kz_longjumps3(s) Community Alternatives
tested without kzrush pack, same problem, must do sv_restart 1
ps: awesome ideas, especially for ladder jump i like
Ok little explanation on what's happening there. At the very beginning all the blocks are setup to be "closed" (they are visible) and on every round restart (also including server start) the blocks get moved into correct position. It seems like what is happening to you guys is you don't get the setup on the server start (only on restart). Not sure why this happens because I'm also using KZ-Rush and on my server the initial setup works without needing to trigger it again with round restart.
Will look for a solution.
So it's been 5 days since the deadline, is there any progress on the map @roadrunner?
Also, if anyone is still working on this, please mention it as soon as possible, otherwise we will only consider roadunner's map as an appropiate alternative.
I'd also like to remind you to follow the rules of the thread, but especially the ones regarding the techniques. All of the techniques that are present in kz_longjumps3 by chichin and kz_longjumps3_slides must be also present in your version.
It doesn't matter if you decide to skip blocks or not like they did (e.g. 220, 222, 224 and etc) as long as the blocks are faithful to their map verions and kz_longjumps2 for the OG techniques. Of course, the block lengths need to be reasonable. (e.g. it doesn't make sense to have a 280 block in the LJ section, so keep that in mind)
I hope we can come close to a finish soon!
Can't you just approve multiple longjump maps or i am missing something?
Originally posted by p0kerSo it's been 5 days since the deadline, is there any progress on the map @roadrunner?
Also, if anyone is still working on this, please mention it as soon as possible, otherwise we will only consider roadunner's map as an appropiate alternative.
I'd also like to remind you to follow the rules of the thread, but especially the ones regarding the techniques. All of the techniques that are present in kz_longjumps3 by chichin and kz_longjumps3_slides must be also present in your version.
It doesn't matter if you decide to skip blocks or not like they did (e.g. 220, 222, 224 and etc) as long as the blocks are faithful to their map verions and kz_longjumps2 for the OG techniques. Of course, the block lengths need to be reasonable. (e.g. it doesn't make sense to have a 280 block in the LJ section, so keep that in mind)
I hope we can come close to a finish soon!
In my map there is only 1 "section", there's only 1 block shared with all the techniques. You just swap between them with a button. So yes, you can set 280 lj but why would u do that.
As for the completion of my map, I haven't been able to resolve the bug which occurs for some people as none of those people who reported the issue were actually willing to upload their plugin folder for me. So I have no data to work with. I tested the bug with several different plugins including KZ-Rush and couldn't reproduce the issue on my pc.
Other than that, the map is complete. At least for the beta state. As I said it now needs testing if it's gonna hold up for demo recording and it also needs playtesting by the actual jumpers who could propose some more convenient features they would like to add, since not many people have actually tried the map I imagine.
EDIT: thanks to Sajkee I got my hands on his plugin folder. So far I haven't able to reproduce the bug even with Sajkee's addons folder but I did notice some strange behavior with the KZ-Rush plugin. When I launch some random maps (like de_nuke for example) I don't respawn at CT spawn but somewhere in the underground area stucked in one of the doors and I have no idea why. This could be the cause of the technique blocks not getting to the proper initial state, that is if you somehow spawn at a random place and happen to be in the technique func_doors way.. It would be great to get someone knowledgable about the plugins to explain why this happens.
I would also encourage people to try the map without using any plugins at all to see if they still have the issue.
And a reminder, this issue I'm dealing with is only a "minor" bug which can be easily fixed by tapping Restart round on your KZ plugin - after round restart everything should work fine so it's just a small inconvience at the moment.
Like a told you on discord, bug from de_nuke is coming directly from my addons folder, because I changed start position. It's not connected with your map.
Maybe some Map description would wellcome like "In order to play this map,you should do restart round"
Ooops, haven't seen your message until now.
Nah, that's a bad solution to the problem. Especially if it works (sometimes).
EDIT: I figured out the problem (thanks to spr1n). I had sv_restartround 1 in my listenserver.cfg which forced the restart at map launch.
Please try the new version: https://gofile.io/d/diroc9 https://www.sendspace.com/file/irp0n1
well done roadrunner
Moved control panel so it's closer to the player based on 2Dex's suggestion. Also moved spawn room and improved visuals.
New version: https://www.sendspace.com/file/9kje7k https://gofile.io/d/fEAZSX
<3 rnr
where is everyone else though? did they decide to prove what admin team implied from the start?
Originally posted by fykseN<3 rnr
where is everyone else though? did they decide to prove what admin team implied from the start?
My own take here. I started working on it, got some of the techniques/stages done (like 4-5), but it's just too big of a project/time investment to finish it all (all the required techniques), and considering it may never get to be played in the end, I decided to wrap it up.
I later realized that for this to work out and to get more people work on their project, it would have to be minimized to just those few new techniques, probably (possibly), and exclude what we already have.
Anyways, great work rnr.
Originally posted by fykseN<3 rnr
where is everyone else though? did they decide to prove what admin team implied from the start?
Too much talk in the start from everyone and now only one mapper has done something with legs to walk further. Disgusting the hate the admin team got for this kind of attitudes.
After discussing this with the admin team, we came to the conclusion that both chichin/qicg's maps and Roadrunner's will be official for LJ recording in the near future, thus raising the number of official LJ maps to a total of three.
This doesn't mean that all of a sudden we will accept more LJ maps as the official ones. We'd like to avoid this way the possible confusion/map mistakes that can come with more maps being released, which is why it's better to keep things as simple as possible.
The reason behind this is to honor Roadrunner's sole participation, considering no one else expressed desire to do so even when recently asked. We would have given even more time provided that more people updated on what has been going on with their maps (as we outlined earlier 'promising projects' will be treated fairly), but unfortunately, even after the deadline has expired, no one else showed up.
Considering how events turned out, it is a no-brainer that we won't be doing a poll, so instead we will make a newspost with the results of the LJ techniques featuring chichin's and Qicg's maps while Roadrunner's map will be added later once he has completely finished it.
Thanks to everyone who expressed their desire to further help this project, I hope we can bring some life to the LJ section with this update as soon as possible!
to advice few posts back and even perd0 wrote it after his attempt.
there is not really a demand for a new LJmap. there is only a demand for the newer techniques. don't get me wrong but again: why creating a complete new LJmap with absurd longjump numbers between the jumps and not just a map where the missing techniques are in.
You will have the same problem again when LJ2 came along. LJ2 will be obsolete after LJ3 is released.
Please log in to post replies.