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A Bad Ass Server • View topic - Fixed Following Maps that had issues running
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 Post subject: Fixed Following Maps that had issues running
PostPosted: Mon Oct 03, 2011 9:12 pm 
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Clan Member

Joined: Sat Jul 31, 2010 11:44 am
Posts: 59
Location: Long Island - Not New York
Hey everyone! :geek:

For now there are [2] maps that had issues running on server.

DM-{ABA-Ballistic}ToRussiaWithLove
[1] pathnodes corrected and or added for bots.
[2] Weapons placement [2] of them floating above static mesh ground and [1] imbedded in level geometry.
[3] checked pathing of bots and added a few more nodes for them to
access the bunkers.

DM-{ABA-Ballistic}GreenRush:
[1] Fixed pathnode issues near weapons base.
[2] Added pathnode to allow bots access near water ways and out.
[3] Raised the ceiling to allow players access to upper most parts of map.

they are both currently running on server as of: 10-03-2011

Be safe, Be well and enjoy.
regards;
{ABA}Jokers_Wild


Last edited by {ABA}Jokers_Wild on Wed Oct 05, 2011 8:27 am, edited 1 time in total.

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 Post subject: Re: Fixed Following Maps that had issues running
PostPosted: Mon Oct 03, 2011 9:18 pm 
Sarge

Joined: Fri Mar 25, 2011 10:10 pm
Posts: 48
WOOT WOOT!


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 Post subject: Re: Fixed Following Maps that had issues running
PostPosted: Tue Oct 04, 2011 4:58 pm 
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Over Lord

Joined: Wed Oct 01, 2008 8:50 pm
Posts: 367
Location: Ontario, Canada
Thanks JW for taking time to fix some of the map concerns!


Work before play, and if work becomes play - PLAY HARD!


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 Post subject: Re: Fixed Following Maps that had issues running
PostPosted: Sat Oct 08, 2011 7:29 pm 
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Joined: Sat Jul 31, 2010 11:44 am
Posts: 59
Location: Long Island - Not New York
Hey everyone! :geek:

One more map uploaded!

DM-{ABA-Ballistic}OldDutch
[1] path nodes corrected and or added for bots.
[2] [37] Path nodes too far from one another to have bots connect with.
[3] checked pathing of bots and added a few more nodes for them to access paths.
[4] Weapons bases; several had no access of path nodes.
[5] player starts had no path nodes inline with them for bots.
[6] Some path nodes in placement caused map to try and figure jumpad status when not needed.
Example: edge of docks to mid barge {Platforms} no access->Fixed and or repathed.

As I receive them; I will do my best to enhance and or correct them for server play.
till next time-

Be safe, Be well and enjoy.
regards;
{ABA}Jokers_Wild


Last edited by {ABA}Jokers_Wild on Sun Oct 16, 2011 11:09 am, edited 2 times in total.

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 Post subject: Re: Fixed Following Maps that had issues running
PostPosted: Wed Oct 12, 2011 6:06 pm 
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Over Lord

Joined: Wed Oct 01, 2008 8:50 pm
Posts: 367
Location: Ontario, Canada
I have uploaded the fixed DM-{ABA-Ballistic}OldDutch, give it a try and let us know how these adjusted/fixed maps are working out!


Work before play, and if work becomes play - PLAY HARD!


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 Post subject: Re: Fixed Following Maps that had issues running
PostPosted: Wed Oct 12, 2011 8:40 pm 
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Clan Member

Joined: Sat Jul 31, 2010 11:44 am
Posts: 59
Location: Long Island - Not New York
Hey everyone! {ABA}Jokers_Wild :geek:

10-12-2011 23:13pm E.S.T.

Couple of more maps to test out for playability when uploaded

DM-{ABA-Ballistic}Dust2k5
[1] path nodes-> corrected heights, length between nodes too long additional nodes added to correct connect points.
[2] {Weapon bases} path nodes on top not needed moved to side. crates with path nodes gave issues for
needing jump pads to lower nodes, minor but still made unreal engine do needless calculations. bots bumped into crates and walked with no return motion.
[3] some player starts had no path nodes inline with them; added nodes where needed.

DM-{ABA-Ballistic}Spiffingrad
[1] path nodes corrected and or added for bots.
[2] Path nodes too far from one another added nodes where needed.
[3] Weapons bases; a few were not on a flat surface. Lowered weapon bases and aligned to floor.
[4] player starts had no path nodes inline with them added nodes where needed, removed [2] others.
[5] There was at times a vehicle that would turn over on it's side and not respawn/refresh. It would constantly fire it's weapon.
I found a barb wire fence with a "blocking texture" surrounding it. I believe this caused the vehicle to halt and be stuck in that spot
thus not allowing to continue on the roadpath nodes setup for it. I REMOVED the blocking around that barb wire. Vehicle is free to
move. Let me know it that happens again. that did get annoying.

As I receive them; I will do my best to enhance and or correct them for server play.
till next time-

Be safe, Be well and enjoy.
regards;
{ABA}Jokers_Wild


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 Post subject: Re: Fixed Following Maps that had issues running
PostPosted: Sat Oct 15, 2011 9:55 am 
Private

Joined: Sat Jul 09, 2011 4:11 pm
Posts: 12
Thanks jokers 4 all ur work keepin the server up and running,
thnx again
silencer


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 Post subject: Re: Fixed Following Maps that had issues running
PostPosted: Tue Oct 25, 2011 3:02 pm 
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Clan Member

Joined: Sat Jul 31, 2010 11:44 am
Posts: 59
Location: Long Island - Not New York
Hey everyone! {ABA}Jokers_Wild :geek:

10-25-2011 17:13pm E.S.T.

Couple of more maps to test out for playability

= 10-14-2011=
DM-{ABA-Ballistic}DDayOperationOverlord
[1] path nodes-> corrected heights, length between nodes too long additional nodes added to correct connect points.
[2] {Weapon bases} [3] embedded into geometry. typical in most maps.
[3] Expanded terrain reah so as not to drop down under map. If one had let say full armor..
then you could walk around lookup see name tags and shhot to kill. Player would NEVER
know where it was coming from. :)

=10-17-2011=
DM-{ABA-Ballistic}BomingBeach
[1] path nodes corrected and or added for bots.
[2] Path nodes too far from one another added nodes where needed.
[3] Weapons bases; typical inset to geometry.
[4] An absurd number of flyingpathnodes laid out in map for planes to be guided. 64-96 pixels apart are WAY to close
I trimmed them down from around 150 to abit more than half. More than sufficient.

*** personally I think it would be nice to lift some of that fog. Let me have some feed back on that
I realize it is a beach and morning, fog is most expected but not that dense!
***

I took it down a notch, from 3000 pixelation per part to 2500 not drastic but just a touch. looks good. What do think?
My inquiring mind wants to know....:)

As I receive them; I will do my best to enhance and or correct them for server play.
till next time-

Be safe, Be well and enjoy.
regards;
{ABA}Jokers_Wild


Last edited by {ABA}Jokers_Wild on Wed Oct 26, 2011 2:50 pm, edited 1 time in total.

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 Post subject: Re: Fixed Following Maps that had issues running
PostPosted: Tue Oct 25, 2011 4:47 pm 
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Over Lord

Joined: Wed Oct 01, 2008 8:50 pm
Posts: 367
Location: Ontario, Canada
Hey all, DM-{ABA-Ballistic}BomingBeach and DM-{ABA-Ballistic}DDayOperationOverlord have been uploaded to the server. Any further suggestions to maps please post them at this link! viewtopic.php?f=36&t=360


Work before play, and if work becomes play - PLAY HARD!


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 Post subject: Re: Fixed Following Maps that had issues running
PostPosted: Wed Nov 16, 2011 8:55 pm 
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Clan Member

Joined: Sat Jul 31, 2010 11:44 am
Posts: 59
Location: Long Island - Not New York
Hey everyone! {ABA}Jokers_Wild :geek:

Just thought I would let you all know. I got the chance to
revamp the DM-{ABA}JW_MountainHideAWAY map. It had the original
Ballistic Bcore version 2.1 This is why it would not load since the
server is at Version 2.5 now. Emailed to Bonjaa for review and test.

Nov-16-2011 AT 10:45pm E.S.T.
Added some other ditty's stripped it out and rebuilt from ground up.
Looks pretty much the same. But some additional protective spots
like the bridge and sand bags for protection. Plus more.

When Bonj gets a chance he'll check it out.
Thanks for the vote on the map. Hey Shrew; this ones for you if you like the raptor
this is the map for it.

Let me know once it;s up and being played.
My inquiring mind would like to know.... ;)

Be Safe Be Well
Regards;
"JW"


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