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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 03-31-2009
arenaceous's Avatar
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Voice our concerns for .5 here.

also this ones for you slice:

Oh, I don't know why you're not there
I give you my love, but you don't care
So what is right and what is wrong
Gimme a sign

What is love
Oh baby, don't hurt me
Don't hurt me no more
What is love
Oh baby, don't hurt me
Don't hurt me no more




/offtopic

maps: are they being fixed up?

textures: i remember that the overload textures was messed up for dx8. (i have it fixed if it is wanted) also has the crete one been fixed yet? (also have a fixed version of that)

mapping: the fgd was a bit iffy for block spawning and used the old model for the blocks. this would require a bit of coding to remove them and would require red blocks to spawn for team flag 0 or 3 and blue 6 or 2. keeping 2 and 3 would keep maps forward compatible and the fgd would use 0 and 6 to use the new blocks. also on the topic of spawning blocks possibly remove env_block_spawner from the fgd (but not from the code) so new mappers have better control over where their blocks spawn (they see a model not just a purple box).

togglable disposers and disposer selectives to work.
eg. physlock raper. have disposer selectives work for not just teams but also for blocks and flags as there are flags for them but they arent working.

possibly the ability to set the amount each team gets per touch/cap (without one defaults to 1 / 100). env_score_override or something to that effect.

keys:
redtouch default: 1
redcap default: 100
bluetouch default: 1
bluecap default: 100

flags:
red team scores apply to blue

eg. 0 / 100 for a bumrush map. uneven ones for asymetrical maps. etc. allow input/outputs for changing of scores.

enable/disable player spawns/ change team player spawns.
eg. capturable forward spawn points.

parrentable flags?
im sure someone will find a use for it


carry on.
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Guys, Serious thread are serious business.
11:29 p.m. - ☢ AZgAg: did the fgd was moved?

Last edited by arenaceous; 03-31-2009 at 05:58 AM.
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  #2  
Old 03-31-2009
013109's Avatar
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Keep the flag as a "ball" model. The roller mine would be epic to keep as I'm sure it's kinda symbolic to SF. That and the strategy of rolling nades at it is great sometimes. Add an effect to the flag, I've popped a few of my SF maps into construct and the flag takes on the animation of one of our props and it really adds to it! The flag bobs up and down while spinning. I may fraps a vid if I'm allowed, I'll use one of my SF maps.

2ND is the topic thats gotten alot of attention latley. Mostly by us mappers. (me arena black CA flare...) A toggle able func_disposer can solve one of the big issues with SF. This alone could put an end to block physics locks at block spawners!

<3
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  #3  
Old 03-31-2009
CrasherBuu's Avatar
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I don't know if this was mentioned earlier, but making the teams more distinct would be awesome as well.

Like the red team should actually be red, and not rebel colored brown/green style.

At least some kind of red on them and such.
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  #4  
Old 03-31-2009
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a fixed bridge on astrodome would be neat
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  #5  
Old 03-31-2009
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aka Stewie
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Red team needs to be more distinguishable from their blocks, they seam to blend in quite nicely.
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  #6  
Old 03-31-2009
013109's Avatar
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Quote:
Originally Posted by MajorPain View Post
Red team needs to be more distinguishable from their blocks, they seam to blend in quite nicely.
Did you see the gift under the tree? Models have changed a bit...

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  #7  
Old 03-31-2009
nip's Avatar
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yeah now you know what class you are actually facing but they are still not red...

Quote:
Originally Posted by 013109 View Post
The flag bobs up and down while spinning. I may fraps a vid if I'm allowed
do it

t-t-t-t-t-t-triplepost-t-t-t-t
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Last edited by 013109; 03-31-2009 at 09:55 AM. Reason: triple, lulz
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  #8  
Old 03-31-2009
013109's Avatar
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Quote:
Originally Posted by nip View Post
yeah now you know what class you are actually facing but they are still not red...



do it

t-t-t-t-t-t-triplepost-t-t-t-t
lies
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  #9  
Old 03-31-2009
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The Sniper and the Soldier have a litte red on them but the others do not.
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  #10  
Old 03-31-2009
SourceForts Modeller
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this thread is a good idea, im sure i can implement some of the stuff. hmm im not sure about the rollermines, i already prepared new model to replace it
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