With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
WQ3 pre B2.2 archive. Links may not work.

Coyote Bluff testing

Postby BNT » Thu May 25, 2006 5:36 pm

Hi, Red Neckerson asked me if i could open a tread about the map.

I played it and found it great!

BNT to ReD NeCKersoN wrote:the problems i have noticed yet, is that water dont spash :p
and may that the trap over a ladder stick if you open it from upper...
it would be nice to be able to go on the bridges girders...
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Postby BNT » Thu May 25, 2006 10:38 pm

A cool thing would be to be able to use a wagon.
so you sit in, it rolls and you shoot...
with enough place for a gat gun :D
it could use the gravity to roll, but dunno how to bring it up again...
what are you thinking about?
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Postby BNT » Fri May 26, 2006 1:05 am

edit: water spash. (bad settings :? )
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Postby ReD NeCKersoN » Fri May 26, 2006 1:13 am

If it isn't too difficult for me, I might try having a mine cart that would roll down the tracks when activated. No promises though. There was a time when you could get onto the bridge's support beams but it caused a lot of problems. So, I had to playerclip it to prevent that. It wasn't a good place to be anyway. As far as I know, there is no way to make the water actually "splash" up into the air with the WQ3 engine. Even if it could, it would probably cause frames per second to drop quite a bit on older machines. Oh and I know about the tricky door in the TNT shack. I haven't decided what to do about that yet. Thanks for the input. 8)
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Postby Caffeine » Sat May 27, 2006 11:22 pm

I really like the map. It's different, and the ... surprises are pretty interesting (especially the one in the bush :D). The rope ladder and the other ladder are a bit annoying, though.

ReD NeCKersoN wrote:As far as I know, there is no way to make the water actually "splash" up into the air with the WQ3 engine.

It should be possible, even without the full engine source code (which you guys have).

Even if it could, it would probably cause frames per second to drop quite a bit on older machines.

Yes indeed. :(
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marks on walls...

Postby BNT » Sun May 28, 2006 1:32 am

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i shot the wood, and i appears new marks (in red). thats happening on some woods, especially in front of rocks.

the rocks dont get marks if shooted, like most doors... dunno if its normal.
ingame name: *frantic romeo* / *BNT* / *Buck Ned Tatscher* and maybe more...
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Postby ReD NeCKersoN » Sun May 28, 2006 6:52 am

I think it's because I have most of the rocks "func_group" for ease of manipulation. I belleive that somehow alters the effects when shooting at them. I wasn't going to worry about it, but maybe I should? :?:
I'll add the gametypes TDM and RTP in the next version in addition to an attempt at resolving the "bot respawns = fps stutter" bug. If I can fix graphical mistakes I will. Otherwise, they'll wait. I wouldn't expect a new version for at least a week. Heh, holiday in the USA this weekend and my brother is here so we're doing a lot of fishing, drinking & eating. Party on. 8)
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Postby DeUgli » Sat Jun 03, 2006 4:54 am

It is possible to get stuck under the fallen tree which leans against the boulder in the clearing. Harmless but embarrassing. :oops:
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Postby ReD NeCKersoN » Tue Jun 06, 2006 11:37 pm

Ah yes, embarrassing indeed. Thanks.
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Postby Pardner » Wed Jun 07, 2006 2:29 am

ive played through map with just bots. ive got some suggestions and comments

cliping problems
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i get suck around the beds and in the door

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i also get stuck to the left entrance of the cave

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again, i get stuck to the left of the cave entrance

sugestions
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maybe you could add something that would make getting out of the water tower a little easier.

i dont have a screen shot, but theres nowere to go if you go up the tree thats across the canion. i tend to grab the money by the snakes, and then try to run up the tree only to find that there is nowere to go.

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i like the map. its different from all the others. the sound effects are great. i like how its open and makes for an easy sharps map, but it also has some tight areas for the shotgun. i look forward to playing some serious multiplayer on this map.

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Postby ReD NeCKersoN » Wed Jun 07, 2006 5:01 pm

Thanks for all of the helpful observations & suggestions. :D I will try to get back to work on this map as soon as I can. However, I had a nasty fall on my off-road motorcycle over the weekend and it is quite painful to sit in a chair for more than a few minutes even with a pillow for cusion. :cry: I'll try to rig something up so I can stand at my pc since I want to resume work on this map. Hopefully, I can get some things done on it this weekend. I'll post any new version here when I have one.
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Postby hika » Wed Jun 07, 2006 9:45 pm

Like Pardner noticed it, I also get stuck in some areas.

In the cave entrance, when I want to strafe right and walk on the rail,
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when I try to walk on the beds,
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when I walk very close to the right wall.
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Hope It can be reproduced easily (but, just in debug process :)).
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Postby hika » Thu Jun 08, 2006 1:16 pm

Another problem, even if it is not critical. A graphical one.

When walking forward and backward in this position, this tree is blinking.

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I don't know if this kind of problem is worth to be noticed and shown :?
But beautiful map is also an important criteria, isn't it ? :p
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Postby hika » Thu Jun 08, 2006 11:36 pm

Hmm ... I just try on my own machine, and I do not see any blinking tree.
(the screenshot is taken from my machine at work)
Perhaps, it is only triggered with some kind of graphic cards. :?

At home, I'm using an NVidia 6600 GT.
At work, I do not remember the exact model. I guess it is some kind of ATI Radeon shipped with my Dell workstation.
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Postby ReD NeCKersoN » Fri Jun 09, 2006 1:44 am

I suspected as much. I see no blinking with an Nvidia 6800GT.
BTW, standing at the pc is no less painful. Bah. :|
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