Our Community Map: DM-UT99org / DOM-UT99org (Release)

Tutorials and discussions about Mapping - Introduce your own ones!
User avatar
editor Dave
Inhuman
Posts: 904
Joined: Mon Mar 10, 2008 6:40 pm
Personal rank: Passionate SP Mapper
Location: Germany/Bavaria
Contact:

Re: The UT99.org Community Map (Final release)

Post by editor Dave »

Thanks for your work, JackGriffin :tu: And I'm glad that you liked the map.

And I don't know about these local errors either. What do these affect?
@missing packs: They are part of the fourth officcial bonuspack. I know that that is not included in the GOTY, but I thought this is considered standard, that everyone has to have, like 436 and the other bonuspacks...
@Gallery: Well, some of the mappers are quite old, don't worry ;)
Image
10-Year Anniversary on Jun 08, 2019.
JackGriffin
Godlike
Posts: 3774
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: The UT99.org Community Map (Final release)

Post by JackGriffin »

I didn't want to show someone's mistake and honestly I'm not sure who's section it is from but I had about 70k of error lines per map test both locally and now on the server. Here's 120 seconds worth:

Code: Select all

Login: gopostal
Possessed PlayerPawn: TMale1 DM-UT99org.TMale1
Join succeeded: gopostal
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
Close TcpipConnection1 Sun May 20 04:32:19 2012
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight0 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
TriggerLight DM-UT99org.TriggerLight1 (Function Engine.TriggerLight.TriggerToggle.Trigger:002B) Accessed None
Connection timed out after 120.000000 seconds (120.008830)
Close TcpipConnection2 Sun May 20 04:34:12 2012
It's spamming the log files up pretty fast. I just looked at the server and the log is 2.5MB since I reset about 5 hours ago. A big part of that is the pickup replacements I referenced (mostly rifle round) and quite a few bot problems due to the FF weaponry. We know about the bots and it's due to be fixed, it's just something that will be done near the end. This trigger problem which appears to be on two of them needs to be fixed though. It's a constant spam to the logs.
So long, and thanks for all the fish
User avatar
Creavion
Godlike
Posts: 4497
Joined: Sun Feb 17, 2008 7:23 pm
Personal rank: About to be non-act.
Location: Germany, Lower Saxony

Re: The UT99.org Community Map (Final release)

Post by Creavion »

As mapper I have to say, I never dealt with that kind of things. I have no idea what this is supposed to tell us, only something with these trigger lights. Also nobody ever told me I should check out things like these. AFAIk the map does not even has any custom scripts, expect the note by Myth (which is actually only a simple actor allowing to enter a text string)...

The rifle rounds are .. well stock items from botpack?! Do you want to tell us a mapper can even screw up the item placement.. wohaa good thing the engine does not have any other limitations O_o...
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
JackGriffin
Godlike
Posts: 3774
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: The UT99.org Community Map (Final release)

Post by JackGriffin »

Here comes the defensive posts, oi vey. I'm trying to be very diplomatic and help. Obviously no one looked at this so there isn't a single person to 'blame'. That's just a waste of time anyway, fix it and move on.

As a mapper you ought to glance at your local UT.log file after playing a release candidate to see if there are issues like this as one of the final steps. Even stock mapping can create reams of log errors that you may not see ever playing but need to be fixed before release. Does "fell out of the world" ring a bell here as a good example? It's not at all just custom scripting that you have to watch out for. Over the course of my suck-tacular map creations I've had this happen and that's why I know to look for it.

I didn't say that stock item placement created errors or I would have posted those logs. I referenced that the FF mod does a switch on them when you pick them up, converting them to FF ammo, and this switch creates some error log lines which add to the overall size. I wanted it to be clear that the 2.5MB log is not just from the map but 60% or so is coming from the mod.

I'm not a member of the team but I'll fix this if you guys want it fixed (I think the Stochastic Trigger is not set correctly is all). And please, I am not trying to criticize the work so please don't paint me into that corner. God knows I've done WAY worse things on releases but that's how you learn. Now you'll check log lines before you post anything for download and everyone is better for it.
So long, and thanks for all the fish
User avatar
Creavion
Godlike
Posts: 4497
Joined: Sun Feb 17, 2008 7:23 pm
Personal rank: About to be non-act.
Location: Germany, Lower Saxony

Re: The UT99.org Community Map (Final release)

Post by Creavion »

Well .. it is simply: It never was on any "watch this/check this out" list of any tutorial. Never ever told me anything about this in all these years. Not any scripter, not any mapper with even more years of mapping experience (than me).
I know the rules of semi solids or path nodes... but not something like that.

I am not able to understand this engine warning, only it has something to do with trigger lights obviously. If you can not explain it to us, there is not anything we can do about it anyway, since only scripters like you can understand it.

edit: So we can ignore that anyway??

@FF: Well then it might be a bug within the code of FF itself...

And BTW: no it was not meant to insult you, it was only something like "my grantmother is eating fried potatoes for 50 years +, then somebody suddently told her 'Thats not good for you because'"... you see what I mean?

Basically at least I would not download a new version only because of this, even more pointless than a re-released map because of slightly improved lighting (as Swanky did some years ago :mrgreen: ) ...
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
JackGriffin
Godlike
Posts: 3774
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: The UT99.org Community Map (Final release)

Post by JackGriffin »

Well now you know ;)
I learn stuff every day that I work in UEngine. In fact I just read SpongeBob's post on importation of music into a U file and until about an hour ago I thought it was not possible. Bam, new skill acquired, LEVEL UP ++
I didn't dig into the map because it's not my work. I did glance at it though and I did post what I thought was the issue. Any testing of this would require me to alter the map and I'm not willing to do that without the team leader saying "Yeah, go ahead." I really think that whomever did that section will see the problem and know what they missed right off. It's just two triggerlights but they are getting called continuously.

You did hit on something that I've never understood and it's something that BBDrac and some of the others with well-referenced mapping tutorial sites should enforce: check your logs. It's something that you are told very quickly when you learn scripting and that you do all the time. The fact that mappers never talk about it has always left me a little head scratching.

Edit- Crev I never take your gruff manner as insulting. In fact you and Alucard are the first people I come to when I have a mapping issue and you've always hooked me up. I respect you a lot bro. This is just a damn good opportunity to highlight a problem in UT mapping that isn't addressed anywhere AFAIK.
Now would I upgrade the map and fix this? Yeah, I would. It's creating enough error logs that it's a problem. Do you absolutely need to? Nope, in a strict sense it's cosmetic and aside from the trigger lights not working the players won't know anything is wrong. All the errors stay server side unless it's played locally.
Last edited by JackGriffin on Sun May 20, 2012 3:48 pm, edited 1 time in total.
So long, and thanks for all the fish
User avatar
Creavion
Godlike
Posts: 4497
Joined: Sun Feb 17, 2008 7:23 pm
Personal rank: About to be non-act.
Location: Germany, Lower Saxony

Re: The UT99.org Community Map (Final release)

Post by Creavion »

Image
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
User avatar
editor Dave
Inhuman
Posts: 904
Joined: Mon Mar 10, 2008 6:40 pm
Personal rank: Passionate SP Mapper
Location: Germany/Bavaria
Contact:

Re: The UT99.org Community Map (Final release)

Post by editor Dave »

Hm, your tip really seems to be enlightening, as I found now the non-working PlayerStart I was looking for a long time :ironic:
But it really sucks to upload a so-called finished map several times with slight improvements.
I would improve the map since I found a (quite minor) BSP bug (and of course, caused by semi solids) that escaped my and every beta-tester's eyes, as it seems. I think a normal light set on "flickering" would satisfy the author's intention.
Image
10-Year Anniversary on Jun 08, 2019.
JackGriffin
Godlike
Posts: 3774
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: The UT99.org Community Map (Final release)

Post by JackGriffin »

Too, lets not dwell on such small problems and forget to celebrate the playing of this beast! I've done several games already and there's stuff in it for everyone. This is really a great work and you all should be incredibly proud. It's a wonderful mess of styles and as a bit of a tease the next addition to FF will surely be useful in it :?:
So long, and thanks for all the fish
User avatar
Creavion
Godlike
Posts: 4497
Joined: Sun Feb 17, 2008 7:23 pm
Personal rank: About to be non-act.
Location: Germany, Lower Saxony

Re: The UT99.org Community Map (Final release)

Post by Creavion »

editor Dave wrote:But it really sucks to upload a so-called finished map several times with slight improvements. .
Final v2 pre alpha beta 2.0 gamma omfg bx - extra

Wait!!! No no no no no... :omfg:
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
User avatar
editor Dave
Inhuman
Posts: 904
Joined: Mon Mar 10, 2008 6:40 pm
Personal rank: Passionate SP Mapper
Location: Germany/Bavaria
Contact:

Re: The UT99.org Community Map (Final release)

Post by editor Dave »

Thank you for your positive words JackGriffin. I hope this encourages someone to start a second community map. And I can move on to SP mapping :tongue:
I decided to wait until next weekend before I release version 1.1. Till then, you may report any bug you notice or other things that can be complained about. I'll try to fix it and release a final final version :mrgreen:
Last edited by editor Dave on Sun May 20, 2012 5:55 pm, edited 1 time in total.
Image
10-Year Anniversary on Jun 08, 2019.
User avatar
Creavion
Godlike
Posts: 4497
Joined: Sun Feb 17, 2008 7:23 pm
Personal rank: About to be non-act.
Location: Germany, Lower Saxony

Re: The UT99.org Community Map (Final release)

Post by Creavion »

dots via chat wrote:that script warning shouldn't happen with any stock classes
so someone has to be using some borked trigger actor
I am talking about the actor triggering the triggerlight
it is the fault of that actor
it is using StochasticTrigger actor
but that one has a flaw
if nothing trigger activates it, it will send faulty trigger messages
use one StochasticTrigger to activate another StochasticTrigger
then it will function without errors
or use zone trigger to activate it
or a normal trigger actor by the door to the room
editor Dave wrote:I decided to wait until next weekend before I release version 1.1. Till then, you may report any bug you notice or other things that can be complained about. I'll try to fix it and release a final final version :mrgreen:
Makes sense, I guess.
editor Dave wrote: And I can move on to SP mapping :tongue: :
Image
Image
Image
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
User avatar
editor Dave
Inhuman
Posts: 904
Joined: Mon Mar 10, 2008 6:40 pm
Personal rank: Passionate SP Mapper
Location: Germany/Bavaria
Contact:

Re: The UT99.org Community Map (Final release)

Post by editor Dave »

I won't stop the development of my SP map pack when it is 70% finished :P
Apart from that, thanks for posting :..:..'s explanation. I think I wouldn't have figured it out on my own. I would 've replaced the TriggerLights by normale ones with flicker effect^^
Image
10-Year Anniversary on Jun 08, 2019.
JackGriffin
Godlike
Posts: 3774
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: The UT99.org Community Map (Final release)

Post by JackGriffin »

Damn, I might have to dust off the coop server...Bring it on Dave!
So long, and thanks for all the fish
Higor
Godlike
Posts: 1866
Joined: Sun Mar 04, 2012 6:47 pm

Re: The UT99.org Community Map (Final release)

Post by Higor »

Ain't it easier to embed a trigger subclass that works without the need of activation and doesn't throw log errors?
We all embed screenshots into maps after all...
Post Reply