Author Topic: nc_crete [WIP]  (Read 3600 times)

Offline Torenico

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Re: nc_crete [WIP]
« Reply #15 on: 12-07-2009, 00:07:19 »
@torenico: I know, but I'm sure many people are interested in spawn points and flagzones in the overview.

@Fuchs: I added some grassy patches:



Yup, you can do it in later stages, when you have nothing to show but a Town, for example..


Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #16 on: 12-07-2009, 13:07:24 »
argh never generate lightmaps in your parents house.... I left the laptop running over night (in the lving room so the sound wouldn't keep me from sleeping) and my father came about it and pulled the plug because he didn't want to waste electricity  :( Well lesson learned, I will generate them in my own apartement.

Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #17 on: 17-07-2009, 15:07:07 »
Hi, I hope I will get to finishing the map (proper kits and stuff) this weekend. Here some more pics:



The hangar flag. It's german at the start but can be outflanked and captured by a smart team.



One sniper rifle per team



The MG cupola on one of the planes can be used as sniping position.



Improvised Air raid bunker and crashed "Tante Ju"



View from the highest point of the map  ;)



British starting area, with buildings and trenches.



This house lies in a garden area that connects the hangar with the british start flag.



Inside the bunker. I like the light.  ;D

Questions, comments? Oh and what would you prefer for the allies, Aussies or brits?

Offline [F|H]Deek_101

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Re: nc_crete [WIP]
« Reply #18 on: 17-07-2009, 19:07:45 »
Looks nice so far. One question why is there a anti-tank(hedgehog) barrier in the Hanger :P .

Offline Fuchs

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Re: nc_crete [WIP]
« Reply #19 on: 17-07-2009, 19:07:12 »
Looks good TS! Maybe put some more bushes here and there, then theres some more hiding spots too.
"Force answers force, war breeds war, and death only brings death.
To break this vicious circle one must do more than act without thought or doubt."

Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #20 on: 17-07-2009, 19:07:25 »
Looks nice so far. One question why is there a anti-tank(hedgehog) barrier in the Hanger :P .

That's a good question, actually  ;D Perhaps they stored them there (there are more on the map) when parts of the ceiling came crashing down.

Offline Torenico

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Re: nc_crete [WIP]
« Reply #21 on: 18-07-2009, 00:07:51 »
I say Brits vs Germans.

Looking good so far dude!


Offline Fuchs

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Re: nc_crete [WIP]
« Reply #22 on: 18-07-2009, 11:07:06 »
Looks nice so far. One question why is there a anti-tank(hedgehog) barrier in the Hanger :P .

That's a good question, actually  ;D Perhaps they stored them there (there are more on the map) when parts of the ceiling came crashing down.
They where standing on the roof against the damn pidgeons and when the roof came down the pidgeonhog also came down.
"Force answers force, war breeds war, and death only brings death.
To break this vicious circle one must do more than act without thought or doubt."

Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #23 on: 18-07-2009, 14:07:36 »
Or the brits were trying to make the hangar unusable when the Germans came in.

Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #24 on: 22-07-2009, 17:07:03 »
hmm I sorta hit a roadblock. The map crashes the game everytime I try to load it. The changes I made were:
- adding the low-res-texture
- Changing the british kits to the early versions with SMLE
- Changing the German kits to Gebirgsjäger
- adding the mapdata.py

What is most likely the cause?

Offline Wilhelm

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Re: nc_crete [WIP]
« Reply #25 on: 22-07-2009, 17:07:37 »
Does it crash while loading? or once you are ingame? 

If it crashes while loading, it is helpful to know at what point during the loading process it crashes at.

Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #26 on: 22-07-2009, 17:07:47 »
it crashes at the end of the loading process.

Offline Toddel

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Re: nc_crete [WIP]
« Reply #27 on: 22-07-2009, 18:07:31 »
start fh2 in windowed mode. maybe you can recieve a Errormessage.


Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #28 on: 22-07-2009, 18:07:19 »
The windowed mode doesn't really work. I only have the option "Maximised", "minimised" and "normal" and all do the same thing. Probably some Vista bs. The game crashes at the start of "Verifying client data"

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Re: nc_crete [WIP]
« Reply #29 on: 22-07-2009, 18:07:50 »
Hmmm I find that no error message can sometimes be related to a bad static object or something. Try taking a blank static_objects.con and a blank GPO.con and placing them in your map and seeing what happens.