mp_bridge
Moderator: Core Staff
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- CJ Wannabe
- Posts: 31
- Joined: August 8th, 2013, 1:48 pm
mp_bridge
Map name: mp_bridge
Author: SkyLine
Download link: https://www.mediafire.com/?wldrird479kdplt
Screenshot link:
http://image.noelshack.com/fichiers/201 ... bridge.jpg
Game (& old school?): CoD4 NON OS
Description of your map: This is my second map, it has a lot of interesting things on the map there are three ways, easy, medium and hard!
P.S. link updated, fixed MAP, added MEDIUM way!
Author: SkyLine
Download link: https://www.mediafire.com/?wldrird479kdplt
Screenshot link:
http://image.noelshack.com/fichiers/201 ... bridge.jpg
Game (& old school?): CoD4 NON OS
Description of your map: This is my second map, it has a lot of interesting things on the map there are three ways, easy, medium and hard!
P.S. link updated, fixed MAP, added MEDIUM way!
Last edited by SkyLine_XD on January 9th, 2014, 3:17 pm, edited 2 times in total.
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- Core Staff
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- Location: Holland
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Re: mp_bridge
Kind of a weird placement a bridge in a huge ocean
But not much you can do about that I guess. From a distance it looks pretty interesting, and already gets a big plus for not being a boring platform map but a map that has a theme.
![Very Happy :D](./images/smilies/icon_biggrin.gif)
matt101harris wrote:big cock was the first thing that came to my head lol
Re: mp_bridge
actually it is[SoE]_Zaitsev wrote: ... gets a big plus for not being a boring platform ...
![Image](http://img268.imageshack.us/img268/4144/onepiecesignature.jpg)
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- CJ G0D!
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Re: mp_bridge
I think if you look closely at the screenshot you can see a bounce platform with the black/yellow caution stripe texture?
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- Core Staff
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Re: mp_bridge
Still, it has a theme, which is a bridge. Always a bit better than just platforms in squared rooms.Goro92 wrote:actually it is[SoE]_Zaitsev wrote: ... gets a big plus for not being a boring platform ...
matt101harris wrote:big cock was the first thing that came to my head lol
Re: mp_bridge
no one will ever finish this map on a server...its ridiculously hard and one of the hardest maps out there.....and super long.. shame..its a nice looking map..
Re: mp_bridge
I did it in one run in 55 mins (The timer shows the time when you finish.)Vartazian wrote:no one will ever finish this map on a server...its ridiculously hard and one of the hardest maps out there.....and super long.. shame..its a nice looking map..
![Smile :)](./images/smilies/icon_smile.gif)
I already put this map in my CoD4 jump map difficulty rankings : http://bit.ly/1bjMWHA
Last edited by fre4kZ on December 24th, 2013, 2:17 pm, edited 1 time in total.
Re: mp_bridge
Alot of scripts, though some are buggy.
Here's error I get on linux server when changing map:
Please fix that.
By the way, "easy" way is everything but easy ... but that's just my opinion.
Best regards, Tommy
Here's error I get on linux server when changing map:
Code: Select all
******* script runtime error *******
getent used with more than one entity: (file 'maps/mp/mp_bridge.gsc', line 58)
hardfinish = getent("finish_hard", "targetname");
*
Error: called from:
(file 'maps/mp/mp_bridge.gsc', line 17)
thread finish_hard();
*
Error: started from:
(file 'maps/mp/mp_bridge.gsc', line 5)
main()
*
Error: ************************************
********************
By the way, "easy" way is everything but easy ... but that's just my opinion.
Best regards, Tommy
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- CJ Wannabe
- Posts: 31
- Joined: August 8th, 2013, 1:48 pm
Re: mp_bridge
link updated, fixed MAPTommy991 wrote:Alot of scripts, though some are buggy.
Here's error I get on linux server when changing map:Please fix that.Code: Select all
******* script runtime error ******* getent used with more than one entity: (file 'maps/mp/mp_bridge.gsc', line 58) hardfinish = getent("finish_hard", "targetname"); * Error: called from: (file 'maps/mp/mp_bridge.gsc', line 17) thread finish_hard(); * Error: started from: (file 'maps/mp/mp_bridge.gsc', line 5) main() * Error: ************************************ ********************
By the way, "easy" way is everything but easy ... but that's just my opinion.
Best regards, Tommy
Re: mp_bridge
Well, the map loads now, but theres bunch of other bugs that causes laggs so bad, that map is unplayable. I'm talking about linux server. On windows server there was no problem even with 1st version ...
here's some log:
There's more of that, but would be pointless to put all here. The timer loop also laggs at "wait .1;" line.
So I'm not putting this map on my server until all those bugs are fixed.
Best regards, Tommy
here's some log:
Code: Select all
(file 'maps/mp/mp_bridge.gsc', line 74)
info waittill("trigger", user);
*
(file 'maps/mp/mp_bridge.gsc', line 138)
message thread doText(self);
*
(file 'maps/mp/mp_bridge.gsc', line 130)
self thread MessageOMG( advance );
*
(file 'maps/mp/mp_bridge.gsc', line 79)
user thread infomessage();
*
(file 'maps/mp/mp_bridge.gsc', line 74)
info waittill("trigger", user);
*
(file 'maps/mp/mp_bridge.gsc', line 138)
message thread doText(self);
*
(file 'maps/mp/mp_bridge.gsc', line 130)
self thread MessageOMG( advance );
*
(file 'maps/mp/mp_bridge.gsc', line 79)
user thread infomessage();
*
(file 'maps/mp/mp_bridge.gsc', line 74)
info waittill("trigger", user);
*
(file 'maps/mp/mp_bridge.gsc', line 138)
message thread doText(self);
*
(file 'maps/mp/mp_bridge.gsc', line 130)
self thread MessageOMG( advance );
*
(file 'maps/mp/mp_bridge.gsc', line 79)
user thread infomessage();
*
(file 'maps/mp/mp_bridge.gsc', line 74)
info waittill("trigger", user);
*
(file 'maps/mp/mp_bridge.gsc', line 138)
message thread doText(self);
*
(file 'maps/mp/mp_bridge.gsc', line 130)
self thread MessageOMG( advance );
*
(file 'maps/mp/mp_bridge.gsc', line 79)
user thread infomessage();
*
(file 'maps/mp/mp_bridge.gsc', line 74)
info waittill("trigger", user);
*
(file 'maps/mp/mp_bridge.gsc', line 477)
wait .00003;
*
(file 'maps/mp/mp_bridge.gsc', line 477)
wait .00003;
*
(file 'maps/mp/mp_bridge.gsc', line 477)
wait .00003;
*
(file 'maps/mp/mp_bridge.gsc', line 477)
wait .00003;
*
(file 'maps/mp/mp_bridge.gsc', line 477)
wait .00003;
*
(file 'maps/mp/mp_bridge.gsc', line 477)
wait .00003;
*
(file 'maps/mp/mp_bridge.gsc', line 477)
wait .00003;
*
So I'm not putting this map on my server until all those bugs are fixed.
Best regards, Tommy
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- CJ Wannabe
- Posts: 31
- Joined: August 8th, 2013, 1:48 pm
Re: mp_bridge
All fixed, had to change almost the entire textTommy991 wrote:Well, the map loads now, but theres bunch of other bugs that causes laggs so bad, that map is unplayable. I'm talking about linux server. On windows server there was no problem even with 1st version ...
here's some log:There's more of that, but would be pointless to put all here. The timer loop also laggs at "wait .1;" line.Code: Select all
(file 'maps/mp/mp_bridge.gsc', line 74) info waittill("trigger", user); * (file 'maps/mp/mp_bridge.gsc', line 138) message thread doText(self); * (file 'maps/mp/mp_bridge.gsc', line 130) self thread MessageOMG( advance ); * (file 'maps/mp/mp_bridge.gsc', line 79) user thread infomessage(); * (file 'maps/mp/mp_bridge.gsc', line 74) info waittill("trigger", user); * (file 'maps/mp/mp_bridge.gsc', line 138) message thread doText(self); * (file 'maps/mp/mp_bridge.gsc', line 130) self thread MessageOMG( advance ); * (file 'maps/mp/mp_bridge.gsc', line 79) user thread infomessage(); * (file 'maps/mp/mp_bridge.gsc', line 74) info waittill("trigger", user); * (file 'maps/mp/mp_bridge.gsc', line 138) message thread doText(self); * (file 'maps/mp/mp_bridge.gsc', line 130) self thread MessageOMG( advance ); * (file 'maps/mp/mp_bridge.gsc', line 79) user thread infomessage(); * (file 'maps/mp/mp_bridge.gsc', line 74) info waittill("trigger", user); * (file 'maps/mp/mp_bridge.gsc', line 138) message thread doText(self); * (file 'maps/mp/mp_bridge.gsc', line 130) self thread MessageOMG( advance ); * (file 'maps/mp/mp_bridge.gsc', line 79) user thread infomessage(); * (file 'maps/mp/mp_bridge.gsc', line 74) info waittill("trigger", user); * (file 'maps/mp/mp_bridge.gsc', line 477) wait .00003; * (file 'maps/mp/mp_bridge.gsc', line 477) wait .00003; * (file 'maps/mp/mp_bridge.gsc', line 477) wait .00003; * (file 'maps/mp/mp_bridge.gsc', line 477) wait .00003; * (file 'maps/mp/mp_bridge.gsc', line 477) wait .00003; * (file 'maps/mp/mp_bridge.gsc', line 477) wait .00003; * (file 'maps/mp/mp_bridge.gsc', line 477) wait .00003; *
So I'm not putting this map on my server until all those bugs are fixed.
Best regards, Tommy
P.S. Vartazian specifically to be able to pass it on the server I have done that, you can save the position and out of the game and then load!!!
Re: mp_bridge
You mean almost all fixed.
Add some "self endon("disconnect");" at start of:
- doPlayingTimerEasy( s, m, h )
- doPlayingTimerHard( s, m, h )
- fixbestrecord() - add "self endon("death");" too
- UnderMap() - add "self endon("death");" too
I fixed that myself for my server and works ok. I guess that would be it ...
Advice: next time have map properly tested before finnal release.
Best regards, Tommy
Add some "self endon("disconnect");" at start of:
- doPlayingTimerEasy( s, m, h )
- doPlayingTimerHard( s, m, h )
- fixbestrecord() - add "self endon("death");" too
- UnderMap() - add "self endon("death");" too
I fixed that myself for my server and works ok. I guess that would be it ...
Advice: next time have map properly tested before finnal release.
Best regards, Tommy
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- CJ G0D!
- Posts: 1575
- Joined: June 3rd, 2009, 9:02 pm
- Location: Cardiff University, UK
Re: mp_bridge
Also just a note for your future scripting (in CoD4), wait 0.00003 is unnecessary, it does the exact same as wait 0.05 (the smallest wait time possible for CoD4 Servers).
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- CJ Wannabe
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- Joined: August 8th, 2013, 1:48 pm
Re: mp_bridge
added MEDIUM way!
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