Premuda

CTF Premuda B1B

evanonline

L420: High Member
Mar 15, 2009
485
273
Pfff, you want huge compile times, Floodgates took SEVEN HOURS to compile in its earliest version. And that's not counting that the compiler crashed after four hours and I had to start it again.

...I still don't really know why, honestly, but A4 takes a little more than half an hour now so whatever I did it's fixed now.
 
Aug 19, 2008
1,011
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i´m compiling with several extras, bounce at 20, higher hdr-setting, staticpropolys textureshadows etc.
in addition to that i got plenty of lights set up

the vvis compiling doesn´t take that long at all, it´s really vrad that needs ages
i need 1:30 for cashworks, so i can live with 1:10 for premuda :)
 

mug

L1: Registered
Aug 13, 2008
23
9
Hey eerie, I may have found a big problem.
I've been running premuda_a6 for a week or 2 on my server now. Nominating and putting in map votes & convincing ppl in voice chat ;). Players have had great games. Really enjoyed it, understood the lovely fishing vilage theme. Top comments all round. We love a good A/D ctf map @ festersplace.

Yesterday I played the first round with 30+ players, crashed on laoding the map, but might be a prob my end, rejoined & all was fine. We had a nice long 45 mins battle. No problems, no1 crashed. But thenon the nextmap(cp_follower). The sprites were screwed up (fire, rocket trails, blood). all players except 1 who had just joined had this sprite bug. I then thought server must need restart, rebooted server. Didnt fix, so it is definately a clientside issue. Once client restarted all was fine.

I decided to test this again later that evening. We put them map on again to test if it was. Had a great game, no crash on startup. We got to play all 3 stages and nearly won :D. But alas when the next map(pl_dbheights) loaded the sprites were gone AWOL again. I just restarted client this time and all was fine.

I suspect it's an issue with the healing beam on the intel and being parented to a client. Clientlags, then the server lags and the healing beam sprite doesnt know where to display from and corrupts the file. Only a theory & :rolleyes:It's crazy o'clock
It's also possible that theres an incompatability with one of our server mods. I will be happy to help any way I can to help troubleshoot this lovely map.
Screenies below are the effects im talking about. More shots of effect & some unsewn disp i spotted whil exploring are in the rar too
Zip of screenies





Hope these help, keep up the good work! :thumbup:
 
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NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
The hell happened to your particles
 
Sep 12, 2008
1,272
1,141
This particle bug happens in every map that's played after a map that has custom particles, as far as I know. Mappers can't do anything about it, this is VALVe's problem.
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
One should email them about this issue ; I'm not sure that they often play custom maps with particles... :/
 

NiklasU

L1: Registered
Apr 19, 2009
34
1
hi eerieone,
at first I've to say good job so far with all that custom stuff
(hope I'll be so good in later future, too ;)) and I see you like
func_rot ^^ (clouds in cashworks and now all these satellit dishes)
... but they make your map more alife.
The only thing I mentioned is that when the flag respawns you can see
the official intelligence first, befor your custom model appears

premuda_intelligence.png


maybe you can fix it until you release the beta version.
All in all good job, keep it on and maybe we'll see some mavens flying around
in the beta version ;)
 
Aug 19, 2008
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yeah, i know, but that´s a tricky one
i need to have the intel disabled so the 20 seconds can pass, then i have to enable it and turn it off, problem is, when i do this simultaniously, it often bugs out and the intel doesn´t disappear at all, but it works when i delay the TurnOff a bit.

But i got an idea how to fix this, the intel is being teleported twice on return and capture, so i can make make it reappear at the firstteleport-relay and then get it teleported to the point with the intel already turned off... technics mumbo-jumbo... i´ll try it, hope it works :)
 
Aug 19, 2008
1,011
1,158
IT´S ALIIIIIIVE!!!

Premuda_A7 out...

[ DOWNLOAD ]

26.jpg

27.jpg



A7 [08-31-09]
+ detailed final stage
+ added alpha-explosion (will be later on replaced by a cinefx explosion)
+ overtime ends when flag returns, returntime of the flag in overtime is 5 Seconds
+ made blu players slightly more visible
+ fixed cp 3-1, where not the whole blockarea would block the cap and award for the cap
+ added lifesaver-model by Acumen
+ changed layout of area before the final point
 
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SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
I have to ask, how did you create such a wonderful explosion?
And how do you plan on doing a cinefx explosion, you've peaked my interest sir, and I'm very impressed of the progress you've made.
 
Aug 19, 2008
1,011
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it´s just the basic stock-explosion

first the tower goes boom, seconds after that the two missiles next to it simultaniously, and finally the two outer rockets at the same time,
just feels great when it goes:
booom! ground shakes,
bigger boom! ground shakes
final blow! ground shakes...
and everything is lit up :p

atm i just disable the models, but i got an awesome modeller at hand who will do the debris-magic
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
now THATS a final explosion :D