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 Post #41
 21st April 2008
GummoIsBack's Avatar
August 2007
266 Posts
-snip- DDDD-DOUBLE POST!!!
 Post #42
 22nd April 2008
Zerg_humper's Avatar
December 2006
1,231 Posts
One thing that I noticed was missing from Wire-construct and this map is doors. How about a security room that has the ability to lock down different parts of the map? The room itself is seperate and can be accessed by anyone and cannot be completely sealed for balance issues.
 Post #43
 22nd April 2008
Vanusk's Avatar
April 2008
18 Posts
I'm new to some of these more technical terms, so I may not understand some stuff at first. So by "gatespawn" do you mean a file that makes stargates appear by default on the map? I'd also like to mention nobody responded to my question about why the map was rated dangerous on garrysmod.org. Can anyone tell me why?
 Post #44
 23rd April 2008
Gold Member
Benie's Avatar
September 2007
11,427 Posts
Vanusk posted:
I'd also like to mention nobody responded to my question about why the map was rated dangerous on garrysmod.org. Can anyone tell me why?
This happens. It's just some assholes that have nothing better to do with their lives but report for stupid things to make people think the popular downloads are dangerous.
In my opinion, Garry or the mods need to approve these ratings before they show up. Or, have a reason it was warned shown by ALL instead of just Garry.
 Post #45
 23rd April 2008
Dracyr's Avatar
November 2007
34 Posts
A larger water area, and some underground water filled tunnels and rooms would be cool. Maybe a underground water tunnel to the dev room and then a forcefield preventing the water from entering the room.
 Post #46
 26th April 2008
srgkill's Avatar
April 2008
12 Posts
Blackops i need your help post here if you see this
 Post #47
 27th April 2008
DeliciusMan's Avatar
April 2008
258 Posts
Do you have any plans on making a underground room that's only accesible by train? Would be awesome!
 Post #48
 27th April 2008
ryanw16's Avatar
February 2007
49 Posts
This map looks most defiantly god like i have been waiting for something like this. You have my download.

Thanks a ton!
 Post #49
 28th April 2008
Randomass-BG's Avatar
April 2008
4 Posts
Maybe a underground water tunnel to the dev room and then a forcefield preventing the water from entering the room.
I Agree , but we need a secret room that has a button what can flood the whole train system. Maybe admin only room but yeah.
 Post #50
 28th April 2008
ReLak's Avatar
January 2007
490 Posts
Admin rooms = FAIL!@!

Seriously, how do you make a room "admin only"?
 Post #51
 28th April 2008
FirzZ's Avatar
December 2007
84 Posts
thanks man. it ROCKS!
 Post #52
 28th April 2008
Gold Member
Benie's Avatar
September 2007
11,427 Posts
ReLak posted:
Admin rooms = FAIL!@!

Seriously, how do you make a room "admin only"?
You can make a room Admin Only. Just build you your own admin room, and I'm talking Gmod.
Get you like Anti-Noclip and a Keypad that only admins will know, AdvDupe it, and wolya, an Admin Room.
This saves the mapper the trouble of building an admin room. :)
 Post #53
 28th April 2008
Gold Member
Lyoko774's Avatar
October 2005
3,076 Posts
Vanusk posted:
I'm new to some of these more technical terms, so I may not understand some stuff at first. So by "gatespawn" do you mean a file that makes stargates appear by default on the map? I'd also like to mention nobody responded to my question about why the map was rated dangerous on garrysmod.org. Can anyone tell me why?
A gatespawner is basically a file that tells the stargate auto-place script where to put stargates, ring transporters, and related props.
 Post #54
 29th April 2008
Vanusk's Avatar
April 2008
18 Posts
A gatespawner would be great! I'd really appreciate that.
 Post #55
 2nd May 2008
Dennab
January 2008
1,766 Posts
Can't wait for V5.
BUMP :)

EDIT:
A gate spawn sounds heavenly.
 Post #56
 2nd May 2008
Gold Member
Lyoko774's Avatar
October 2005
3,076 Posts
Code:
[gatespawner]
version = 2


[stargate]
classname=stargate_atlantis
position=12128.7441 13175.8125 -57.7843
angles=0.007 -89.998 -0.003
address=WATERC
name=The pond in the construct area
private=false
[prop_physics]
classname=prop_physics
position=12128.7451 13175.8115 -47.7843
angles=0.007 -89.998 -0.003
model=models/Zup/ramps/brick_01.mdl
[stargate]
classname=stargate_sg1
position=12783.5811 5259.5864 -573.4194
angles=-0.003 -179.995 0.012
address=DEVROM
name=Dev textured room.
private=false
[prop_physics]
classname=prop_physics
position=12783.5811 5259.5864 -573.4194
angles=-0.003 -179.995 0.012
model=models/Zup/ramps/sgc_ramp.mdl
[stargate]
classname=stargate_atlantis
position=14247.8486 -7384.7866 230.2319
angles=-0.016 -179.998 0.002
address=BIGWAT
name=HUEG pool of water
private=false
[prop_physics]
classname=prop_physics
position=14247.8516 -7384.7861 240.2319
angles=-0.016 -179.998 0.002
model=models/Zup/ramps/brick_01.mdl
[stargate]
classname=stargate_sg1
position=-3357.0710 -3300.4817 202.0313
angles=0.000 359.140 0.000
address=GRBLOK
name=The concrete block in the flatgrass part of the map
private=false
[stargate]
classname=stargate_sg1
position=6802.5757 4163.1367 -229.9688
angles=0.000 358.657 0.000
address=DARKCH
name=Dark room
private=false
[dhd]
classname=dhd_sg1
position=-3303.6357 -3455.6416 97.2312
angles=15.000 310.740 0.000
[dhd]
classname=dhd_sg1
position=6898.5518 3977.0310 -334.7687
angles=15.000 329.617 0.000
Just save that as gm_construct_flatgrass_v4.ini in data/stargate/gatespawner_maps.
 Post #57
 3rd May 2008
Dennab
January 2008
1,766 Posts
Thanks, mate.
 Post #58
 3rd May 2008
Gold Member
Lyoko774's Avatar
October 2005
3,076 Posts
I would have added more, but I never got a chance.
 Post #59
 4th May 2008
Gold Member
blackops7799's Avatar
December 2006
2,013 Posts
Oh man! I almost completely forgot about this project because of the new TF2 updates... I'm going to try and work on it this weekend.
 Post #60
 4th May 2008
Gold Member
Benie's Avatar
September 2007
11,427 Posts
Please do. :)
 Post #61
 15th May 2008
SidTheModder's Avatar
March 2008
117 Posts
COOL MAp
 Post #62
 15th May 2008
GummoIsBack's Avatar
August 2007
266 Posts
So Black how's v5 commin' along?
 Post #63
 15th May 2008
Xereno's Avatar
November 2007
293 Posts
Love the map, but one question, can someone make a tutorial on how to make a proper train that doesn't derail?
 Post #64
 15th May 2008
Xereno's Avatar
November 2007
293 Posts
-snip-
 Post #65
 15th May 2008
Xereno's Avatar
November 2007
293 Posts
-Snip-
 Post #66
 16th May 2008
Gold Member
Benie's Avatar
September 2007
11,427 Posts
Xereno posted:
Love the map, but one question, can someone make a tutorial on how to make a proper train that doesn't derail?
It's quite tricky. But the main thing is to make sure both wheel bases are Axised to whatever they're sitting on that's part of the train.

I've pretty much stopped train construction. Everytime I try, it's a laggy mess. :P
 Post #67
 19th May 2008
sir pimp's Avatar
August 2005
654 Posts
Maps with trains are orgasmic.
 Post #68
 20th May 2008
F4TAL ERRO3's Avatar
February 2008
112 Posts
Ever tried making a train that "slides" along the track, not roll. You wouldn't need phx for that, but it would be awesome

Anyway, you said you would be done blackops? That was two weeks ago.
 Post #69
 20th May 2008
Vanusk's Avatar
April 2008
18 Posts
Xereno posted:
Love the map, but one question, can someone make a tutorial on how to make a proper train that doesn't derail?
I can give you an Adv. Dupe of my Phx Train if you want. It hasn't ever derailed before. At least not because of its own instability, that is. And I'm not saying that it's unstble either. It's basically very good is what I'm traing to say.
blackops7799 posted:
Oh man! I almost completely forgot about this project because of the new TF2 updates... I'm going to try and work on it this weekend.
Hey black, where's V5? It's been two weeks man! You said it would take that long to finish... two weeks ago.
 Post #70
 21st May 2008
Dennab
December 2007
126 Posts
You could use teleports like on wireconstruct.
 Post #71
 22nd May 2008
Gold Member
blackops7799's Avatar
December 2006
2,013 Posts
Hah, sorry guys. Got caught up in other stuff. I promise it is going to be out this weekend. I just finished compiling a beta version like... now. Testing tomorrow, fixing/release Friday-Saturday.
 Post #72
 22nd May 2008
Dennab
October 2007
109 Posts
YES! Trains for the fucking win!
 Post #73
 22nd May 2008
DeliciusMan's Avatar
April 2008
258 Posts
This and wireconstruct are the only maps i use more than twice, what's new in V5?
 Post #74
 23rd May 2008
Gold Member
blackops7799's Avatar
December 2006
2,013 Posts
DeliciusMan posted:
This and wireconstruct are the only maps i use more than twice, what's new in V5?
-Train goes around flatgrass lake too.
-Turntables(one above and one underground)
-Deeper flatgrass lake.
-Removed construct lake
-More lights in the train tunnels
-Submarine building room underground
-A water tunnel that connects the submarine room with the lake.
-A not so special 3dskybox
-Small fixes like texture alignment.
 Post #75
 23rd May 2008
DeliciusMan's Avatar
April 2008
258 Posts
That sounds awesome!
 Post #76
 23rd May 2008
Gold Member
Penguiin's Avatar
September 2006
2,359 Posts
Looks great. The train system really makes the map. Good job.
 Post #77
 23rd May 2008
Gold Member
blackops7799's Avatar
December 2006
2,013 Posts
Well, buy the looks of it, the map may not be released any time soon...

I'm sorry to say but something is really messed up in the map causing it not to compile correctly. When I can figure out what's wrong, the map will be released. For now, this map is being put on hold...
 Post #78
 23rd May 2008
Gold Member
Lyoko774's Avatar
October 2005
3,076 Posts
Might help if you post the error.
"Map has no textures!"
Nothing in compile log (I tried compiling too.) plus when you look at the compiled BSP in Ented or something, it has no entities..at all.
 Post #79
 23rd May 2008
Gold Member
blackops7799's Avatar
December 2006
2,013 Posts
Lyoko774 posted:
Might help if you post the error.
"Map has no textures!"
Nothing in compile log (I tried compiling too.) plus when you look at the compiled BSP in Ented or something, it has no entities..at all.
I made a thread for my problem. :D

http://forums.facepunchstudios.com/s...php?p=10027287
 Post #80
 23rd May 2008
Gold Member
Resto's Avatar
September 2007
6,833 Posts
I hope it gets fixed soon. :)
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