Search found 19 matches
- 02 Nov 2014, 12:03
- Forum: Maps
- Topic: The Oilrig [W.I.P.]
- Replies: 26
- Views: 55951
Re: The Oilrig [W.I.P.]
Not quite two weeks later but whatever... Update time! - Redid the lighting, although it's still optimizable. - Shadows on the platform - a little tweak to the walkway access at the south (untested) - maybe some things I already forgot The screenshots are old, but I can't make new ones at the moment...
- 27 Sep 2014, 14:46
- Forum: Maps
- Topic: The Oilrig [W.I.P.]
- Replies: 26
- Views: 55951
Re: The Oilrig [W.I.P.]
Yeah, they're in fact the same map. the wil.sty version is simply an older version.
- 25 Sep 2014, 20:20
- Forum: Maps
- Topic: The Oilrig [W.I.P.]
- Replies: 26
- Views: 55951
Re: The Oilrig [W.I.P.]
Thank you for your feedback. Good to know, people still play on it. Adressing the mentioned points: 1. I actually didn't do shading at all except for the water. That's easy to fix. 2. That was due to a suggestion from Ben. This way the fast reload spot is vulnerable to molotov coctails. 3. It's just...
- 26 Feb 2014, 23:01
- Forum: Modding forum
- Topic: Map editor Tutorials?
- Replies: 2
- Views: 6365
Re: Map editor Tutorials?
To get started with the DMA-Editor I recommend WikiGTA.
And at Ben's site you can find Lists of notable Tiles within the wil.sty and ste.sty. (And all you need to get started with the script files.)
cheers,
JohnT.
And at Ben's site you can find Lists of notable Tiles within the wil.sty and ste.sty. (And all you need to get started with the script files.)
cheers,
JohnT.
- 25 Mar 2013, 22:33
- Forum: Maps
- Topic: The Oilrig [W.I.P.]
- Replies: 26
- Views: 55951
Re: The Oilrig [W.I.P.]
Allright, tried to adress some of your complaints: I placed weapon generators and changed the infinite weapon script to pistols only (for the moment - had no time to test it yet). The weapons so far: 4 machine guns around the drilling tower, molotov coctails on the pipes between the boat and the bui...
- 19 Mar 2013, 12:09
- Forum: Maps
- Topic: The Oilrig [W.I.P.]
- Replies: 26
- Views: 55951
Re: The Oilrig [W.I.P.]
Well... Update! Nearly one and a half year later. But... whatever :D After some nice rounds with two friends of mine I came up with some changes: 1) reduced/changed underground gangways for a faster gameplay 2) added pipes and changed position of the kevlar to make the two high buildings in the nort...
- 31 Mar 2012, 16:07
- Forum: Modding forum
- Topic: Collection of gta scripting and map weirdness
- Replies: 123
- Views: 301191
Re: Collection of gta scripting and map weirdness
I would recommend using Epic GTA2 Map Editor to place and rotate the phones (or any other objects), then you cant make them wrong. Normally I would agree. But with my old notebook it isn't that easy with your editor... Also when dealing with multiple scripts and missions at once and doing mostly co...
- 31 Mar 2012, 08:56
- Forum: Modding forum
- Topic: Collection of gta scripting and map weirdness
- Replies: 123
- Views: 301191
Re: Collection of gta scripting and map weirdness
Quite known but yet unmentioned weirdness: Angles for phones rotated by 90 degree. Why the heck they didn't simply turn those three little graphics instead of having two different angles, one for phones, one for all the other things? It's the first thing I do when making custom .STY files: correctl...
- 02 Dec 2011, 02:37
- Forum: Maps
- Topic: 10 trains getaway
- Replies: 52
- Views: 85604
Re: 10 trains getaway
And don't forget to mention air con fails in summer
- 12 Sep 2011, 12:03
- Forum: Maps
- Topic: The Oilrig [W.I.P.]
- Replies: 26
- Views: 55951
Re: The Oilrig [W.I.P.]
Ok, just a quick update before the Laptop is gone. See my post above for changes.
As for the .gmp optimisation: Now it works again. Either there was something wrong with oilrig.gmp or I'm just stupid.
cheers,
JohnT.
As for the .gmp optimisation: Now it works again. Either there was something wrong with oilrig.gmp or I'm just stupid.
cheers,
JohnT.
- 11 Sep 2011, 10:49
- Forum: Maps
- Topic: The Oilrig [W.I.P.]
- Replies: 26
- Views: 55951
Re: The Oilrig [W.I.P.]
Thanks for the suggestions, Ben! Ok, will be fixed with next release Well it IS optimised with TMs Editor. Don't know, why it is still this big. Maybe it's a problem with the optimizer. Will be fixed. Narf! I have actually done this before, but it got messed up again changing the .sty-File. Will be ...
- 03 Sep 2011, 14:18
- Forum: Maps
- Topic: The Oilrig [W.I.P.]
- Replies: 26
- Views: 55951
Re: The Oilrig [W.I.P.]
Update! The main changes are: - map is now using bil.sty - the boat has moved to the north side // added the requested crane ;) - slightly changed the gangways under the platform. - added some pipes so that you have at least two ways to get off the boat Have I forgotten something? Oh jeah! Removed i...
- 29 Aug 2011, 16:22
- Forum: Maps
- Topic: The Oilrig [W.I.P.]
- Replies: 26
- Views: 55951
Re: The Oilrig [W.I.P.]
Yeah, I'm still working on it, but at the moment I have no windows driven laptop. And with ubuntu it's just not fun... not to mention that the mispad compiler is not working with wine. (or I'm just to stupid )
But expect a new release within maybe one or two weeks
cheers,
JohnT.
But expect a new release within maybe one or two weeks
cheers,
JohnT.
- 31 Jul 2011, 21:01
- Forum: Maps
- Topic: The Oilrig [W.I.P.]
- Replies: 26
- Views: 55951
The Oilrig [W.I.P.]
Update: 2014-11-02 Hi there, a few days / weeks ago i started making a map set on an oilrig. Sadly I don't have the time to finish/test it at the moment. But I don't want to drop it because I like the concept. So I decided to release it as work in progress. Maybe someone likes to continue my work. ...
- 03 Jun 2011, 09:53
- Forum: Modding forum
- Topic: GTA2 Tile Selektor
- Replies: 52
- Views: 109363
Re: GTA2 Tile Selektor
Is it possible to remove the window decorations? So you only have the window itself without borders and a title bar...
That would make this quite handy tool even a bit handier
cheers,
2Ray
That would make this quite handy tool even a bit handier
cheers,
2Ray
- 27 May 2011, 21:09
- Forum: Modding forum
- Topic: Problems with script - get weapons when entering gang cars
- Replies: 2
- Views: 5489
Re: Problems with script - get weapons when entering gang ca
Hey thanks for the tip with the sty file. Haven't looked very much in that stuff. I don't even know there's a way to change which remaps appears ingame. Thought that's hardcoded or so... For the maps: Playtested some of them randomly in gh play alone mode. But not that much. Always to busy working o...
- 26 May 2011, 16:25
- Forum: Modding forum
- Topic: Problems with script - get weapons when entering gang cars
- Replies: 2
- Views: 5489
Problems with script - get weapons when entering gang cars
Hey folks! Here is a script written by me. When entering a car of a specific gang you maybe find a machine gun or grenades inside. But there are some things I'm unhappy with. The following parts are kinda sloppy: The script checks if the player is in a Black Shark. Is there a better way to handle th...
- 24 May 2011, 22:18
- Forum: Modding forum
- Topic: Code Snippets
- Replies: 50
- Views: 152203
Re: Code Snippets
I recently added some kind of headhunter logic to my map project. This is how it works: If your respect for the corresponding gang gets lower than -3 the gang sends a killer to - well - kill you. If you kill him he will be respawned. To get rid of that killer respect must gain up to 0. In my map I a...
- 21 May 2011, 20:58
- Forum: Modding forum
- Topic: Code Snippets
- Replies: 50
- Views: 152203
Re: Code Snippets
As requested by Gustavob, here is code to make both remaps for the Rednecks appear in a map. In this case, the gang zone in the map editor is called "redngang" so make sure you have it. SET_GANG_INFO ( redngang , 6 , PISTOL , MACHINE_GUN , MOLOTOV , 0 , 0.0 , 0.0 , 0.0 , 0 , PICKUP , 3 ) ...