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 Post subject: Re: ut4_train
PostPosted: 04.07.11 
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Humppaimitat
User avatar

Joined: 07.15.08
Posts: 3773
Location: Behind U
-----tdm:  
nick: cp_-r_miez.plz
skill: 1718.46
kills: 119204
deaths: 79658
ratio: 1.49
-----bomb:  
nick: miez.plz
skill: 1485.74
kills: 9854
deaths: 9081
ratio: 1.08
-----ts:  
nick: miez.plz
skill: 1429.43
kills: 1055
deaths: 778
ratio: 1.35
Ah coffee ok.
:)

Hm, i could install php on the map download server.
Then put a script there that reads dir and always returns the latest version of a map.

Should be done in 10 Minutes or so...

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 Post subject: Re: ut4_train
PostPosted: 04.07.11 
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Chief Entertainment Officer
User avatar

Joined: 10.14.08
Posts: 1861
Location: rooftops
-----tdm:  
nick: DSWP.UCF
skill: 1864.79
kills: 75187
deaths: 37426
ratio: 2.00
-----bomb:  
nick: DSWP.UCF
skill: 1635.65
kills: 10860
deaths: 7217
ratio: 1.50
-----ts:  
nick: DSWP.UCF
skill: 1491
kills: 3700
deaths: 2163
ratio: 1.71
problem is the naming and such

the map is only available here since steve never released a "real" final version, altho I don't know if he was going to publish it on other sites anyways, maybe he can post something himself when he sees this ... (:

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 Post subject: Re: ut4_train
PostPosted: 04.08.11 
train is yet to be finished and quite a bit away from going gold.
so no official release from me until then.


but some history lesson, to explain the reasons for all those bothering to read a bit:

querty managed to put out the retextured map and did a really nice job with it.
but he fucked up some special shaders, i.e. bullet-proof wire-fence on top of the high campspot at upper trainyard, when you aim towards the new window.

same with all the transparent brushes for cushioning or making movent easier, as they filled the holes in the walls.
this REALLY bothers me.
in fact it is the dealbreaker preventing this from being the final version to be released, as this really changes your ability to flow... remember any gunfight you lost, because you were blocked by an edge of a wall? i HATE it, so i wont let such things slip into the map if i can change it.

but i have to redo the whole texturing from scratch, since i have never had the editor-file from querty. the chances that i will get my hands onto it one day are already like below ~1.5%.... so what the fuck, i'll redo it completely once i get around to do it. (time is sparse, what is the reason why it did not already happen, you know.)

but until then ut4_train_dl1 is good enough to get some more playtime.
i did learn mapping because i wanted to play it, and this thread simply documents the events.

if in the meantime somebody else is faster than me and releases an "own" ut4_train and so steals the official name... i dont care, i will rename the map with a name a bit different then. in cs there are several versions of dust and dust2 to be played, i see no problem with that.

another problem could be, if ut4_train_dl1 spreads so far, that the new "final" version will not be as popular and be played in the urt universe... i dont care either.
since i did the map for myself, as long as wurst tdm is on, i will mostly keep playing here. and as long as wurst tdm has the current version, there is nothing else of interest for me.



 


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 Post subject: Re: ut4_train
PostPosted: 04.11.11 
Offline
Humppaimitat
User avatar

Joined: 07.15.08
Posts: 3773
Location: Behind U
-----tdm:  
nick: cp_-r_miez.plz
skill: 1718.46
kills: 119204
deaths: 79658
ratio: 1.49
-----bomb:  
nick: miez.plz
skill: 1485.74
kills: 9854
deaths: 9081
ratio: 1.08
-----ts:  
nick: miez.plz
skill: 1429.43
kills: 1055
deaths: 778
ratio: 1.35
become unimployed! now!

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