I know i'm abit late to say Merry Christmas however i've been working hard to get this map released for Christmas.
The new map called 'IA\MPI Snowman V1.3G can be found on Bzcommand's Download Section (http://www.bzcommand.com/forum/index.php?action=tpmod;dl=item19).
Enjoy the new map & let me know if i missed any bugs caused by that map...
P.S. Don't forget to look under the Christmas Tree on that map.
EDIT: Uploaded New version to fix afew issues.
EDIT2: Added tweak to christmas tree for proformance on slower systems.
Please post the version that your playing in the server message until everyone upgrade.
(this should be the last version unless something else comes up).
I helped! ^_^
Downloading the finished product, I cant wait to blow up the tree! >:D
Uploaded Version1.1b: Fixed type o & presents now spawn.
YAY TY SANTA :wink: im gonna make a new years map but i need to remember it first, i was planning to make a x mas map but i forgot :(
OMG I LUV THE FIRE WORKS!!!!! ITS JUST WHAT I WANTED FOR X_MAS GBD HOW DID U KNOW
but this map is really hard, 1 of the hardest
Quote from: Dataanti on December 26, 2008, 06:35:48 PM
This map is really hard, 1 of the hardest
Their is a few pieces of repawning scrap out in the field that re-appears every so often. If everyone thinks this map is too hard then i'll can add a second base pool since their is no room anywhere else.
Note: AI seemed to protect the christmas tree area in version 1.0, so beware when going near the christmas tree.
Right after I extracted this map to root dir (1.3pb4a)I went to launch a mpi. But the game just kept searching for sessions. I finally clicked cancel to change my mind and run an IA game,, and my pc froze. I had to turn off the power to my pc. But when I booted up and just ran an IA the map ran fine and I beat it on easy. Afterwards I restarted pb4a and went to mltiplayer and it found sessions and ran fine. I only mention this because pb4a never did this to me before the map. I love the map though.
I haven't encountered any problems with launch this map so far & i'm starting to like this map myself.
I just grabbed the map and I'm getting these errors in my battlezone.log:
ERR | EntityClass:455 |15:16:59|1003426|ERROR: Object "fireblueGBD.odf" has no valid class label
ERR | EntityClass:455 |15:16:59|1003433|ERROR: Object "firegreenGBD.odf" has no valid class label
Centerline...
Quote from: Centerline on December 26, 2008, 09:32:05 PM
I just grabbed the map and I'm getting these errors in my battlezone.log:
ERR | EntityClass:455 |15:16:59|1003426|ERROR: Object "fireblueGBD.odf" has no valid class label
ERR | EntityClass:455 |15:16:59|1003433|ERROR: Object "firegreenGBD.odf" has no valid class label
Centerline...
ok, thanks
Those are just from the firework effects.
EDIT: Released version 1.3 (ChangeLog)
*Fixed math typo with random presents.
*Fixed fireworks error found in battlezone.log
*Added afew missing inf file.
Feature request
1. Have the dll spawn animals, based on what the player selects in the animal listbox, at specific pathpoints labeled "animal##" or "critter##" depending on which sounds better to whoever is tweaking the dll. For example "animal01", "animal22".
2. Have the spawn location of the animals randomized.
3. Have an option to have respawning animals when one gets killed, it is replaced by a newly spawned animal of the same type.
4. Place the animals on team 0 that way defenses will ignore them. This way they can kill bunched up pilots on the map that get caught near the recycler or other structures.
5. I would suggest giving the animals a limit of greater than 8 if it isn't hard-coded to 8. Since MPI maps are typically large, a limit of 32 or 64 may be good.
I'd love to see support for at least two human teams in the dll, that might require GSH adding in support for a third textbox for team 3. I don't know the vars used for the team list, I'll have to look into that late tomorrow when I get a chance.
GAH! Just noticed this:
You spelled my name wrong every time you referenced me (that I have found)! :lol:
Its Steeveeo! Two double Es, not one double and a single...
EDIT: BTW, did you take out the scrooge-anchors...the don't stop the killer anymore...
great map! Chain pickup AVes me though. Otherwise awesome!
Uploaded New Version: IA\MPI Snowman V1.3F (Note: Snowman is only for pb4\pb4a, including all previous versions)
Bzcommand's Download Section (http://www.bzcommand.com/forum/index.php?action=tpmod;dl=item19).
is how long it has been since I uploaded, downloaded or added anything (except PB4a) to my BZ 2....
But...I DL'd the map.....where do I extract it too?
I know..I know...yeah yeah..i used to know all this stuff..but hell..by now...I'm older than most of your fathers..so...
Just extract it to your root bz2 folder. The zip should extract the map to the correct location.
How long the map lasts will highly depend on if you decide to get the presents near the christmas tree &\or wug's aip set.
This map is 256 by 256 which means its alot smaller than any previous map i've created & also means the harder the aip set you use the faster the attacks should hit your pools & base.
Uploaded Snowman version 1.3G to add a proformance tweak so those running slower systems don't crash when the christmas tree is destroyed. This required afew assets changes fixed the issue.
This should be the final version unless more bugs are found.
Shouldn't this go under maps13 instead of under addon?
Quote from: Red Devil on January 10, 2009, 07:48:31 PM
Shouldn't this go under maps13 instead of under addon?
If you don't like where i'm presetting the location then feel free to move them to a new location on your pc.
Until i'm ready to re-upload the compression file, you can deal with it by moving the files around. Right now i'm abit busy with something else that i consider more important.
I'm suggest continuing to put custom maps in addon. That way you don't have to hunt down custom maps within your stock maps to remove them.
I've learned that lession the hardway. I already lost one new map after i hit the delete on the old map13 folder after upgrading the patch. The bad part was i also was keeping the psd source code i used in with that folder. :-(
Could add another folder and tweak the CFG.
EDIT: The point of the Maps13 folder was to be able to kill all maps in a mod so only mod maps would show. I do think you should put it there whenever releasing for this reason. For future maps/releases.
When i get time later i'll fix the zip as stated 2 posts above. The maps on my pc will however stay where i put them so i can keep them seperate from stock maps.