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[ROOT]/includes/functions.php on line 4783: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4785: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4786: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - Give in to CS?
I am making a Siege map. Its all SS in design. But I just cannot find a terrain to handle the base (very large base that needs REAL flat ground). The closest is Pantheon. But it just isn't level enough.
Question is: Should I mess around and leave a few uneasy entrances to keep it SS? Or should I give in and make it CS just so I can flatten a little ground?
yeah... go for it... since the auto loader is kicking things in to high gear..
My football map has 104 downloads and still going even tho its all cs.. : )
I dont know if its a fluke or what but if it is autodownload then yahoo.. for Client Side... : )
Well, if you only need a bit more room, and don't mind having stretched looking terrain, you could try changing the square size. It will level out the terrain, and give you bigger flat spots. Also remember that you can cut out the terrain in the base, so in theory you could build it in the place of a mountain... Cut out the mountain, and build the base over the hole.
Hopefully you can get this to work. I am personally a big fan of server side maps. Should be explored more. Good luck!
have you checked the compusa.ter file this terrain has a large somewhat flat area. it is in the corner of the map and up high in elevation compared to the rest of the map
true, squaresize does "break" the T2 spawn generator, but you can always trick the engine into building conventional spawns on the interiors only.
what I do is the following... first of all, on the spawnshperes, set interior weight to 100 percent, outside to 0. not just to generate the spawns.. this must remain in your .mis file.
then in a "special edition" backup of your .mis file...
lower your terrain by about 250 metres...
set it back to squaresize = 8
cover-up any sloping or underground horizontal surfaces with scaled items
and generate the spawn file.
Deathsythe, you've seen this on Borg Meltdown, the map I'm currently beta testing for the Meltdown2 mod. you may have noticed that one spawn in a hundred is kind-of under the terrain, because there is a sloping interior surface that goes under the stretched terrain... I've gotta fix this with a scaled item covering the slope for release.
squashing or flattening the terrain with squaresize is something that can really change a serverside terrain. the stretched textures aren't really that obvious (until about squaresize 32 lol) and "flattened" terrains are often a lot more realistic.