Dedwinia

Working on new maps for Multiwinia? Discuss!

Moderators: jelco, bert_the_turtle

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bert_the_turtle
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Postby bert_the_turtle » Sat Dec 06, 2008 8:36 pm

Oops, looks like my fix somehow got stuck in the pipeline from the development machine to the server :) (To be precise, right at the start.) It's corrected now, please try again. And in the case that it still doesn't work, please do this:
-Deselect the Harvester/Engineer
-Say "Selecting Harvester/Engineer"
-Select it
-Say "Moving"
-Move it
And then point me to the game with the bug so I can look at the net log.
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Postby moth » Thu Dec 11, 2008 12:53 am

You seem to have fixed it. I've had a couple of games where i've been able to move engineers properly. Thanks.
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Postby Cooper42 » Thu Dec 11, 2008 3:04 pm

I put the lack of movement down to lag before (I'm on a crappy wireless), but have been able to move engineers recently. Thanks.
Whoever you vote for, the government wins.
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bert_the_turtle
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Postby bert_the_turtle » Thu Dec 18, 2008 8:02 pm

Goody. Build 997 is up for the testers with the fix included. The build also fixes ServerIP not working properly, a feature nobody ever needed until now :)
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Postby Techman224 » Fri Dec 26, 2008 2:56 am

From what I see, I've downloaded dedcon, played DEFCON, and ran dedcon at the same time using the same computer using the same auth key (also played on the server too). I wonder if dedwinia and multiwinia work the same way?
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bert_the_turtle
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Postby bert_the_turtle » Fri Dec 26, 2008 12:56 pm

It works the same way.
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Killjoy
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Postby Killjoy » Wed Jan 07, 2009 3:48 pm

Anychance of a map vote feature? on the Assault servers only assault maps to pick from etc etc you get the idea.
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bert_the_turtle
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Postby bert_the_turtle » Wed Jan 07, 2009 4:35 pm

With only the chat interface, this would be hell to get remotely useable. Don't hold your breath.
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Killjoy
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Postby Killjoy » Wed Jan 07, 2009 5:55 pm

I have seen it on team fortress classic, before that glowing menu poped up for map vote.
/votemap *****

Killjoy has voted map ****
/yesvote to vote yes
/novote to keep the current map

??
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bert_the_turtle
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Postby bert_the_turtle » Wed Jan 07, 2009 7:12 pm

That requires good map filenames, something that was neglected in Multiwinia development.
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Killjoy
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Postby Killjoy » Wed Jan 07, 2009 7:47 pm

Is there anyway that "Hamburger Hill" can translate to "8923hijfskjsdfbmap2multi" or whatever the complex map name was?
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Postby cheesemoo0 » Wed Jan 07, 2009 8:20 pm

I suppose create a lot of alias for the maps./
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Postby Mas Tnega » Wed Jan 07, 2009 8:31 pm

/startvote <number of players> <mode>
[Resulting list with conveniently enumerated maps. How many could you really expect for any combination?]
/votemap <map number>

?
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bert_the_turtle
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Postby bert_the_turtle » Wed Jan 07, 2009 8:45 pm

Hey, I'm trying to avoid work here, Mas :)
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Postby NeatNit » Thu Jan 08, 2009 8:17 pm

Killjoy wrote:Is there anyway that "Hamburger Hill" can translate to "8923hijfskjsdfbmap2multi" or whatever the complex map name was?
No, but an example for a level is mp_domination_4P_1.txt. Not exactly that informative.
Last edited by NeatNit on Sat Jan 10, 2009 10:22 am, edited 1 time in total.

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