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CyanBoterham

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CyanBoterham

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Dr. Heinz

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CyanBoterham

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Surfs themself should be selfexplanitory?
After that you do a sync skip but i probably have to change the spacing a bit and im not sure yet how i should move the platform.


Dr. Heinz

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Surfs themself should be selfexplanitory?
After that you do a sync skip but i probably have to change the spacing a bit and im not sure yet how i should move the platform.
You go way too fast for a sync?

And you can cheat it with just a right walljumps and there is no teleport under the ending platfrom.

Also, the spacing seems really off for the last few jumps.
« Last Edit: January 05, 2015, 12:05:24 PM by Dr. Heinz »


CyanBoterham

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Yes, last few jumps arent nearly ready yet tbh, still need testing but with exams now i cant really work on it a lot.
Also the anti-cheating part i planned to ad when i got the jumps right so i dont have to adjust too much.


CyanBoterham

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BQE

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You should texture the tops of teleport doors with black (and not nodraw, since you can actually see them).


CyanBoterham

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I never used nodraw on my doors, for some reason the black is just bugged.


tyjle

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I never used nodraw on my doors, for some reason the black is just bugged.
I have this problem aswell. :/
Have no idea what causes it.


Zeq

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It seems you are using the material "overlays/black_gradient" as your black material. This will bug out since it is supposed to be used as an overlay. You should instead be using something like "tools/toolsblack" which will show up correctly.

Also, the material used in blue spawn is not packed in the bsp and is missing.
« Last Edit: February 04, 2015, 11:04:12 AM by Zeq »


CyanBoterham

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Alright, thanks for the feedback.
An idea on how i could pack the texture in the bsp?


Zeq

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There's a toolkit called VIDE which does a lot of nifty things like packing. You can download it here: http://www.riintouge.com/VIDE/

Here's a guy doing a tutorial on it: https://www.youtube.com/watch?v=zkOEo0FzfV0


Malecus

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Alright, thanks for the feedback.
An idea on how i could pack the texture in the bsp?

I followed this tutorial for jump_babylon: https://www.youtube.com/watch?v=YnszEa-bLZw

I added a "pack" step in the advanced compile dialog (after compile, but before "run"), using bspzip.exe. Following that video ought to get you 99% there, except he doesn't mention that it complains that it can't find gameinfo.txt, so you have to add the "-game" switch. My command looked like this:

C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\bspzip.exe

And my arguments:

-addorupdatelist $path\$file.bsp $path\$file.manifest $path\$file.bsp -game $gamedir

(I named my file list "mapname.manifest," not ".txt" like in the tutorial.)

G'luck.


Malecus

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Last jump is a quint that kills me. I put a triggerhurt there but it doesn't help? Any fixes?

And in case you haven't found a fix for this, this is what I did for my double speedshot (and what Sausage did for his double speedshot on jump_waves):

1. Add a big brush around where you want to heal the player
2. Texture with tools/toolstrigger
3. Tie to a trigger_multiple entity
4. In the Outputs, add a new output, "My output named" should be OnStartTouch
5. Set the "Targets entities named" to !activator
6. Set "Via this input" to AddOutput--this may be the default (I forget)
7. Set "With a parameter override of" to health 500

When the player touches the trigger brush, it will fire the "OnStartTouch" output. It affects the "!activator," which is a built-in thing to reference the person that triggers it. In this case, it's the player. When that happens, it issues the "health 500" command, which sets (not buffs) the activator's health to 500. (Replace with whatever value makes sense for you.)

As you test, I'd recommend rolling with a rocket launcher (not rocket jumper) and no gunboats. That way you know the most damage your jumpers will take. If you tune to that, no one should ever die.