Author Topic: [10/24/2011] HL2RP Map Update  (Read 6023 times)

Offline Scratchie

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[10/24/2011] HL2RP Map Update
« on: October 24, 2011, 03:40:31 PM »


Server Update



City 45 has been updated!  Thanks to Kaz we now have probably the best looking map for HL2RP.  Tomorrow or Wednesday we will switch over to this new map and the updates will be applied at that point.  This is so you know and can get the map to be ready.

It includes:
- A whole new UCH
- Reworked Nexus
- Reworked S6
- Daytime Map
- New CWU building
- And more!

You can download it at: http://www.catalyst-gaming.net/downloads/rp_city45_catalyst_x1.7z

Included with this update is the following script updates:
- CWU doors are now properly done so they cannot be owned.
- Dispatch broadcasts are regular via the script every three six minutes, random between three different ones.
- Administrators at any level are able to use voice chat
- Permakill now works without charbanning.  For admins: /charpermakill and /charunpk
- Administrative updates. (see admin section)

- Prop costs have been added (at a reasonable price.  Largest prop is 11 tokens and thats a crane base.)
« Last Edit: October 25, 2011, 03:44:33 PM by *anonim* »

Offline Adam S

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Re: [10/24/2011] HL2RP Map Update
« Reply #1 on: October 24, 2011, 04:37:51 PM »
Awesome

I did notice 3 small issues tho, but nothing big unless you run both at the same time.
« Last Edit: October 24, 2011, 04:57:33 PM by Rainbow Dash - Adam S »

Offline [CA] KiwieeEh

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Re: [10/24/2011] HL2RP Map Update
« Reply #2 on: October 24, 2011, 06:21:30 PM »
- Dispatch broadcasts are regular via the script every three minutes, random between three different ones.

Surely we can have more than three, cause hearing the same thing around every nine minutes is gonna get annoying.

I'd say either add more or increase the length to at least 10 minutes.

Other than that, I approve :)
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Offline Ghosteh

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Re: [10/24/2011] HL2RP Map Update
« Reply #3 on: October 24, 2011, 06:52:19 PM »
Just asking why didn't you add vortigaunt voice commands into this update I seriously thought you were going to...?

Offline SoapANator

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Re: [10/24/2011] HL2RP Map Update
« Reply #4 on: October 24, 2011, 06:59:20 PM »
More awesome updates??!?!?  ;D ;D ;D

Oh mawh gawd i canit waitz  Oh goddddddddddddddddd
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Offline XMasterMoronX

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Re: [10/24/2011] HL2RP Map Update
« Reply #5 on: October 24, 2011, 07:13:02 PM »
Looks really nice, the only bug that I saw was that most of the Refrigerator doors in the UCH open the wrong way. (left side apartments)

Other than that, it looks awesome. Really like the daytime.

Re: [10/24/2011] HL2RP Map Update
« Reply #6 on: October 24, 2011, 10:42:58 PM »
Hooray for more map changes

Offline GeneralTrivium

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Re: [10/24/2011] HL2RP Map Update
« Reply #7 on: October 25, 2011, 07:20:58 AM »
Had a good long look at the map after downloading. Two things I notice.

Spoiler for Hiden:
Still getting "Vertex error" with brushes half disappearing if I walk back far enough towards the HAP. Also framerate drops exponentially. (Usually 150+ everywhere else)

Spoiler for Hiden:
Not much of an issue but why would these streetlamps be glowing if they're off? :P
« Last Edit: October 25, 2011, 07:23:42 AM by GeneralTrivium »

Offline .:KFrohman:.

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Re: [10/24/2011] HL2RP Map Update
« Reply #8 on: October 25, 2011, 07:53:05 AM »
Had a good long look at the map after downloading. Two things I notice.

Spoiler for Hiden:
Still getting "Vertex error" with brushes half disappearing if I walk back far enough towards the HAP. Also framerate drops exponentially. (Usually 150+ everywhere else)

Spoiler for Hiden:
Not much of an issue but why would these streetlamps be glowing if they're off? :P

1. Short of putting everything in dev textures, there's not much I can do. It's better than before though.
A cheap fix for the vertex console spam is the following in an autoexec.
Code: [Select]
dsp_enhance_stereo 1
con_filter_enable 1
con_filter_text_out Too many vertex format changes in frame, whole world not rendered

2. They just are. And they're not "off", just the light is hard to see.



Offline GeneralTrivium

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Re: [10/24/2011] HL2RP Map Update
« Reply #9 on: October 25, 2011, 08:10:14 AM »
Cheers, have to say the map looks great, thoroughly looking forward to the switch over.

Offline The Derper

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Re: [10/24/2011] HL2RP Map Update
« Reply #10 on: October 25, 2011, 09:59:01 AM »
Oh good, I don't really like the map he have now. Too dull and boring.
[Insert witty comment here]

Offline Scratchie

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Re: [10/24/2011] HL2RP Map Update
« Reply #11 on: October 25, 2011, 03:20:22 PM »
Updated the OP.  Should be live shortly

NOW!
« Last Edit: October 25, 2011, 03:31:08 PM by *anonim* »

Offline GeneralTrivium

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Re: [10/24/2011] HL2RP Map Update
« Reply #12 on: October 25, 2011, 04:40:12 PM »
- Prop costs have been added (at a reasonable price.  Largest prop is 11 tokens and thats a crane base.)

y u do dis

On a serious note, sure it's a small price to pay, but, why at all?
« Last Edit: October 25, 2011, 04:42:34 PM by GeneralTrivium »

Offline Scratchie

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Re: [10/24/2011] HL2RP Map Update
« Reply #13 on: October 25, 2011, 05:30:06 PM »
- Prop costs have been added (at a reasonable price.  Largest prop is 11 tokens and thats a crane base.)

y u do dis

On a serious note, sure it's a small price to pay, but, why at all?
Because instead of an asston of props and shit now people will think "Do I really need that couch and that one and that one and that one"

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Re: [10/24/2011] HL2RP Map Update
« Reply #14 on: October 25, 2011, 06:08:58 PM »
Chekked the map out in Single Player an hour or so ago. Its awesome, explored it all. great changes. And your right. The old Apartments were messed up.

 

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