Re: Please enable map vote on infil server
Posted: Tue Nov 02, 2010 9:48 am
Yes, Sean is right.
But we still need to get rid off the bad maps.
But we still need to get rid off the bad maps.
Home of the -(DOG)- clan
https://www.newbiesplayground.net/dogforum/
https://www.newbiesplayground.net/dogforum/viewtopic.php?t=2501
Since I am a very irregular visitor, you may also eMail me if you want me urgently to respond to a question on your forum instead of just replying to your eMail which one of you would in turn only have to copy here - just don't haste me, the same "can take a bit to reply to emails" attitude goes for forum posts as well>KamiLunar<-(DOG)- wrote:Hm, what do you mean with bad maps? I'm still not very familiar with MM.
If you have a map which crashes or there are no Monsters spawning, you can be sure that the pathnet is invalid. If I'm correct,
maps for MM needs a valid and working pathnet. You need to ask Wolf about it, but I think the spawner uses Pathnodes and
Spawnpoints to spawn the Monsters. For example the DMTacoCafe map: This one couldn't work because someone deleted all
pathnodes in it, but the net still was there. That map only could crash the server.
As I could see, there are many mappers around here. Should be possible to fix those maps. But please also ask Wolf how the
Spawner in MM works exactly, that would be a great help.
This is a request I would feel uncomfortable complying with. Also, by simply configuring a small amount of maps for exactly 2 players (0-2 or 1-2) inside WFlexMap - and all other maps for 3 and more players - should pretty much achieve the same effect..?!BeachBumGuy-(DOG)- wrote:A future feature of Uteam might be an automatic alternate maplist as a function of the presence of a bot in the server. To make it short :The lone player plays koth with a bot in standard maps until another player joins and the wflexmaplist kicks back in
Hm, if you have problems with movers in KOTH maps, thats really simple to fix. I would need the filename of the maps and if possible a short description of whats wrong.OoiGooEE wrote:Heck did we ever get "Buttons" fixed for KOTH DM?
Hehe, very understandable}TCP{Wolf wrote:however, if errors appear with MonsterMash on maps that turn out to have no functioning bot-support I will complete ignore those bug reports. There is just too much that can go wrong if the map isn't straight and I am too old to try and fix somebody else's stuff
... now... if you only had those solutions already done in UScript code that would be sweet>KamiLunar<-(DOG)- wrote:There are two ways to fix these problems:
1) Delete all actors in building boxes.
2) Make sure monsters die in areas players can not reach.
hehe, yup that would be fine, but to my shame I'm not a coder}TCP{Wolf wrote:... now... if you only had those solutions already done in UScript code that would be sweet>KamiLunar<-(DOG)- wrote:There are two ways to fix these problems:
1) Delete all actors in building boxes.
2) Make sure monsters die in areas players can not reach.