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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Mon Apr 27, 2009 10:07 am    Post subject: Reply with quote

Yea as I play thru Crowind's RTNP-225 I'm finding problems ranging from small to large in almost every map. Some problems carried over from original RTNP while others are new. Eldora225 has badly connected warpzones. Walk up to a black wall of darkness in the middle of a corridor and then suddenly you see the rest of the level. Glathriel2225 causes clients to crash with an 'Actor None' assertion. Probably a bad decoration I once found for original RTNP fixes in DZMapM. Crashsite225 needs player-stuck problems addressed that original RTNP version had. I'm still going to play thru the rest of the maps in case I can mutate this conversion into something better.

It's not surprising to me that Crowind's conversion is actually still raw. When he released the conversion he started a thread at oldunreal where he stated it only took him a few days to convert and test the maps. A super job and polishing should take at least a few weeks.

You sure TH will be of much help? I had hoped he would finish his RTNP conversion some time ago, but it fell out of world when he began a Van Helsing project. I'd still like to see him or perhaps you finish it because that'd be a preferable choice.


-Zombie
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GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Mon Apr 27, 2009 2:17 pm    Post subject: Reply with quote

You couldn't be more right Zombie, not enough time was spent correcting critical problems and MANY new one's were created in his "conversion" process (whatever that was) and I can't find any merit in picking up were he left-off, I would rather start from scratch if need be.

"You sure TH will be of much help? I had hoped he would finish his RTNP conversion some time ago, but it fell out of world when he began a Van Helsing project. I'd still like to see him or perhaps you finish it because that'd be a preferable choice. "

LOL, well stated....Tent does NOT have a great track record for finishing projects but he does mean well and he is very very talented and we are pretty tight and I know he would do a lot for me, all I have to do is ask. He has always been there for me when I had scripting problems I couldn't resolve or mapping issues he just gets busy with life like we all do sometimes....With that said I KNOW I can at LEAST get excellent support from TH on this endeavor.

BTW I saw on Old Unreal forum someone else is starting another 225 RTNP project, you probably saw it too. Here's the link if anyone is interested>>>>

http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1240749137


Bass
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Tue Apr 28, 2009 11:51 am    Post subject: Reply with quote

Zombie, do you or Hyper know for sure which version Space Marine, predator and spinner are the correct one's for Dinwitty's RTNP225 beta 2.
I am able to open and run them (after trying different versions) BUT since there is no documentation stating which one's are the correct one's I don't want to assume anything right now.

Also I am seriously considering removing those packages completely from the maps to avoid version conflicts ( I can replace the pawns with suitable replacements from 225) my feelings are people can use DZMAPM to add whatever they want at that point.

Any thoughts?

Thanks,
Bass
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Tue Apr 28, 2009 3:03 pm    Post subject: Reply with quote

The RTNPCoop beta 2 uses spinner.spinner and predator.predator. You should use the separate files and not the integrated mod. The latest version of the separate mod is best becuase several bugs were fixed.
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Tue Apr 28, 2009 3:59 pm    Post subject: Reply with quote

Yea I figured as much, just trying to limit unknown variables.
Thanks Hyper :-)

Any thoughts on removing them from the maps to avoid version conflicts?

Regards,
Bass
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Wed Apr 29, 2009 2:54 am    Post subject: Reply with quote

Personally, I could do without any UPak-based pawns and inventory in an RTNP conversion because it means less direct-downloading from a server. That's why I went ahead at trying out Crowind's RTNP-225.

To be close to original RTNP there should be Spinners, Predators, and space marines (not neccessarily Asgard's) in converted maps. I know there are many versions of Spinner and Predator. A conversion should use unique file names for conflict avoidance and to retain more control to the author(s).


-Zombie
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Mutator: DZMapM - 2.34 (12/15/11)
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Wed Apr 29, 2009 4:16 pm    Post subject: Reply with quote

I could totally do without them considering the pawns I use are mostly custom anyway but I would like to take other people into consideration as well BUT only when it makes good sense ;-)

The jury is still out on this, I haven't started removing/replacing them yet but I will have to make a decision soon...

Thanks for your input Zombie...

Bass
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Thu Apr 30, 2009 12:52 pm    Post subject: Reply with quote

UPDATE>>>>
This is NOT an announcement (That's what activates the curse I believe :-)

After some serious consulting with TentacleHunter, "We" will NOT be continuing to convert the current collection of works of RTNP 225 Beta 2, instead we are going to finish Tent's which are by FAR a closer representation of the original game play. Too much content had been been changed to distract from the original gaming experience of the RTNP maps.

Just thought a few of you might be interested in hearing this...


Cheers,
Bass
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