The Airport ready for testing


(ronboy) #1

Finally, the airport is ready for testing. Please report any important bugs or errors in this thread.
http://depositfiles.com/files/vj61flrks


(Eugeny) #2

[QUOTE=ronboy;231481]Finally, the airport is ready for testing. Please report any important bugs or errors in this thread.
http://depositfiles.com/files/vj61flrks[/QUOTE]

Downloading of your airport has begun.


(ronboy) #3

I hope you like it. :slight_smile: I have worked hard on this baby, so I hope it is good.
I will put this map on rtcw files after the testing. :stroggtapir:


(Eugeny) #4

Map has passed. Normally. There are defects. The photoreport under my remarks, will be minutes through 15.


(ronboy) #5

I already found one error. Sometimes the agent won’t follow the player. This isn’t a serious problem, but still needs fixed. Here’s a map with kessler following the player: sp_return.
Here’s kessler’s section:
trigger kesl follow
}

trigger follow
{ 
	accum 1 inc 1
	accum 1 abort_if_less_than 2 
	followcast player
}

I’m assuming I have to use the accums again.


(Eugeny) #6

Now about remarks:

Around emptiness:

Invisible border:

It is necessary to put the trigger also and in a window (I have climbed through a window and has not met two soldiers):

All ladders as though are smeared by oil:

All such places need to be fenced off:


(Eugeny) #7

I continue:

Impassable hole:

Acting wall:

Do not leave .bak files in archives, it backup files of maps.

The part of these defects is in yours hell_mappack.


(ronboy) #8

Pic 1: The road is supposed to meet the horizon. I have to end it somewhere.
Pic 2: I didn’t want the player to access that area.
Pic 3: Oops, forgot about that.
Pic 4: Kat said to cover stairs in the slick texture, so ai don’t get stuck on them.
http://www.splashdamage.com/forums/showthread.php?t=21274&page=2
Pic 5: Some of the buildings didn’t need railings, such as that one.
Pic 6: That area is off-limits to the player.
Pic 7: I’ll fix that.


(Eugeny) #9

The pilot in any did not want to come downstairs:


(ronboy) #10

[QUOTE=Eugeny;231498]The pilot in any did not want to come downstairs:

[/QUOTE]

I tested it earlier, and the agent followed me down the stairs. :confused:


(Eugeny) #11

[QUOTE=ronboy;231497]Pic 1: The road is supposed to meet the horizon. I have to end it somewhere.
[/QUOTE]

It is possible to make a relief any on horizon.


(ronboy) #12

I think it’s out far enough. I have to seal the map off from the void with a brush, or my map will leak.
If you find anymore errors, please let me know.


(Eugeny) #13

Ronboy you what is the time already mapping are engaged?


(ronboy) #14

I corrected some mistakes. I’m ignoring certain ones. When most of the errors are gone, I’ll upload the map to filefront. Did you find any more errors?


(Eugeny) #15

From here it is visible that happens behind a wall:


This soldier the fan to ignore, even forgets that I shot at him:


Here not with joining of texture:

While like, all…


(ronboy) #16

[QUOTE=Eugeny;231549]From here it is visible that happens behind a wall:


This soldier the fan to ignore, even forgets that I shot at him:


Here not with joining of texture:

While like, all…[/QUOTE]

Pic 1: I already fixed that. I moved the sky texture out of the way, and took the grass to the end of the wall. I also added some trees to fill in the empty space.
Pic 2: I’ll put some grass and weeds down the side of that building, and move the sky.
Pic 3: I’ll take a look at that.
This should fix the problem with the soldier:
enemysight
{
resetscript
}

I think this will fix the problem with the agent not following the player at times:
trigger follow
{
accum 1 inc 1
accum 1 abort_if_less_than 2
followcast player
}
Any more errors?


(Eugeny) #17

If very carefully to look, something can and will be.
Yes by the way, nearly has not forgotten, buildings any thin.


(ronboy) #18

[QUOTE=Eugeny;231564]If very carefully to look, something can and will be.
Yes by the way, nearly has not forgotten, buildings any thin.[/QUOTE]

I know they’re thin, but most people that download this map won’t pay attention to it. Trust me, gameplay is all that matters to most people. I of course care about the scenery in my maps, not just gameplay. I guess if no one else finds any errors, I’ll go ahead and release the map.
EDIT: The model “bush2” is missing a texture for some reason. Could someone give me the TGA file for this model? It’s not a mulitplayer model either. I know if a model doesn’t have a TGA file, the texture will be missing on it.


(Eugeny) #19

Texture bushes1.tga for this model at me lies in a folder
models\mapobjects\plants\


(ronboy) #20

[QUOTE=Eugeny;231599]Texture bushes1.tga for this model at me lies in a folder
models\mapobjects\plants[/QUOTE]

That’s the model. I’ll take the plants folder from my laptop, put it on a disk, and copy it on my desktop computer. That should fix the problem. I’ll then begin working on the final version of airport.