disturb_desert.tga
q3map_baseshader textures/fueldump_terrain/terrain_base
{
map textures/desert_sd/sand_wave_desert.tga
rgbgen identity
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/detail_sd/sanddetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}
textures/fueldump_terrain1_1
{
qer_editorimage textures/temperate_sd/rocky_sand.tga
q3map_baseshader textures/fueldump_terrain/terrain_base
{
map textures/temperate_sd/rocky_sand.tga
rgbgen identity
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/detail_sd/sanddetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}
textures/fueldump_terrain1_2
{
qer_editorimage textures/desert_sd/grass_sand_flat.tga
q3map_baseshader textures/fueldump_terrain/terrain_base
{
map textures/desert_sd/grass_sand_flat.tga
rgbgen identity
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/detail_sd/sanddetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}
textures/fueldump_terrain1_3
{
qer_editorimage textures/temperate_sd/rock_graynoise.tga
q3map_baseshader textures/fueldump_terrain/terrain_base
{
map textures/temperate_sd/rock_graynoise.tga
rgbgen identity
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/detail_sd/sanddetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}
textures/fueldump_terrain1_0to1
{
qer_editorimage textures/desert_sd/sand_disturb_desert.tga
q3map_baseshader textures/fueldump_terrain/terrain_base
{
map textures/desert_sd/sand_disturb_desert.tga
rgbgen identity
}
{
map textures/temperate_sd/rocky_sand.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identity
alphaGen vertex
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/detail_sd/sanddetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}
textures/fueldump_terrain1_0to2
{
qer_editorimage textures/desert_sd/sand_disturb_desert.tga
q3map_baseshader textures/fueldump_terrain/terrain_base
{
map textures/desert_sd/sand_disturb_desert.tga
rgbgen identity
}
{
map textures/desert_sd/grass_sand_flat.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identity
alphaGen vertex
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/detail_sd/sanddetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}
textures/fueldump_terrain1_0to3
{
qer_editorimage textures/desert_sd/sand_disturb_desert.tga
q3map_baseshader textures/fueldump_terrain/terrain_base
{
map textures/desert_sd/sand_disturb_desert.tga
rgbgen identity
}
{
map textures/temperate_sd/rock_graynoise.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identity
alphaGen vertex
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
{
map textures/detail_sd/sanddetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
tcMod scale 5 5
detail
}
}
The Trees are not desert Trees, they need to go.





