Jstn7477
Account Details
SteamID64 76561197982896766
SteamID3 [U:1:22631038]
SteamID32 STEAM_0:0:11315519
Country United States
Signed Up January 5, 2013
Last Posted December 7, 2013 at 12:24 AM
Posts 146 (0 per day)
Game Settings
In-game Sensitivity 3.0
Windows Sensitivity Default
Raw Input 0 
DPI
2300
Resolution
1920*1080
Refresh Rate
120Hz
Hardware Peripherals
Mouse Logitech G500
Keyboard Gigabyte Aivia Osmium Mechanical (MX Reds)
Mousepad Razer Scarab
Headphones Roccat Kave 5.1ch
Monitor ASUS VG236HE
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#100 mge_training_v8_beta1 in TF2 General Discussion
humbugbeta 3 is really nice. thanks for all the hard work Jstn and lange. Sorry to hear of your SSD issues man that sucks big time. cant you use vmex to decompile and get the vmf. I'm not a mapper at all so sorry if im wrong :)

Thanks, I'm glad you are enjoying it so far. And yeah, I can use VMEX (I actually use BSPSrc because it is newer) but doing so doesn't make a perfect VMF and you can get a lot of errors like brushes that look fine in Hammer but are invisible in the compiled version, missing textures, etc. Thinking about decompiling it and copying the newest added brushes to a real Beta2 VMF to cut down on the amount of possible errors. MGE V7 honestly decompiled like 98% correctly so I might be alright.

My friend asked about changing Turris to Ammomod settings and putting spawn doors/gates on Duel. What do you guys think?

posted about 11 years ago
#95 mge_training_v8_beta1 in TF2 General Discussion

Guess whose 1 month old SSD decided to die and wipe itself just now? MINE. Please back up all the things that are of importance to you onto at least two separate backup mediums NOW. In other news, looks like the Beta3 VMF is gone, and I am once again frustrated at my recent luck with non-volatile storage devices (this is like number 5 in the last 2 months or so). My fault, my problem and now I have to pay the price of having lots of work lost. Please learn from my mistakes and take proper measures to avoid data loss...

posted about 11 years ago
#94 mge_training_v8_beta1 in TF2 General Discussion

Since my original intention with MGE V8 was to make an exact MGE V7 replacement that was cleaned up, fixed exploits and had more arenas, I do not intend to make any arena changes to MGE V8 from now on. I would rather start on a completely new map (if I choose to spend weeks developing another one) that likely won't have any of the legacy training arenas that MGE V7 and its successor MGE V8 do. Until the possibility of an additional map comes to being, I would like to continue testing MGE V8 and finalize it sometime soon when there are no more issues with it.

If/when MGE V9 development begins, I will definitely consult the community for map suggestions. Starting off new would also be beneficial if we choose multiple sections of a single map for MGE arenas, as I could more easily partition those maps into sections rather than designing barriers and such that could actually add to the map size when some assets may be able to be shared (like in Badlands, for example)

posted about 11 years ago
#91 mge_training_v8_beta1 in TF2 General Discussion

Alright, mge_training_v8_Beta3 and MGEMod 1.0.5 are ready for public use! Included in the file at the bottom of the post is the MGEMod 1.0.5 package to upgrade your server as well as the BSP and FastDL versions of the map, all ready to go. The included mgemod_spawns.cfg supports V8 Beta3, Beta 2 and legacy V7 in case you still wanted to run those for whatever reason.

Changes from Beta2:
-Adapted Turris, Trainyard_Cool and Duel_Duel for MGE V8. Map is now full and no additional arenas can be added.
-Made Badlands Mid chokes non-solid again since they don't exist in the real version. (the func_brush was changed by accident to Always Solid sometime during development).
-Cleaned up player clip on Trainyard and made it extend through the top of the skybox so players cannot walk on the fences.
-Fixed the sole info_player_teamspawn so that its spawn point is clear again.

Download the MGE V8 Beta3 + MGEMod 1.0.5 package here (37.5 MB): https://dl.dropbox.com/u/53256537/MGE_V8_BETA3_%2B_MGEMod105_1_6_2013.zip

posted about 11 years ago
#89 mge_training_v8_beta1 in TF2 General Discussion
MightyMeJstn7477MightyMeJstn7477duel_trainyard_cool
Do you already have the correct version of this map?
If so, no idea how you actually got it since (as far as i know) only a handfull of people + me have this map

Here is the correct version with no skybox limit if you did not already have it: http://www24.zippyshare.com/v/44818553/file.html

It's in am_variety_test10 and I raised the skybox height from 850 Hammer units to about 1900.

Did you also fix that you can walk on the fence at the edge of the map?

I did not, but I will gladly fix it right now by raising the player clip surrounding it up to the top of the skybox. Lange is hard at work getting MGEMod 1.0.5 ready and I am going to do some internal testing tonight so we could be really close to Beta3 being released depending on what happens. :)

posted about 11 years ago
#86 mge_training_v8_beta1 in TF2 General Discussion
klananaThis map is up and running on MGE iT West. Have fun.

Thank you, I appreciate you and others testing my map on your servers.

procyonThanks, I changed the values and it worked. Also, there's a glitched spawn in process middle, I don't know which one is glitched tho, do you know about it?

I wouldn't be surprised if one or two bad spawns may be still present. It's difficult to evaluate them all due to how they are chosen randomly. Server operators can determine the location of the faulty spawn point by typing "loc" in console. Would be helpful if anyone could post any unclear spawn points so I can amend them and release official updates to mgemod_spawns.cfg (instead of everyone trying to fix it on their own and essentially changing how MGEMod plays on a server-by-server basis.

posted about 11 years ago
#84 mge_training_v8_beta1 in TF2 General Discussion
MightyMeJstn7477duel_trainyard_cool
Do you already have the correct version of this map?
If so, no idea how you actually got it since (as far as i know) only a handfull of people + me have this map

Here is the correct version with no skybox limit if you did not already have it: http://www24.zippyshare.com/v/44818553/file.html

It's in am_variety_test10 and I raised the skybox height from 850 Hammer units to about 1900.

posted about 11 years ago
#79 mge_training_v8_beta1 in TF2 General Discussion
procyonI put the beta2 version on my server, ppl seem to be enjoying the new arenas, just noticed there's a freezetime at the beginning, upon joining an arena, what I personally find a bit annoying. Anyway, keep up the good work and good luck with the beta3 ver

I believe the "cdtime" parameter for each arena in mgemod_spawns.cfg controls what you are describing.

PringlesHow do you get this to work? I uploaded the map via filezilla and i put the mgemod_spawn cfg on the cfg folder on tf and it won't work. I've tried updating the sourcemod and metamod and it worn't work

You need MGEMod 1.0.4 and the mgemod_spawns.cfg goes in tf/addons/sourcemod/configs. https://forums.alliedmods.net/showthread.php?t=154755

posted about 11 years ago
#76 mge_training_v8_beta1 in TF2 General Discussion

Hey guys, it's me again. Today, I put some work into a Beta3 version of the map based on some information I gathered from this thread. As I mentioned before, I was going to attempt to add dm_whiskas, but the map just had too many brushes and converting some of them to props (in addition to taking a ton of tine and effort) would probably bloat the map too much or cause other issues.

So, I ended up picking a few more arenas that looked lightweight and was extremely lucky to be able to fit them all on the map (sans a few details I removed to be under the MAP_MAXBRUSHSIDES limit) and they are:

-Turris
-duel_trainyard_cool
-duel_duel

Several people in this thread suggested Turris, and I picked up the two duel maps because they were present in am_variety_test10 and were mentioned. I removed the control point and logic from Turris and deleted the med cabinets from Duel, but I'm sure we can determine the gameplay mechanics of those arenas on a later date.

I did make some quick and dirty spawns and the map itself is pretty much ready to go for testing. However, I discovered a limitation in the current MGEMod plugin that prevents more than 15 arenas from being assigned to a map, from what looks like an array size issue. I've notified Lange about this and will probably receive an answer soon about what will happen with that.

Until then, hopefully things should be worked out soon and I highly anticipate the release of Beta3.

posted about 11 years ago
#72 mge_training_v8_beta1 in TF2 General Discussion

Hi guys,

Figured I'd register for your forums since a few random people have befriended me over the past few months wanting to know about the map and run it on their servers since a few people don't seem to have positive remarks about my community.

Anyway, I just released the official Beta 2 on January 1st. After many weeks of me stalling on the project, I made a final push this last week to finish off Gpit C (decompilation errors from am_variety_test10 made some brushes appear fine in Hammer but invisible when the map was compiled, so I grabbed the problematic assets from the real Gravelpit and replaced them). After that was done, Dave_ and I worked on making/testing the new/revised spawns for Gpit C and Process, and I changed around the attributions list that annoyed people so that the sole required spawn point on the map is facing a black wall again.

My original intention from the beginning of development was to clean up the map and fix two major exploits where players could jump out of the map. There were leftover, fully detailed spawn rooms that were completely sealed off and had no point in being there. I also got rid of some rare textures and replaced them with common ones on the map to reduce the texture memory used. As cleanup was wrapping up a few weeks later, I asked Lange about adding one or two more arenas due to map resources being freed, and he chose Process and I chose Gpit B based on a friend's advice (when I really should have chosen Gpit C) and Beta 1 was released. After some time, Dave_ was referred to me and we had some discussions and made changes right off the bat. I got busy with stuff for a while and eventually gave up on adding dm_whiskas due to the high brush count from the curved walls and center platforms. The possibility of adding one more low brush count arena may be possible, but I absolutely DO NOT want to remove any original MGE V7 material because I want this to be a drop in replacement for MGE V7 thanks to assholes and exploits. Consider the extra arenas a bonus, essentially.

We should be at the point where other server owners can use MGE V8 Beta2 to replace MGE V7. I'd like to start getting the map around even though it still has the "Beta" tag on it, because I don't want to slap "Release Candidate" or "Final" on it before some major exploit or problem is discovered. You're welcome to contact me about map issues you may encounter so that I can make any required changes in my free time and hopefully resolve said issues. Thank you for any supportive comments or suggestions about MGE V8 Beta.

Map and spawns: http://dl.dropbox.com/u/53256537/MGE_Training_V8_Beta2_1_1_2013.zip

posted about 11 years ago
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