If it's an unknown it means valve toke out the function, or the person using it was using a custom variant that was made in a custom fgd. Needless to say if it's an unknown it means valve toke out the function and the fgd that was made to use it as a function can't do anything with it and is just broken now. No functions as it can't search for anything, it has no start.
Again, has vsh_dropdown_lz_b2a been tested yet? Haven't heard anything back, so I guess it's good? On topic of vsh_shell_reservoir: I hopefully fixed the server crashing by removing the unknown_entity. Has nobody ever complained about performance issues on that map, because the map doesn't have any optimisation at all. The guy didn't even use func_detail. I tried to do some optimisation work, clipped a couple of things... I also added a working cp. Is there anything else this map would benefit from?
I think it would be good to mention that on the latest version of plankfest (I believe it's vsh_plankfest_lz_b1 ), spawn doors aren't solid and you can conga through them at the start of the round. Also, in the previous version, there was an invisible wall above the fences all around the map (I suppose it's to prevent players or hale to hide). On the newest version, they aren't present (but there is some props that let you jump above the fence at some place so maybe it was on purpose) Those are minor things but it makes the map more polished
Fatboy worked on plankfest if I'm not mistaken. So maybe he could take a look at the spawndoors. The invisible walls around the map were taken out on purpose. I do think the map would benefit from including those again.
UPDATE: vsh_dropdown_lz_b2b - An edit of arena_dropdown_rc1 by Gerbil Changelog: Code: - Fixed spot where players could get stuck (vines/displacement chicken wire) - Added a new route up the roofs (stairs? Stairs!) - Made the ladder on the second floor in the capture point building climbable (to reach the third floor) - Made the ladder next to the building near the back of the map on red side climbable - Moved a wooden crate and a couple of boxes - Fixed overlays to show properly (from vsh_dropdown_lz_fix by Fatboy) - Couple of clipping fixes - Packed all custom content this time (from vsh_dropdown_lz_b2) - ... - Probably something else aswell vsh_shell_reservoir_lz_b1 - An edit of vsh_shell_reservoir_a1 by ??? (Couldn't find the original author) Changelog: Code: - Fixed server crashing 'bug' - Optimisation - Added a working capture point (15 seconds to capture) - Fixed some smaller things (microbrushes, offgrid stuff) - Clipped stairs (walking over them is now "smooth") - Added 32 player spawn support (32 spawnpoints for red, 1 for blue (Hale)) - Rotated the spawnpoint for Hale to be pointing in the direction of the exit - Remade the skyboxbrushes to be more efficient - Added patches underneath hp and ammo pickups - Reduced console error spam - Added soundscapes - Added water particles and waterfall sounds near the watersfalls - ... - Probably something else aswell These are now in the VSH and FF2 map rotation.
Don't know if it has ever been mentioned before, but the spawndoors on vsh_plankfest_lz_b1 are nonsolid, meaning players using the Conga taunt can walk through them.
sorry for late respon! i did chance the doors and some tweaking my personlife went an bit down warts (sort off)
Still, nice updates.. it might be good to search for new maps for saxton again too, since its been a while again.
Yeah more maps would be nice. Especially ones that work with a lot players. Is there a list on which maps are already in?
Not sure if I can access/view the map rotation file, but anyway, you can always check the maps currently on the server here: http://gameme.lethal.zone/maps/tf2. Note that it also includes a couple of maps and versions that aren't currently played (because they are bad/outdated). Check for playtime to get a general view. I'll try to keep my eyes open for candidate maps. Think I already have a few ones in my maps folder.
Was someone working on that map where you can push hale off and the revive markers disappear map? Since i think that map is a bit open / broken without the revives. But it needs to be a bit more closed if you can revive people ...
You mean rooftop (or something like that)? I don't think anyone is working on that map. we already talked about the revive markers on that map in this thread before, and I couldn't see why they would fall through the floor. I'll see what I can do.
I believe Snelvuur means top_arena (3 tall towers connected by planks of wood/fencing; loads of metal containers all over the place)
Yes, had that one in mind, but didn't check for the correct name. What would it need? More inside areas, make it bigger (like access to a lower floor), just more cover with fences, ... ?
I've actually started working on it a bit not too long ago, believe I may've fixed the revive markers (first in line of fixes required) but I'm stuck at testing it on the private server. (Mostly due to being lazy about it) If Darkness wants to take it over I'm okay with it.
I wasn't aware that you (or anyone else) was working on top_arena. I don't want to take (or start) over by any means if you already made progress.