Subway beta3 released


(ausman) #1

Well here’s the next beta for subway, and most definately the last beta. Included in this beta are new train models which Detoeni kindly made for me (many thanks Det) and I’m happy to say that all previous bugs with the map not being able to be finished on etpro servers (thanks Revos from Pink Taco Bar for server testing) and attached models disappearing have been cast away. I’ll give this beta a month or so then release a final.

Download it here http://www.pcgamemods.com/11369/

Here’s the previous beta release with other screenies

==problems fixed==

  1. Etpro problem where on etpro servers you couldn’t tranfer dynomite to the chamber and finish the map. (should be fine now)
  2. Disappearing models(yeahaa!), seems my dodgy train models caused it
  3. Trains follow tracks more precisly, all trains are better flowing
  4. Hull better designed. Thanks to Detoeni who greatly helped to fix the hull issues.
  5. Subway walls and tracks are more flowing
  6. Some wall textures in the city changed
  7. Spawns in south station moved, since some players spawned inside the capture flag
  8. Headlights on trains softer

==new things included==

  1. New train models! Thanks again to Detoeni who redesigned the trains and showed me how you really model
  2. Smoke in subways
  3. Sound of dyno train crossing tracks
  4. Once the allies construct the chamber, axis cannot destroy it
  5. Axis can now blow generator using satchel charge
  6. Misc bits and pieces

==problems==

  1. Post problem or email ausman_1@hotmail.com

==Screenshots==
(pictures may not appear during midnight GMT + 10 while server is being backed up)


(Enrico Palazzo) #2

I love this map ausman, but I keep getting confused as to where I am versus where I should be, guess I need to read the objectives for a change. I dont know if theres anyway you could make it so that those escalators move, that would be a suggestion to put in the final release.I was also hoping you could put in one or two more places for ammo and med stands, but thats no biggie. Can’t wait to play it! :drink:


(ausman) #3

It is a big map with many objectives, so its a good idea to go through the objectives to see where your at.
Not much chance of getting the escalators moving, by far too much work to have every step to be scripted to move, and scrolling escalator textures just look crap.
As for more ammo and med stands, I might put one in at the Southern station.
Thanks for your help.


(CooperHawkes) #4

no luck with attachtotag? should work like the garage door in fueldump


(Chruker) #5

I love this map, and the trains look awesome.


(ausman) #6

CooperHawks you bring up a good idea. I’d haven’t even thought of using attachtotrain like they did with the garage doors. It’s a lot of scriptmovers though, 14 esculators x 20 steps = 280 scriptmovers, what is the limit to the number of script movers btw? I probably wouldn’t script all 14 esculators though, might have to do some testing now, thanks CooperHawks.


(Q.) #7

Sweet train.
Now I cound not help stop wanting to be a conductor of it! :banana:


(Watcher) #8

Urm good map but can you make it so the trains kill if you are infront of it, right now it just pushes me along.


(ausman) #9

Well after having a good play around with the esculator, its seems that you can only use attachtotrain with splines and not path corners, which also means that each esculator is changing its angle constantly when being looped around, but I could get around this, the main problem is that when being looped around again the whole esculator disappears at a point(don’t know why) and hence the player will instantly fall. So I guess I 'll have to forget out moving esculators again :bored:
@watcher good idea I should be able to kill the player when standing it in front, i’ll attach a script mover with a trigger hurt when the train is moving fast, and make it disappear when the train has stopped.


(Detoeni) #10

each esculator is changing its angle

change lenght value
edit: Doh, just realised what you mean.

around again the whole esculator disappears at a point (don’t know why)

:smiley:

Watch it with show tris 2 :wink:

you need an overlap or loop of splines.


(ausman) #11

I had a play with it a bit more and realized my followpath was going backwards not forwards, changed it around and it eliminated the disappearing, but when it goes around the bottom and top turns the steps are not smooth when they begin to go back up or down. Each next step gets added to the first in a chunky kind of way, like as if next step pushes the preceeding step further down until they’re all together and then it flows. Changing the wait length doesn’t seem to help it either. Also tried adding controls to make the turns smoother but same results occur. I’m stumped on this.