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 Post subject: Re: ut4_train
PostPosted: 04.07.11 
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Godlike
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Joined: 07.15.08
Posts: 4648
Location: Behind U
-----tdm:  
nick: [dswp]GewitterOma
skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
Ah coffee ok.
:)

Hm, i could install php on the map download server.
Then put a script there that reads dir and always returns the latest version of a map.

Should be done in 10 Minutes or so...

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 Post subject: Re: ut4_train
PostPosted: 04.07.11 
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Godlike
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Joined: 10.14.08
Posts: 2006
Location: rooftops
-----tdm:  
nick: [dswp]ucf
skill: 472.479
kills: 532
deaths: 332
ratio: 1.60
problem is the naming and such

the map is only available here since steve never released a "real" final version, altho I don't know if he was going to publish it on other sites anyways, maybe he can post something himself when he sees this ... (:

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 Post subject: Re: ut4_train
PostPosted: 04.08.11 
train is yet to be finished and quite a bit away from going gold.
so no official release from me until then.


but some history lesson, to explain the reasons for all those bothering to read a bit:

querty managed to put out the retextured map and did a really nice job with it.
but he fucked up some special shaders, i.e. bullet-proof wire-fence on top of the high campspot at upper trainyard, when you aim towards the new window.

same with all the transparent brushes for cushioning or making movent easier, as they filled the holes in the walls.
this REALLY bothers me.
in fact it is the dealbreaker preventing this from being the final version to be released, as this really changes your ability to flow... remember any gunfight you lost, because you were blocked by an edge of a wall? i HATE it, so i wont let such things slip into the map if i can change it.

but i have to redo the whole texturing from scratch, since i have never had the editor-file from querty. the chances that i will get my hands onto it one day are already like below ~1.5%.... so what the fuck, i'll redo it completely once i get around to do it. (time is sparse, what is the reason why it did not already happen, you know.)

but until then ut4_train_dl1 is good enough to get some more playtime.
i did learn mapping because i wanted to play it, and this thread simply documents the events.

if in the meantime somebody else is faster than me and releases an "own" ut4_train and so steals the official name... i dont care, i will rename the map with a name a bit different then. in cs there are several versions of dust and dust2 to be played, i see no problem with that.

another problem could be, if ut4_train_dl1 spreads so far, that the new "final" version will not be as popular and be played in the urt universe... i dont care either.
since i did the map for myself, as long as wurst tdm is on, i will mostly keep playing here. and as long as wurst tdm has the current version, there is nothing else of interest for me.



 


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 Post subject: Re: ut4_train
PostPosted: 04.11.11 
Offline
Godlike
User avatar

Joined: 07.15.08
Posts: 4648
Location: Behind U
-----tdm:  
nick: [dswp]GewitterOma
skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
become unimployed! now!

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 Post subject: Re: ut4_train
PostPosted: 09.25.12 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Steve, if you ever come back here's a feature report (a wild guess is this is because of a structural caulk brush that was supposed to be detail or something).

Skybox is here or isn't here depending on where I grab this ledge:
Attachment:
shot0123.jpg


From this angle the skybox works:
Attachment:
works.jpg


From this angle you have the hall of mirrors instead of skybox:
Attachment:
buggy.jpg


You do not have the required permissions to view the files attached to this post.

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