ReD NeCKersoN wrote:Thanks for everyone's suggestions. If I don't use your idea, it's because it hurts the maps performance OR it's just too much work for a level that isn't properly designed to start with. It's not because your idea isn't good.
I've decided to move the defenders spawn (per mortem) for the first test, with a smal twist. I've also tweaked the robbers spawn just a bit, also with a twist. Bug fixes & some visual improvements too. Hopefully available soon.
ReD NeCKersoN wrote:I've decided to move the defenders spawn (per mortem) for the first test, with a small twist. I've also tweaked the robbers spawn just a bit, also with a twist. Bug fixes & some visual improvements too. Hopefully available soon.
SmokeyBacon wrote:I dont see any current problem with the process of robbing the underground bank - if an attacker gets a move on they can blow the rock wall before defenders arrive en masse.
SmokeyBacon wrote:Defenders camp behind the small wall and can easily take out anyone running up the tunnel, as well as anyone behind the 2 small barrels.
Joe Kari wrote:Bspc is a bit outdated, I have had some trouble with it too
torhu wrote:I've doubled the number of allowed brush sides and planes.
- Code: Select all
#define MAX_MAPFILE_PLANES 512000 // was 256000
#define MAX_MAPFILE_BRUSHES (65535*2) // was 65535
#define MAX_MAPFILE_BRUSHSIDES (MAX_MAPFILE_BRUSHES*8)
Let me know if this solves the problem. It makes bspc use maybe 200 MB more memory. And it exceeds the win95 executable image limit of 256 MB, so it won't run unless you have win98 or later. Just in case someone complains...
ReD NeCKersoN wrote:Here's an updated bspc.exe by Torhu. I had forgotten about this, but stumbled across it on my hard drive. We should include it in our next mappers tool pack.
http://www.mediafire.com/?zijn1wzkh3m