User talk:Baliame
Contents
TF2 entities
Good job on getting the TF2 Ents up! Hope you continue on getting up the rest :P --Frostbite 14:13, 26 Sep 2007 (PDT)
- Woot, I have no idea how to format this talk thing, but here goes! Thanks, I'm on it. I'm going to go to sleep now, it's pretty late and I'm quite exhausted but I'll be putting them up again once I get home tomorrow! :) --Baliame 23:20, 26 Sep 2007 (CET)
24-player limit per spawn
How did you come to this number? --Tourorist 14:27, 26 Sep 2007 (PDT)
- mainly thats the current limit, however more can be added, but i doubt that might happen for lag issues.--Gear 14:27, 26 Sep 2007 (PDT)
- Well Powerplay TV (SourceTV) on Valve's Official Server is player number 25, so you can have more than 24 players, just might have to hack it up there >.> --Frostbite 14:33, 26 Sep 2007 (PDT)
- yeah but thats Source TV ;)--Gear 14:34, 26 Sep 2007 (PDT)
- I haven't seen any servers with more than a max players amount of 24. It *might* change to 32 once it's released, and I will edit the page respectively if so. I suppose the 25th slot is for SourceTV. -- Baliame 10:10, 27 Sep 2007 (CET)
- Okay, I just found the first 32 man server. Editing playerclass. -- Baliame 20:55, 28 Sep 2007 (CET)
- I haven't seen any servers with more than a max players amount of 24. It *might* change to 32 once it's released, and I will edit the page respectively if so. I suppose the 25th slot is for SourceTV. -- Baliame 10:10, 27 Sep 2007 (CET)
- yeah but thats Source TV ;)--Gear 14:34, 26 Sep 2007 (PDT)
- Well Powerplay TV (SourceTV) on Valve's Official Server is player number 25, so you can have more than 24 players, just might have to hack it up there >.> --Frostbite 14:33, 26 Sep 2007 (PDT)
That's all for today
I added a whole bunch of entities today, I might add more, but if not, I'll continue tomorrow (and probably create a checklist of TF2 entities while making maps). -- Baliame 16:38, 27 Sep 2007 (CET)
- I am setting up a TF2 page that way we can dump alll this information into a proper area. You can find it in the level design main page.--Gear 07:39, 27 Sep 2007 (PDT)
- Nice, I see the red link, shall I add the page? -- Baliame 16:42, 27 Sep 2007 (CET)
- Red link on wha?--Gear 07:46, 27 Sep 2007 (PDT)
- Nevermind. I meant the red link which means the page it links to doesn't yet exist. (Here.) It's no longer red =) -- Baliame 16:42, 27 Sep 2007 (CET)
- Oh yup got it, if possible im just going to list what we already have, and work on getting tuts up for each and everyone, plus a nice little pic for every entity in Hammer.--Gear 07:49, 27 Sep 2007 (PDT)
- Snaps forgot something. If you could, label each entity if its brush based or just normal entity. Thanks!--Gear 07:58, 27 Sep 2007 (PDT)
- Oh yup got it, if possible im just going to list what we already have, and work on getting tuts up for each and everyone, plus a nice little pic for every entity in Hammer.--Gear 07:49, 27 Sep 2007 (PDT)
- Nevermind. I meant the red link which means the page it links to doesn't yet exist. (Here.) It's no longer red =) -- Baliame 16:42, 27 Sep 2007 (CET)
- Red link on wha?--Gear 07:46, 27 Sep 2007 (PDT)
- Nice, I see the red link, shall I add the page? -- Baliame 16:42, 27 Sep 2007 (CET)
Uhm...hehe
I stole your template for your TF2 Progress (Great job so far on both maps :D) Hope ya don't mind >.> --Frostbite 09:58, 28 Sep 2007 (PDT)
- I stole it from some other guy at another wiki, so spread the word =) --Baliame 20:54, 28 Sep 2007 (CET)
ARRRR
Yar I have a problem..... I can't test out my TF2 maps on TF2 waaa!! Seems that the map is in the right folder. And when i load up the map via console i just cant seem to connect. Says "Connection Failed After 4 Retries"--Gear 12:27, 29 Sep 2007 (PDT)
- I got that in CSS all the time - it seems like that you just can't connect to your local server. Just keep doing Create Server all over again and you'll eventually get in.. --Baliame 00:09, 30 Sep 2009 (CET)
Ladders
What do you need a ladder for? Would there be an alternate walking route? If Valve adds ladders, heavies will most likely not be able to climb them.—ts2do 15:01, 3 Oct 2007 (PDT)
- Well I think it's obvious that sewers have ladders leading up and down, if I want to go realistic anyway. My current project doesn't require ladders though. --Baliame 14:18, 4 Oct 2007 (CET)
TF2-Tutorials
Hi Baliame! I wish to thank you for your great TF2 tutorials about spawnrooms and control points!
I want to ask you if it is possible that I can translate your tutorials to German language.
You might know that we have a "German Mapper-Community" called theWall.
Some guys over there are not able to speak English and I want to translate it for them.
Do you allow me to do so?
Best Regards
Yours --Euci 14:46, 10 Nov 2007 (PST)
- Yeah go for it Baliame, it sounds good to help that out. Me and Baliame both worked on both of those tuts, so is suppose its good to go then?--Gear 13:01, 10 Nov 2007 (PST)
- So I take that as a "yes"? --Euci 14:46, 10 Nov 2007 (PST)
VCD
Thanks for fixing that on my page. That's what I get for browsing torrents and editing at the same time :P --Remmiz 21:09, 16 Nov 2007 (PST)
Put dis at the bottom of his page for date order, it helps trust me:_), but yeah, he;s a great person that helps out, quite alot.--Gear 23:33, 16 Nov 2007 (PST)
No problem :) --Baliame 04:25, 17 Nov 2007 (PST)
Need ya help for CPs in TF2
Hi Baliame,
I used to try out all our yours and your partners tutorials but when I run the map the console sais this everytime:
!!!!Multiple control points with the same index, duplicates ignored!!!!Error! No control points found in map for team_game_round round_2!
What is that? --Euci 14:28, 29 Nov 2007 (PST)
- Hi! Well, the first part is Multiple control points with the same index, duplicates ignored, it means that there are some Control Points in your map which have the same value in their Index fields. It can cause problems, so be sure they have seperate indexes. Second part is Error! No control points found in map for team_game_round round_2!, it means that your team_control_point_round which is called round_2 has no associated control points - you forgot to fill in the Control points for this round field. --Baliame 14:16, 29 Nov 2007 (PST)
- Yeah, THX for the very quick answer!
- But my map has a controlpoint system which is structured like dustbowl (multiple rounds).
- And you said (and the Hammereditor also did): Group Index - Used for grouping points together under a team_control_point_master (not using control point rounds). And I use control_point_rounds.
- Anyways: What index should I enter there?
- And in Control points in this round(round_2) I entered: control_point21 control_point22 and that are the names of my CPs in the second round. I am confused because I strictly obeyed the tutorial!
- --Euci 14:28, 29 Nov 2007 (PST)
- Ahh, ok now it works! I was just to stupid to read ^^ --Euci 15:09, 29 Nov 2007 (PST)
- The index really only matters for a one-round map. I like to keep my stuff distinguishable though, so just order it, so cp1 should have an index of 0, cp2 1, cp3 2 and so on.
- Ok but there is another problem! I made some func_respawnroom_visualizers to prevent the player to walk around in the Round2-areas while playing on Round1 and vice versa. But when the second round starts, the visualizers which should prevent the player from visit the territory from round1 are visible but not solid-to-player. Can you take a quick look over my vmf please? I would be very grateful ;) Here is link for vmf and bsp: cp_dust.rar--Euci 05:32, 1 Dec 2007 (PST)
- I'm going to look at it tomorrow but god.. you seriously shouldn't recompile ANYTHING after a decompile with VMex. --Baliame 15:50, 1 Dec 2007 (PST)
- Yeah, I know ;) But don't worry! After the decompile I deleted every single entitie (except func_details) so only the pure brushwork was left. And thank you, for looking at it --Euci 04:30, 2 Dec 2007 (PST)
- Whoa, this map is a real mess, I see lots of respawnroomvisualizers floating around without a reason. The only logical explanation is that you assigned them to the wrong respawn room, perhaps also check the team of the respawn room. --Baliame 04:42, 2 Dec 2007 (PST)
- Yes, I have so much func_respawnroom_vis because some areas are forbidden sometimes to enter for ONE or BOTH teams. So the map has/needs a tricky system. I guess it is easier to play it first ingame and than try to understand the map in the mapeditor. I also made a youtube video to show the cp_system for the first round!
- The problem is, the map has two rounds and team BLU should use the same spawnroom in both rounds and I dont know, wether this is possible or not. --Euci 05:01, 2 Dec 2007 (PST)
- Naah, ok I'll delete some of them and replace 'em with fences(prop_dynamiys)! That looks better anyways. --Euci 06:43, 2 Dec 2007 (PST)
- Whoa, this map is a real mess, I see lots of respawnroomvisualizers floating around without a reason. The only logical explanation is that you assigned them to the wrong respawn room, perhaps also check the team of the respawn room. --Baliame 04:42, 2 Dec 2007 (PST)
- Yeah, I know ;) But don't worry! After the decompile I deleted every single entitie (except func_details) so only the pure brushwork was left. And thank you, for looking at it --Euci 04:30, 2 Dec 2007 (PST)
- I'm going to look at it tomorrow but god.. you seriously shouldn't recompile ANYTHING after a decompile with VMex. --Baliame 15:50, 1 Dec 2007 (PST)
- Ok but there is another problem! I made some func_respawnroom_visualizers to prevent the player to walk around in the Round2-areas while playing on Round1 and vice versa. But when the second round starts, the visualizers which should prevent the player from visit the territory from round1 are visible but not solid-to-player. Can you take a quick look over my vmf please? I would be very grateful ;) Here is link for vmf and bsp: cp_dust.rar--Euci 05:32, 1 Dec 2007 (PST)
- The index really only matters for a one-round map. I like to keep my stuff distinguishable though, so just order it, so cp1 should have an index of 0, cp2 1, cp3 2 and so on.
- Ahh, ok now it works! I was just to stupid to read ^^ --Euci 15:09, 29 Nov 2007 (PST)
Redirects
What good is having these two redirects: this one and this other one ? Nothing links to those pages anymore, and the wiki search engine can also find the target pages if they're in the "user space". If you think about it there's no actual benefit of keeping the pages with the redirects, unless I'm missing something obvious... I'm looking at it from the "keep it clean, keep it tidy" point of view, and I find it a bit messy to keep pages with no actual function or purpose. --Etset 12:46, 29 Jan 2008 (PST)
- It's always good if you can refer to a page in a shorter form, and it's kind of an etiquette that you keep the original redirect when you move a page unless you want to add some content to it. --Baliame (talk) 00:10, 6 Feb 2008 (PST)
- As for referring a page with a shorter title, that has no practical use in this case. Regarding etiquette, I believe that wouldn't really apply here because: for starters it's clearly a user-related content page (there's no use in the redirect page existing, no practical need for it); anything you would want to write in that page is clearly material that should be written in A) an article with a different title or B) the page within the user's userspace; lastly, nothing links there, so not only is the page not doing anything there, no one is ever going to visit it ... why would they anyway? To be redirected, and waste a little more bandwidth and server resources while they're at it?
- I understand that in other cases it's not only etiquette, but there is a practical use for redirect pages. Example: the "Creating a Spawnroom" page, which for now is a simple redirect to your article (since it's the only one that exists — and of course in this case it's better not to delete that page since "Creating a spawnroom" is clearly something that can show up in a search), but could later become a "kind of" disambiguation page, that presents links to similar articles, but related to other mods.
- Parts of this wiki could clearly use a vigorous cleanup, and the less clutter we have to deal with, the better. Few people take their time to do maintenance work and it would definitely be better if everyone got involved. It's definitely not a bad thing that more effort is put into creating content than maintaining it, but some effort has to be spent on maintenance, or else we'll end up with a rubbish pile of very good material. That is my opinion. --Etset 03:02, 6 Feb 2008 (PST)
- While searching for something related to this, I found this page on Wikipedia. What I'm pointing at is "delete condition" number 5. Also check out the cross-namespace redirects. --Etset 08:31, 9 Feb 2008 (PST)
Gallery
Cheers been looking for that for ages. =)