ocean crossing + smuggler cove [rel]

Thothie

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Ye changed the name from oceancrossing_aX to ocean_crossing - this may fubar the FN compatibility, as I assumed you were going with "oceancrossing" for a final name based on the alpha's.

Also missing some ambs:
Warning: Unable to open sound/amb/gulls.wav for transfer

I wont be able to test in person till later tonight.
 

FER

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Nothing happens after the first enemy ship arrives...
 

Thothie

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Yeah, yer orcs still are not spawning.
 

Rickler

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multi managers should be called single managers

everything works in single player, but in multiplayer everything is f...


i got orcs to spawn by having the multimanager trigger a triggerrelay that then triggers the monster spawn... talk about redundant bs.

edit: ok works now in multiplayer. uploaded the new pack, just entity edits, so only the server needs the new map file.
 

Thothie

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Downloaded and applied, both servers.

I shoulda noticed from the map src you were using the dmg multipliers. The map isn't flagged for XP multi, so beating to death those sharks and getting 14xp for it seems a bit cruel.
 

FER

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Found two things on Smugglers Cove:

-When the orc warlord dies, he just stayed there doing nothing

-The water should be more deep to allow the sharks to navigate more easily

-Also someone mentioned that some "shark chest script" was missing
 

Mikkel

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FER said:
-Also someone mentioned that some "shark chest script" was missing

Yeah, I think I might have to take the map of my server soon, because if I'm not around the server will just keep restarting on smugglers_cove over and over again.
 

FER

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About the orc warlord, when he died he made a gibbing sound
 

Rickler

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Mikkel said:
FER said:
-Also someone mentioned that some "shark chest script" was missing

Yeah, I think I might have to take the map of my server soon, because if I'm not around the server will just keep restarting on smugglers_cove over and over again.
thothie's server doesn't lock up, so guess he has the server dll with the chest
 

Mikkel

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hmm I downloaded it from your link?
 

Thothie

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Yeeeah, I was hoping to wait until the map was finalized, but I had to customize my SC.DLL to get past that error. I guess I'll see about a B patch, I just wanna make sure this two-kill boss thing is done with.

FER said:
About the orc warlord, when he died he made a gibbing sound
I noticed that... He obviously gibbed somehow... The good thing is all the triggers went off and the chest spawned, so my anti-gibbing efforts have at least been semi-effective. Bad thing is he doesn't drop anything that way. Still need some more stabs at this gib bug, obviously.
 

FER

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I still dont get why sharks get funky while roaming in the water, as if they try to get out of the water (Ye, they could if it wasnt for clip brushes)

However I dont recall Itchyosaur trying to get out of the water as much as this one
 

Thothie

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I don't think HL's itchy uses the same movetype our fishies do. Been considering looking into re-writing the fish base, and seeing if I can arrange some sort of floaty 2d movetype that knows if it's in water.
 

J-M v2.5.5

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So I rushed through both maps real quick (with some AFKness inbetween) and I was very, very impressed.
I still need to sit back, relax, and play both maps 100% (some other people who already knew the maps kind of beat half of them before I noticed) but no doubt you did a fascinating job again.
 

BioRage

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J-M v2.5.5 said:
So I rushed through both maps real quick (with some AFKness inbetween) and I was very, very impressed.
I still need to sit back, relax, and play both maps 100% (some other people who already knew the maps kind of beat half of them before I noticed) but no doubt you did a fascinating job again.

Yes, it's a good map, we should use this map for furthur transactions :D
 
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