Jt_Dunno Remake !

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J-an
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Jt_Dunno Remake !

Post by J-an » April 13th, 2009, 9:03 pm

Heeeeeeeee !

I'm working on a Remake of my Cod1 Jumpmap Jt_Dunno for Cod2 !
It will be called: Mp_Jt_Dunno . Because of the Stupid COd2 Engine, i have to put Mp_ in front of the map name .. :\

! PICS ARE COMING SOON !

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Re: Jt_Dunno Remake !

Post by Pnin » April 13th, 2009, 10:13 pm

Putting the ''mp_'' in your map name is not really required...Maps work without this too.

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Re: Jt_Dunno Remake !

Post by J-an » April 14th, 2009, 1:21 am

they do ????????????
aaaaaah noez :( :shock:
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Re: Jt_Dunno Remake !

Post by waywaaaard » April 14th, 2009, 10:08 am

but without mp you can't easy test them ^^
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Re: Jt_Dunno Remake !

Post by Drofder2004 » April 14th, 2009, 2:15 pm

mp_ is simply there for the compiler. As Lev above said, without it, its a lot of work to test your map.
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Re: Jt_Dunno Remake !

Post by Rezil » April 14th, 2009, 2:50 pm

A lot of work? You just make an .iwd(which you have to do in the end anyway) and put the .d3dbsp inside. Then, everytime you recompile the map, you just update the .iwd.
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Re: Jt_Dunno Remake !

Post by waywaaaard » April 14th, 2009, 4:24 pm

yeah but when I am making a map I compile it for almost every jump more than once
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Re: Jt_Dunno Remake !

Post by Drofder2004 » April 14th, 2009, 5:10 pm

Rez|l wrote:A lot of work? You just make an .iwd(which you have to do in the end anyway) and put the .d3dbsp inside. Then, everytime you recompile the map, you just update the .iwd.
Yeh, but at the END I am finished.
While making maps, I have compiled a small map just to check the texture. I am not going to repackage everything because I am testing things.
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Re: Jt_Dunno Remake !

Post by Rezil » April 14th, 2009, 5:18 pm

Drofder2004 wrote: Yeh, but at the END I am finished.
While making maps, I have compiled a small map just to check the texture. I am not going to repackage everything because I am testing things.
Well, if you're working on multiple projects and you have seperate textures for each one it's easier to package them in an .iwd than looking through 200+textures in your images folder. I've also found that sometimes my textures don't work ingame even though they're in main/images .
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Re: Jt_Dunno Remake !

Post by [SoE]_Zaitsev » April 14th, 2009, 6:33 pm

wow, what a big problem :P
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Re: Jt_Dunno Remake !

Post by Rezil » April 14th, 2009, 6:55 pm

[SoE]_Zaitsev wrote:wow, what a big problem :P

Shush, I'm arguing here!
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: Jt_Dunno Remake !

Post by J-an » April 15th, 2009, 4:15 pm

Dudes.. i didnt made this topic to argument on :x

SO QUIT IT, IM THE BOSS ON THIS TOPIC !! :twisted:

( :oops: )

But i need to compile the map with mp_ in front of the mapname, but when i got the .gsc & .d3dbsp i can delete the mp_ and make a .iwd for it ? Is that what you guys are saying ? :o
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Re: Jt_Dunno Remake !

Post by waywaaaard » April 15th, 2009, 5:09 pm

kind of,
but to say

I wanna see pics or it didnt happen!!
THAT HANDS WERE NOT TRACED!
visit my blog: Link
Soviet wrote:Yeah, watch out, Peds will hit you with his +5 D-Battleaxe of homosexuality :roll:

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Re: Jt_Dunno Remake !

Post by J-an » April 16th, 2009, 4:38 pm

ye. im working on the pics.. ^^
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I'm a Hardstyle Lover, I do what I do .
I got my hand on the trigger, that is pointing at you .
To be a Part of the Hard, you got to pay a price .
This is what I do, this is my life !

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