With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
For all you mappers out there!

Moderators: Pardner, Joe Kari, TheDoctor, Breli

Postby ChainLightnin' » Sat Feb 26, 2011 10:25 pm

Wow, that is a tough map! You could have 50 players skulking around in there! Nice additions!
Well...Mr. Chain Blue Lightnin' hisself..heh, heh!
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Postby TheDoctor » Wed Mar 02, 2011 12:33 pm

I have tested zz_br_comanchecanyon_b1.pk3 but it seems the .pk3 misses some textures: all ground textures rendered with the default texture (gray-lines, white-rectangles). Or did I miss something?
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Postby Pardner » Wed Mar 02, 2011 11:56 pm

I created new ground shaders and placed them in my pardner.shader. This file is shared with Lago, but the script found in the Lago package is out of date. If you are loading Lago after you load Comanche Canyon, you will get this error.
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Postby ReD NeCKersoN » Thu Mar 03, 2011 3:26 am

I get the same thing as Doc. I started SG & loaded straight to it with devmap.
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Postby Pardner » Thu Mar 03, 2011 6:40 pm

I meant loaded as in the order of the PK3s. eg:

Error:
Code: Select all
br_comanchecanyon_b1.pk3
zlago.pk3



Good:
Code: Select all
zlago.pk3
zz_br_comanchecanyon_b1.pk3


Are you fellas using 1.0 or 1.1? Comanche Canyon works with 1.0. We have been playing CC on [BACON] 1.1b4 server and no body complained about the ground texture. I am kinda at a loss as to why you two have this problem but others no :|
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Postby ReD NeCKersoN » Thu Mar 03, 2011 10:12 pm

I'm using your "good" example with 1.1b4
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Postby TheDoctor » Fri Mar 04, 2011 1:22 am

Pardner wrote:I am kinda at a loss as to why you two have this problem but others no :|
OK, I got this working by re-re-ordering the pk3s ;-). Indeed, it conflicted with zlago. I hope the next version of this map won't have to rely on this naming scheme, though. You can easily substitute the names of your shaders by treating the map source as a txt file using find and replace.

ReD, maybe you have some zzzzzlago laying around somewhere? Try moving all other custom maps into a backup folder to exclude any interference. I know, I should have tried this before I posted ;-).
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Postby Pardner » Fri Mar 04, 2011 3:12 pm

TheDoctor wrote:You can easily substitute the names of your shaders by treating the map source as a txt file using find and replace.

Next version will be spiffy good, but I wouldn't even have to do that. Map source don't depend on shader file names.... just shader names. I could simply move the CC shaders into a separate shader file for the time being. I plan on finishing this up and adding it to 1.1b5 files... once that happens there will only be a single shader and both Lago and CC will be baked into the same pk3.
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This is a great map!

Postby Biondo » Tue Jun 28, 2011 10:17 pm

I arrive late, but I have to say... this is a wonderful map! Great work Pardner, I played it in Terra Nova and I love it. Really a professional work: totally original design, nice rendered graphics, and also fun to play.
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Postby Pardner » Thu Jun 30, 2011 4:21 pm

Why thank you Biondo, I havent had much feedback about the map yet. I added another small tunnel and I am fine tuning the bots. I hope to get things finished up soon. Then I'll put it up on Moddb and integrate it into the next SG release.
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Postby Pardner » Mon Jul 04, 2011 3:54 am

Double post :roll:

***DOWNLOAD MAP HERE***

I've uploaded the newest version to Moddb (and updated all links in the thread). I will be integrating the map into the next SG release, but I am still looking for feedback. Comments, questions, criticism all welcome.
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Re: br_comanchecanyon **WIP**

Postby janko » Sat Oct 03, 2015 1:06 pm

hey guys
where can I find this map for download?
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Re: br_comanchecanyon **WIP**

Postby TheDoctor » Sun Oct 04, 2015 1:18 pm

janko wrote:hey guys
where can I find this map for download?

I just emailed you the version zz_br_comanchecanyon_b1.pk3 of this map, I found on my computer.
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Re: br_comanchecanyon **WIP**

Postby janko » Sun Oct 04, 2015 3:24 pm

thanks Doc! :)
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