mp_windsor
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Re: mp_windsor
If an error has been given it might help
matt101harris wrote:big cock was the first thing that came to my head lol
Re: mp_windsor
I still get an error on my homemade server when running that map.
Here's crash report.
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.
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
Re: mp_windsor
ok fixed that error...now a new error came out! nice..
i'm working on it..thx tommy for testing
i'm working on it..thx tommy for testing
Re: mp_windsor
Could not agree more.Drofder2004 wrote: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.fre4kZ wrote:And use 32321(3)
Re: mp_windsor
3232 also worked fine, and im glad there was some fun jump in the end
Re: mp_windsor
yes i know..sorryKillerSam wrote: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.Goro92 wrote:ok fixed that error...now a new error came out! nice..
i'm working on it..thx tommy for testing
Still, it does look good
but i've changed the name of the map( mp_windsor_p) so no conflicts
Re: mp_windsor
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
here the new download link: http://www30.zippyshare.com/v/94323899/file.html
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Re: mp_windsor
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 criticiseSoviet wrote:Why the hate on fps switching? I enjoy it
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Re: mp_windsor
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.
"Zaitsev is a cunt." - Pedsdude
Re: mp_windsor
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
Hence why I said:fre4kZ wrote:...
Drofder2004 wrote:Save this bullshit style of jumping to the elitest maps with zero design effort.
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Re: mp_windsor
If I ever finish mp_svt_factory I'm going to put in soooooooo many fps switch bounces
"Zaitsev is a cunt." - Pedsdude
Re: mp_windsor
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).Drofder2004 wrote:Hence why I said:fre4kZ wrote:...Drofder2004 wrote:Save this bullshit style of jumping to the elitest maps with zero design effort.
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Re: mp_windsor
So, it's safe to say, there will never be any switch bounces in mp_svt_factory?Soviet wrote:If I ever finish mp_svt_factory I'm going to put in soooooooo many fps switch bounces
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