[WIP] tc_meridian

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
That's correct. Anything over 64mb can't be auto-downloaded.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
That should be the only limiting factor on what awesome stuff you guys pack into this.
 
Feb 14, 2008
1,051
931
The CTF HUD not being there is thanks to Valve's lack of planning and gametype flexibility. Because TC requires a control point master entity for TF2 to recognize the game type, it automatically eliminates the CTF HUD. I have some small tiny hope that they may implement something before the map gets finalized, but I'm not holding my breath over it.

Definitely will be adding setup times to the defense rounds. I'm still debating setup times on normal rounds, as I've found one demoman can make a big difference in preventing the scout rush while an engy gets his stuff up. However, setup times might make it more pub friendly. In a few cases that might require special animated props to act as doors though, since once people are out of their spawns it becomes a bit ugly to just have walls disappear.

The ability to get over the red doors will be gone once the actual doors are made and clipped.

The openings where the bridges are missing but still have what look like accessible ledges will eventually have vines draped across them to show those paths are barred. The material for that just hasn't been created yet.

The invisible bridge thing sounds odd, and there shouldn't be places for people to perch on the temple face. I'll look into clipping that, and the bridges you're getting stuck on.

You could, y'know, use my ideas here:
http://forums.tf2maps.net/showthread.php?t=2189

It wouldn't include a compass, but with good direction a compass wouldn't be needed.

It could start a new age of custom HUDs... or not.
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
I believe that's a server-side config variable, net_filesize. I would imagine servers can up the limit past 64 (which might be the default).
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
Because 64 is 2^6, duh!

page0_blog_entry1084_1.jpg
 

Corion

L2: Junior Member
May 17, 2008
67
8
This came up red in the console when I loaded the map:
Code:
MDLCache: Failed load of .VTX data for props_gameplay/intel_point_base.mdl
MDLCache: Failed load of .VTX data for props_island/bamboopole01.mdl
MDLCache: Failed load of .VTX data for props_island/bamboopole01_128.mdl
MDLCache: Failed load of .VTX data for props_island/bamboopole01_64.mdl
MDLCache: Failed load of .VTX data for props_island/bamboopole02.mdl
MDLCache: Failed load of .VTX data for Props_island/Bananas/Bananas.mdl
MDLCache: Failed load of .VTX data for Props_island/Bridge/Bridge1.mdl
MDLCache: Failed load of .VTX data for Props_island/Bridge/Bridge2.mdl
MDLCache: Failed load of .VTX data for Props_island/Bridge/Bridge3.mdl
MDLCache: Failed load of .VTX data for props_island/hut01.mdl
MDLCache: Failed load of .VTX data for props_island/hut02.mdl
MDLCache: Failed load of .VTX data for props_island/hutdoor01.mdl
MDLCache: Failed load of .VTX data for Props_island/Island_tree/Island_plant1.mdl
MDLCache: Failed load of .VTX data for Props_island/Island_tree/Island_tree1.mdl
MDLCache: Failed load of .VTX data for props_island/mask01.mdl
MDLCache: Failed load of .VTX data for Props_island/robot/Robot_arm.mdl
MDLCache: Failed load of .VTX data for Props_island/robot/Robot_deck.mdl
MDLCache: Failed load of .VTX data for Props_island/robot/Robot_leg.mdl
MDLCache: Failed load of .VTX data for Props_island/robot/Robot_stairs.mdl
MDLCache: Failed load of .VTX data for Props_island/robot/Robot_torso.mdl
MDLCache: Failed load of .VTX data for Props_island/robot/Robot_tubes.mdl
MDLCache: Failed load of .VTX data for props_island/rocks/rock001.mdl
MDLCache: Failed load of .VTX data for props_island/rocks/rock002.mdl
MDLCache: Failed load of .VTX data for props_island/rocks/rock002_base.mdl
MDLCache: Failed load of .VTX data for props_island/rocks/rock003.mdl
MDLCache: Failed load of .VTX data for props_island/rocks/rock003_skybox.mdl
MDLCache: Failed load of .VTX data for props_island/rocks/rock004.mdl
MDLCache: Failed load of .VTX data for props_island/rocks/rock005.mdl
MDLCache: Failed load of .VTX data for props_island/rocks/rock005_skybox.mdl
MDLCache: Failed load of .VTX data for props_island/roof01.mdl
MDLCache: Failed load of .VTX data for props_island/shiphull01.mdl
MDLCache: Failed load of .VTX data for props_island/struts/doortooth.mdl
MDLCache: Failed load of .VTX data for props_island/struts/metalstrut001_160.mdl
MDLCache: Failed load of .VTX data for props_island/struts/metalstrut001_192.mdl
MDLCache: Failed load of .VTX data for props_island/submarine01.mdl
MDLCache: Failed load of .VTX data for props_island/templedoor/templedoor01_160x160.mdl
MDLCache: Failed load of .VTX data for props_island/templedoor/templedoor01_192x128.mdl
MDLCache: Failed load of .VTX data for props_island/templedoor/templedoor01_192x160.mdl
MDLCache: Failed load of .VTX data for props_island/templedoor/templedoor01_256x192.mdl
MDLCache: Failed load of .VTX data for props_island/templeface.mdl
MDLCache: Failed load of .VTX data for props_island/templetop_skybox.mdl

Also, for the submarine vs. temple round, scouts coming from the submarine via the water path (not through the caves) can get up to the bridge entrance of the temple, whereas scouts coming from the temple cannot get up to the submarine bridge. It also seems unfair that there isn't an equally awesome semi-hidden teleporter/building location for the temple team like there is for the submarine team.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
=( i just got engaged, i was about to say marry me lol