River War V2.0 Beta ready (lots of Pictures)


([rD]MrPink) #21

http://www.nibsworld.com/rtcw/tutorial_skybox.shtml


(Flash95) #22

thanks
I read that it looks like you have to build a complete second map containing the terain you want :frowning:


(poorme) #23

I will try to play this map on a public server but i’ve noticed few things :


(Flash95) #24

Man good post I will fix all of these issues except one…

The Nazi posters are authentic to WWII and were actually used by the German propaganda machine.


(*[SfS]*OpTeRoN) #25

Don’t delete the posters.
Some of them were used in RTCW and in the maps that came with the game so I would think it would be fine to use them.


(poorme) #26

Yes, i understand, but i would prefer that you retouch the “SS” signs with a RTCW sign (or delete these signs) and really remove Hitler.

IMO, these picures (with these signs) should only be in an history book, not a game, even a WWII game.

This is only a suggestion.

Another point, if you release another version, could you create another .pk3 file i.e. : reriver_b3.pk3


(Flash95) #27

I have no intention of removing them
in fact I plan on adding more color from that time frame :cool:
If the Germans had won WWII then it would be the Allied symbols everyone would be upset about …


(chavo_one) #28

Hitler’s image has been used before in RtCW maps, and I believe there was even a picture of him in the official texture set.


(Flash95) #29

even worse a actual German flag is in the texture set of ET
textures\props/flag_l_m01nomove


(Flash95) #30

but lets move on with the mapping issues please…


(Flash95) #31

Does the Axis main gate rebuild time need to be longer???
half of my clan says yes and half say no…
thoughts???


(Fenris) #32

While I don’t object to the posters themselves I notice they are still Norwegian (and German) but the mapmarker places the map in Sweden… :smiley:


(Flash95) #33

yea I have not changed that yet.
It would be nice if there were a program where you could click on the map picture and get the coordinates instead of having to guess, load the map,Guess, load the map,…


(Fenris) #34

Oh, that bad ? Ok, guess I understand a bit more why maps get on top of each other :slight_smile: (Btw, I rearranged my campaign yesterday, or was about to, when I noticed Atlantic Wall mapmarker is underneath (obscured by) Fuel Dump, not good, since FuelDump is one of the most liked maps in the rotation imho)


(Flash95) #35

hmm maybe I need to work on a utility to help mapers check those kind of things… or at least a place to "register " you coordinates so that they will not over lap…


(Fenris) #36

The problem is not just the coordinates, it’s also the length of the mapname, i.e. a long name as “The Atlantic Wall” will overlap (actually underlap, but that’s not an existing word is it ?) Fuel Dump, while D-Day or Beach at almost the exactly same coordinates does not since the nametags are much shorter.


(evillair) #37

The map coords are the same as in photoshop.

Open \gfx\loading\camp_map.tga and place your cursor where you want your pin to be - check the Info window (window->show info).
X and Y coords are there (bottom left).

Hope that helped.


(Flash95) #38

Cool I have fixed it and all of the errors comented on in this forum.
look for reliece ov version 2 this week :banana: