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Mapping Corner Need help with a map? If so feel free to ask in this forum. We have a few people who know Elite Force mapping in and out and might be able to help you. Non mod map progress in here please.

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Old 02-27-2010, 04:47 PM   #101
Apprentice
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The things I've found within the map:
  • Some Jeffreytubes transport entities aren't working as they should. Most likely is the following console dump part of the reason/problem
    Quote:
    func_door_rotating at (6948 5268 1710) with no distance set.
    func_door_rotating at (6948 5268 1710) with no distance set.
    trigger_transporter doesn't have a spawn function
    ui_transporter doesn't have a spawn function
    trigger_transporter doesn't have a spawn function
    ui_transporter doesn't have a spawn function
    trigger_transporter doesn't have a spawn function
    ui_transporter doesn't have a spawn function
    trigger_transporter doesn't have a spawn function
    ui_transporter doesn't have a spawn function
    trigger_transporter doesn't have a spawn function
    ui_transporter doesn't have a spawn function
  • One of readyrooms has a forcefield texture rather then a metallic one for the "blast door"
  • A hell of a lot missing LCARS textures, especially in OPS but throughout the station/Federation ship
  • I wasn't able to find any red or blue alert buttons. Yellow is present and the entities for red and blue are also present, but no buttons . . .
  • The height of the ceilings are a bit too low for my taste, especially the corridors. It feels cramped, almost claustrophobic and the idea of such a map, is to create a feeling of grandness. Otherwise a smaller station would've sufficed and you wouldn't have gone through all the trouble . . .
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Old 02-27-2010, 05:31 PM   #102
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Quote:
Originally Posted by Apprentice View Post
The things I've found within the map:
  • Some Jeffreytubes transport entities aren't working as they should. Most likely is the following console dump part of the reason/problem
  • One of readyrooms has a forcefield texture rather then a metallic one for the "blast door"
  • A hell of a lot missing LCARS textures, especially in OPS but throughout the station/Federation ship
  • I wasn't able to find any red or blue alert buttons. Yellow is present and the entities for red and blue are also present, but no buttons . . .
  • The height of the ceilings are a bit too low for my taste, especially the corridors. It feels cramped, almost claustrophobic and the idea of such a map, is to create a feeling of grandness. Otherwise a smaller station would've sufficed and you wouldn't have gone through all the trouble . . .
Thanks for your feedback.

Here are some of my thoughs about bugs/problems you described:
  • the only reason that spawn functions for entities ar missing is that you don't have the latest rpgxEF VM which has many new updates (includeing trigger_transporter and ui_transporter). These new entites don't have anything to do with the jeffries tubes though. The name of the last build is RPG-X 2.1 Beta 8.1 Munich X.
  • the forcefield texture in admin's ready room is intended
  • the map uses LCARS from poseidon_a and rpg_atlantis
  • missing func_usables are a sign that brushent limit was reached but station iowa does not exceed rpgxEFs limit of 512 brushents. No idea what might be causing this
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Old 02-28-2010, 06:28 AM   #103
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Quote:
Originally Posted by GSIO01 View Post
  • the only reason that spawn functions for entities ar missing is that you don't have the latest rpgxEF VM which has many new updates (includeing trigger_transporter and ui_transporter). These new entites don't have anything to do with the jeffries tubes though. The name of the last build is RPG-X 2.1 Beta 8.1 Munich X.
Got the latest version (you really should add dates to the filenames) and the only thing I got in the console now are:
Quote:
func_door_rotating at (6948 5268 1710) with no distance set.
func_door_rotating at (6948 5268 1710) with no distance set.
...
Train corner at (840 -208 486) without a target
Train corner at (1119 76 1060) without a target
Train corner at (1087 48 464) without a target
Train corner at (1115 76 464) without a target
Train corner at (1087 104 464) without a target
Train corner at (1059 76 464) without a target
Train corner at (1062 51 889) without a target
Train corner at (1119 76 1060) without a target
...
G_PickTarget: target jeff_deck01 not found
Couldn't find teleporter destination
G_PickTarget: target jeff_deck01 not found
Couldn't find teleporter destination
G_PickTarget: target jeff_deck01 not found
Couldn't find teleporter destination
... etc
Quote:
  • the forcefield texture in admin's ready room is intended
Perhaps an idea to change that into a more glass like texture with a honeycomb pattern ??

Quote:
  • the map uses LCARS from poseidon_a and rpg_atlantis
Also an idea to include those textures within the PK3 repository ??

Quote:
  • missing func_usables are a sign that brushent limit was reached but station iowa does not exceed rpgxEFs limit of 512 brushents. No idea what might be causing this
Found them already, but since I don't see any textures and the tricorder isn't much help with smaller usables, it does become tricky . . .
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Old 02-28-2010, 06:33 AM   #104
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Quote:
Originally Posted by Chris Parker View Post
at 2.: that isnt a bug. set developer to 0
Doesn't work. Even with developer set to 0, the "0's" still appear on screen/in console . . .
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Old 02-28-2010, 09:55 AM   #105
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Station Iowa RC2 is now released.
Don't upload this package on other sites without our permission.

http://gamesrv.gdev-rp.org/ef/public...owa_v1_rc2.zip

Regards
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Old 02-28-2010, 10:56 AM   #106
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We are sorry to annouce that we have to delay our Release Party for about one hour as we found some critical bugs we are fixing right now.
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Old 02-28-2010, 11:21 AM   #107
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Station Iowa RC3 is now released with the latest hotfixes and some new features.
Don't upload this package on other sites without our permission.

http://gamesrv.gdev-rp.org/ef/public...owa_v1_rc3.zip

Regards
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Old 02-28-2010, 12:08 PM   #108
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Hmm..i don't get on the Server. There's a problem with the Class Set or something. :/
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Old 02-28-2010, 12:12 PM   #109
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Any other way to download zrpgx_addons_v2.pk3 rather then through the game ??
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Old 02-28-2010, 12:17 PM   #110
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We have just removed all the addons and restarted the server.
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Old 02-28-2010, 05:12 PM   #111
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Although I haven't tested RC3 yet I have to say, that this is an awesome RPG-X map and one of the best ever created for it. However, I agree, that the OPS is a bit empty and sterile.

Oh, and the reason why I haven't tested RC3 is: Whenever I connect to a server running this version of Iowa I get the following error: "ERROR: Bad cgame system trap: 200".
I have the newest engine and VM installed and I can connect to all other maps on the specific server. Does anyone have any idea as to the reason of this?
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Old 02-28-2010, 06:09 PM   #112
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Quote:
Originally Posted by B'Elanna View Post
server running this version of Iowa I get the following error: "ERROR: Bad cgame system trap: 200".
cgame system trap 200 is trap_R_RemapShader ... which is the function that tells the engine to remap a shader to another one. The only reason why this error would come up would be an VM version that has shader remap with an engine version that does not have it ... as you said ther're both up to date I have no idea why you would get this error.
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Old 03-05-2010, 06:29 AM   #113
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why ins't there a Co's chair inside OPS ?
and how do you open the weapon storage in engineering?
-jules
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Old 03-05-2010, 08:11 AM   #114
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A) It's a station... DS9 had no chairs
Red Alert
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