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calculatedChaos Gaming • Dorm Map Instructions [ READ IT ALL, ITS A LONG READ] - Page 5
Page 5 of 7

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 26 Feb 2011, 10:28
by t00bz
fixed all the leaks that i found in the console clipboard thing.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Mar 2011, 12:33
by Dick Trickle
here ya are.


errr.now here you are.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 21 Mar 2011, 09:18
by t00bz
How's the dorm coming along beetle? I noticed the downloads for me and dick's rooms, but this thread seems kind of...dead

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 21 Mar 2011, 10:22
by Beetle
ive been doing other things. but since ppl have given me some things for their rooms, and since ppl put time into it, i definitely plan on finishing it in the near future. the good news is that hide and seek works, so ill put out a new version soon.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 28 Mar 2011, 02:05
by Beetle
Dick's room has been added successfully. Enjoy your window view.

Now for t00bz, a quote taken directly from his compile log:
**** leaked ****
Entity prop_static (-392.00 -194.62 41.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -768.0 96.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -288.0 -24.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -32.0 -16.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -32.0 96.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -288.0 216.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -32.0 208.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 -1024.0 96.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 0.0 96.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 28 Mar 2011, 02:06
by t00bz
shit.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 02 Apr 2011, 07:25
by Beetle
http://www.beetle.calculatedchaos.com/m ... ndseek.rar

^^^^^^ Download link ^^^^^^

This is hide n seek in the cc dorm made with room entries by players such as the asylum, OMJ, OMJ, OMJ, future t00bz, dick trickle, and not so many more!

TRY IT TODAY TODAY TODAY

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 04 Apr 2011, 10:13
by Beetle
Things done as of this post
- No buildings on the map
- Kill button to kill everyone in the cage (so red can actually win)
- fixed dick's door

Things to come
- headless horseman mode (on theskatingrink too!)
- more rooms filled
- Prevent people from getting behind the front gates
- Bishop's room
I like playing as Brass Beast heavy and Degreaser/Axtinguisher Pyro
- bishop

This is so i don't forget. so if i forgot something, tell me!

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 04 Apr 2011, 10:43
by spleenter
im just going to copy paste our conversation.

Spleenter: and are demos soldiers and scouts suppposed to be able to get on the roof?
•cC• J.Beetle: yea
Spleenter: ok
•cC• J.Beetle: just a lil something extra
•cC• J.Beetle: might add a pool or something idk
Spleenter: i saw the alien invasion
•cC• J.Beetle: lol its hard to see
Spleenter: it is
Spleenter: only good angle is if you are on the roof
•cC• J.Beetle: perhaps
•cC• J.Beetle: this map could potentially have a long way to go to get good hiding spots
•cC• J.Beetle: but too many makes it impossible
Spleenter: yeah
Spleenter: that pile of leaves is pretty cool
Spleenter: but when your standing in it you can still see a shadow on the top of the leaf pile
•cC• J.Beetle: yea you can
•cC• J.Beetle: but you have to be on the other side if you're placed correctly
•cC• J.Beetle: so still relatively hard to see
Spleenter: the room with the civie demo. when you stand on his head you can still see your feet
•cC• J.Beetle: i like that hiding spot
Spleenter: it proves how little attention to detail people pay
Spleenter: i was talking to trickle about that giant keg in the opposite corner being passable
Spleenter: because you can crouch jump onto the smaller ones, and the player is completely hidden from view
•cC• J.Beetle: well put it in the thread cuz ill forget
Spleenter: ok

Edited so as to preserve my personal hiding spot.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Apr 2011, 03:39
by t00bz
i'm a bit confused, i don't have those in my compile log. The attached file is what i'm getting, so either i'm just not looking very well, or it's in another file
Second, how should i find these messed up things and fix them (particularly for the findportalside, i don't really know what to fix there)

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Apr 2011, 04:41
by Beetle
t00bz wrote:i'm a bit confused, i don't have those in my compile log. The attached file is what i'm getting, so either i'm just not looking very well, or it's in another file
Second, how should i find these messed up things and fix them (particularly for the findportalside, i don't really know what to fix there)
there are many repetitive errors that all boil down to the same thing - you have a leak because of (im guessing here) your piano.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Apr 2011, 05:16
by t00bz
this is the latest zip file i have

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Apr 2011, 05:41
by Beetle
-t00bz and bishop rooms added
- grave hideout added
- added more leaves
- fixed some texture issues throughout the map

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Apr 2011, 09:23
by Beetle
http://www.beetle.calculatedchaos.com/m ... ndseek.rar

a7 fixes all of the above and a few new rooms

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 05 Apr 2011, 11:54
by Bishop
Here's that JPEG of the poster I want in my room. Thanks, Beetle!
Image
Girlfriend drew it, I traced and colored it in Illustrator. Sorry to brag but I love how it turned out.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 06 Apr 2011, 12:30
by Bishop
Quick things about my room:
I assume that picture up there ^ will replace the current random smoking chick picture in my room, so that's cool.
(You don't have to do ANY of this, these are just requests on my part. If it's too many props I understand) Can you add a stamp hat hanging from the Brass Beast, a degeaser sitting upright in the corner to the right of the stump with a pyromancer mask on the top of it, a pair of the heavy's Bear Claws mounted on the empty wall near the brass beast, and IF POSSIBLE, a dead, curled up spy at the end of the blood trail in the closet (since you have two demomen and an ubered soldier on the map). Again, if this is too much, I totally understand. Thanks in advance!
Possibly a wallpaper change? Little too pinkish for my tastes xD

OVERALL, don't get me wrong... I loved the room man. I really appreciate it. It was worth a refined :P

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 06 Apr 2011, 11:15
by Beetle
the 'smoking' chick wouldn't be what would be replaced. your other one would be. she is a prop to hide the secret area behind her ( if you didnt notice, walk up to her and give her a hug for a few seconds)

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 06 Apr 2011, 02:41
by Bishop
No, I noticed immediately. I knew you added something like my secret gold room and it wasn't hard to find. But there's no way to change the picture? Ah well. Guess my room is the whore room! Haha. Nah but it's okay.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 06 Apr 2011, 08:32
by Beetle
gfx card problems. gonna need a new one since it takes all of 30 seconds for my computer to freeze with distorted colors when i play TF2 or Rift ( or probably any other real game).

so enjoy a7 until i get a new one.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 06 Apr 2011, 10:41
by gtgsatellite

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Apr 2011, 01:31
by Beetle
bishop's picture is in and satelite's room is in. props from the room were changed to be tf2, because I said no hl2 stuff, but you'll barely notice.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Apr 2011, 01:48
by gtgsatellite
Damn it I just updated my room, I hope you can replace it.

http://filesmelt.com/dl/ccdorm_room_satellite_v2.zip

Also I'm pretty sure those models are built in source, not just hl2.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Apr 2011, 01:59
by Beetle
source is tf2 also. i didnt say no source, i said nothing from something outside of tf2.

and no, you uploaded it, im done with your room. uploading it means you're done.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Apr 2011, 03:34
by Bishop
Were you able to add those few props I asked for? If so, thanks!

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Apr 2011, 03:44
by Original
I started a room yesterday, can probably finish this weekend if it's not past cutoff date.

Not turning out as cool as my mental image of it though, so I lost motivation really quick.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Apr 2011, 04:59
by Beetle
Original wrote:I started a room yesterday, can probably finish this weekend if it's not past cutoff date.

Not turning out as cool as my mental image of it though, so I lost motivation really quick.
no rush. im updating the alpha as rooms are turned in.
just follow the guidelines. you should really have no problem, since you said something like how hard could it be? 8-)

and bishop, i havent. ill do it when i feel like it again...but im not promising all of it. the spy thing you wanted just might not be worth it (ragdolls are engine-expensive especially for multiplayer)

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Apr 2011, 05:27
by General
Just played on the map, and since there were some rooms left undone I think I'll give it a shot.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Apr 2011, 08:04
by General
Herp derp double post
Anyway my rooms done, I added a few (non-damaging) env_smokestacks, hopefully that's okay because I didn't see anything about it in the rules.
Also, if there is anything else that needs changing, just tell me so I can fix it.
ccdorm_general_jagchamber.zip
(4.42 KiB) Downloaded 258 times

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Apr 2011, 08:32
by Beetle
General wrote:Herp derp double post
Anyway my rooms done, I added a few (non-damaging) env_smokestacks, hopefully that's okay because I didn't see anything about it in the rules.
Also, if there is anything else that needs changing, just tell me so I can fix it.
ccdorm_general_jagchamber.zip

smoke is fine. just make sure your world brushes have been turned into func_detail brushes. thats the one thing most ppl do not do correctly.

Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]

Posted: 07 Apr 2011, 09:15
by General
Beetle wrote:
General wrote:Herp derp double post
Anyway my rooms done, I added a few (non-damaging) env_smokestacks, hopefully that's okay because I didn't see anything about it in the rules.
Also, if there is anything else that needs changing, just tell me so I can fix it.
The attachment ccdorm_general_jagchamber.zip is no longer available

smoke is fine. just make sure your world brushes have been turned into func_detail brushes. thats the one thing most ppl do not do correctly.
Okay, I think I changed it. You just right click on the brushes, select Tie To Entity, and then func_detail, right? Or am I doing something wrong
Anyway here's the fixed version of the room
ccdorm_general_jagchamber.rar
(3.98 KiB) Downloaded 252 times