mp_windsor

Have a jump map that we don't have on our site? Let us know!

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[SoE]_Zaitsev
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Re: mp_windsor

Post by [SoE]_Zaitsev » March 24th, 2012, 11:47 am

If an error has been given it might help :P
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Re: mp_windsor

Post by Tommy991 » March 24th, 2012, 2:11 pm

I still get an error on my homemade server when running that map. :x

Here's crash report.

Code: Select all

******* script runtime error *******
undefined is not an object: (file 'maps/mp/mp_windsor_skipdoor.gsc', line 392)
    trigger waittill("trigger", player);
    *
Error: called from:
(file 'maps/mp/mp_windsor_skipdoor.gsc', line 13)
thread skipdoor6();
       *
Error: called from:
(file 'maps/mp/mp_windsor.gsc', line 98)
maps\mp\mp_windsor_skipdoor::main();
*
Error: started from:
(file 'maps/mp/mp_windsor.gsc', line 76)
main()
*
Error: ************************************
********************
ERROR: script runtime error
(see console for details)
undefined is not an object
********************
----- Server Shutdown -----
==== ShutdownGame (1) ====
---------------------------
Hitch warning: 1569 msec frame time
Maybe it runs on linux servers fine but crash if server runs on windows? Even scripts for servers aren't working for every server the same. Got some problems with these, dunno how to solve it though. Soz for off topic. :roll:

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Re: mp_windsor

Post by Goro92 » March 24th, 2012, 2:23 pm

ok fixed that error...now a new error came out! nice..
i'm working on it..thx tommy for testing
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Re: mp_windsor

Post by Sonic » March 24th, 2012, 2:27 pm

Drofder2004 wrote:
fre4kZ wrote:And use 32321(3)
This bullshit FPs changing should be avoided in every 'good' map. Save this bullshit style of jumping to the elitest maps with zero design effort.
Could not agree more.

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Re: mp_windsor

Post by Nekoneko » March 24th, 2012, 2:31 pm

3232 also worked fine, and im glad there was some fun jump in the end

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Re: mp_windsor

Post by Goro92 » March 24th, 2012, 3:01 pm

KillerSam wrote:
Goro92 wrote:ok fixed that error...now a new error came out! nice..
i'm working on it..thx tommy for testing
You should have released a beta version first - or had a load of private testing, to iron out these bugs. You risk conflicts and stuff if people have different versions of the map now.
Still, it does look good :wink:
yes i know..sorry

but i've changed the name of the map( mp_windsor_p) so no conflicts
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Re: mp_windsor

Post by Goro92 » March 24th, 2012, 3:47 pm

ok guys..i've fixed all the problems...tommy just tested it and works!

here the new download link: http://www30.zippyshare.com/v/94323899/file.html
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Re: mp_windsor

Post by Soviet » March 24th, 2012, 6:27 pm

Why the hate on fps switching? I enjoy it :|
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Re: mp_windsor

Post by Drofder2004 » March 24th, 2012, 6:43 pm

Soviet wrote:Why the hate on fps switching? I enjoy it :|
When hardware and binds become a key factor in a technique, it automatically becomes bad in my eyes... but I do not even jump CoD4, I just take a back seat and reserve my right to criticise :P
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Re: mp_windsor

Post by Soviet » March 24th, 2012, 7:06 pm

Binds have always been a part of jumping and the game in general. I agree that the hardware requirements somewhat hurt it, but CoD4 is so old at this point that the percentage of people who can't get 333 constant is incredibly low. Hell, I can get 333 constant on my laptop. For me it just adds another layer of complexity to bouncing and lets each jump become a different and unique challenge.
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Re: mp_windsor

Post by fre4kZ » March 24th, 2012, 7:16 pm

Well , since stock maps are very boring , we need more maps which are challenging and takes time (sometimes hours lol) to finish . The old custom maps are very easy and every beginner can finish , so they do not make any fun , when you finish them, not like dark,dark2,oerba,space , where like every bounce needs 4-5-6 fps switches , so it is difficult and more fun to play.

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Re: mp_windsor

Post by Drofder2004 » March 24th, 2012, 7:38 pm

fre4kZ wrote:...
Hence why I said:
Drofder2004 wrote:Save this bullshit style of jumping to the elitest maps with zero design effort.
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Re: mp_windsor

Post by Soviet » March 24th, 2012, 9:00 pm

If I ever finish mp_svt_factory I'm going to put in soooooooo many fps switch bounces :P
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Re: mp_windsor

Post by fre4kZ » March 24th, 2012, 10:10 pm

Drofder2004 wrote:
fre4kZ wrote:...
Hence why I said:
Drofder2004 wrote:Save this bullshit style of jumping to the elitest maps with zero design effort.
That post was meant to be my general opinion about New style "elit" maps /Easier, older maps , nothing related to this map. This map is rly nice and fun to play. Even if its not that hard , its enjoyable rly, as i mentioned , it brought back some memories of hp1 at some places. But i'm sure if i would work with a very designed and nice map like this , i would put very hard bounces also from the middle of the map , and the easy end would be there , where the hard bounces start. ( like in ib_glass_v3).

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Re: mp_windsor

Post by Drofder2004 » March 24th, 2012, 10:11 pm

Soviet wrote:If I ever finish mp_svt_factory I'm going to put in soooooooo many fps switch bounces :P
So, it's safe to say, there will never be any switch bounces in mp_svt_factory? :D
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