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 Abrum's Blog

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Abrum



Posts : 257

PostSubject: Abrum's Blog   Mon 15 Sep 2014, 2:40 pm

Greetings,

This is my JK2 blog for general purposes, however it will mostly be utilitzed for map modding.

Current, open-source, map mod(s):

Feel free to post suggestions for the next public release of my maps, as well as bugs and/or suggestions for the current version uploaded.

Bespin Streets

Bespin Streets Mod 1.0: Download (Hosted by DropBox)
Source Code: Download (Hosted by DropBox)


Credits:
Jack, Abrum, SoL Members, ATS Members


Yavin Temple

Yavin Temple Mod 2.5b: Download (Hosted by DropBox)

Yavin Temple Mod 2.5: Download (Hosted by DropBox)
Source Code: Download (Hosted by DropBox)

Yavin Temple Mod 2.4: Download (Hosted by DropBox)
Source Code: Download (Hosted by DropBox)

Yavin Temple Mod 2.3: Download (Hosted by DropBox)
Source Code: Download (Hosted by DropBox)

Credits:
Abrum, Darthshoot, SoL Members, ATS Members

Enjoy,
-Abrum


Last edited by Abrum on Thu 08 Oct 2015, 7:52 pm; edited 20 times in total
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Abrum



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PostSubject: Re: Abrum's Blog   Mon 15 Sep 2014, 2:47 pm

A fun screenie I took during a storm Very Happy

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Abrum



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PostSubject: Re: Abrum's Blog   Fri 26 Sep 2014, 8:53 pm

Links updated (still direct downloads though, no ads), now hosted by DropBox. Please refer to this blog for all current and future updates.
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Abrum



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PostSubject: Re: Abrum's Blog   Fri 26 Sep 2014, 10:20 pm

Yavin_Temple 2.3 is now live on SoL EU & US servers! Enjoy and feel free to report bugs and/or constructive feedback.
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KingYodah
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PostSubject: Re: Abrum's Blog   Fri 26 Sep 2014, 10:58 pm

Thx, Abrum!

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Vader
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PostSubject: Re: Abrum's Blog   Sat 27 Sep 2014, 1:25 am

Sweet. I'd move the spawn points but idk how. xD (since there is only a few all in the middle of courtyard).

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Angelis



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PostSubject: Re: Abrum's Blog   Sat 27 Sep 2014, 2:51 am

Vader wrote:
Sweet. I'd move the spawn points but idk how. xD (since there is only a few all in the middle of courtyard).

Yeah, spawns really need to be fixed.
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KingYodah
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PostSubject: Re: Abrum's Blog   Sat 27 Sep 2014, 8:01 am

I don't know what was done with the spawns, but I went to US server and saw all the bots fighting in one small space, it immediately dropped my fps to 30-50, it wasn't very laggy but enough to slow my game considerably. When are the bots respawning massively on small space, it is killing my fps in that area but it may be killing the fps for me elsewhere (I was teleporting around map and my fps didn't pass 90 fps).

I am just saying that with these compressed spawn points there may be fps problem (that ofc doesn't pertain situations with little to no bots on server)

EDIT: also when people are dueling on courtyard, it may not feel comfortable when other people keep respawning between them, I would suggest the spawn points move more like to corners of courtyard

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Abrum



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PostSubject: Re: Abrum's Blog   Wed 01 Oct 2014, 9:46 am

Plans for 2.4:


  • Move the new plants in Temple to corners, so as to allow strafing in Temple from one side to another.
  • Make Temple door silent.
  • Add a larger delay to Temple door lock trigger, so that admins don't accidentally re-unlock it right after locking it.
  • Move one or both of the flags to new locations. (???)
  • Move spawnpoints from the center of Courtyard to sides and corners of the walls in Courtyard.
  • Patch the glitches that let people go to the void! (this makes CTF unplayable!)
  • (???)


Please post any other updates you want to see in 2.4. Smile

A note to admins: Some people expressed ill feelings towards the slow Force-regen rate in CTF, I'm not sure if this is an accident or if it's what you want (if so then no worries Smile).

Also, credits in first blog post have been updated to include SoL Members. Smile

-Abe
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KingYodah
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PostSubject: Re: Abrum's Blog   Wed 01 Oct 2014, 10:30 am

Thx Abrum, especially for the spawn points

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Abrum



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PostSubject: Re: Abrum's Blog   Sat 13 Dec 2014, 11:19 am

Map updated to 2.4! Restored original spawnpoints, made the temple door silent and removed the plants that made strafing across the temple annoying. Also made the trigger for the temple doors wait a little bit longer between triggering so that admins don't accidentally open the door again immediately after closing it. As with all releases, the map is at the top of this blog, available to download. The source code is also available. Long live JK2!


Last edited by Abrum on Sat 13 Dec 2014, 2:32 pm; edited 1 time in total
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KingYodah
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PostSubject: Re: Abrum's Blog   Sat 13 Dec 2014, 11:30 am

Ai lav u

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luke
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PostSubject: Re: Abrum's Blog   Sat 13 Dec 2014, 2:54 pm

Guys quickly, drop all the karma u have on AbrumĀ“s last post!
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Battledroidlover
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PostSubject: Re: Abrum's Blog   Sun 14 Dec 2014, 4:12 am

What's the point of making the temple door silent ?
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Battledroidlover
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PostSubject: Re: Abrum's Blog   Sun 14 Dec 2014, 4:16 am

+ Suggestion for next version, maybe add an E-11 blaster spawn point in training room by office door ?
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Kameleon



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PostSubject: Re: Abrum's Blog   Sun 14 Dec 2014, 4:55 am

Battledroidlover wrote:
What's the point of making the temple door silent ?
Even though Abrum puts a giant door in front of the temple door, the temple door will still open/close when people gets close to it, and listening to that all the time is quite annoying Smile
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KingYodah
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PostSubject: Re: Abrum's Blog   Sun 14 Dec 2014, 5:10 am

BDL likes clanging lol

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Kernow Pilgrim
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PostSubject: Re: Abrum's Blog   Mon 15 Dec 2014, 12:55 am

Nice job ++ Abrum

I REALLY miss the old ATS Bespin Streets mod. I would live on that.

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Abrum



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PostSubject: Re: Abrum's Blog   Mon 15 Dec 2014, 10:28 am

I'm all for making ATS Bespin Streets open source, and making it into both ATS and SOL credits.
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Kernow Pilgrim
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PostSubject: Re: Abrum's Blog   Tue 16 Dec 2014, 12:23 am

What you mean the hovering icon in the spawn area that gives welcome ampsay messages on the screen? I would love that. ^_^


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Abrum



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PostSubject: Re: Abrum's Blog   Tue 16 Dec 2014, 9:17 am

Really good times, I kind of miss that version of the map. ^4*digs around in his old files*
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KingYodah
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PostSubject: Re: Abrum's Blog   Tue 16 Dec 2014, 9:33 am

Abrum wrote:
^4
you forgot to open up a console Razz

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Lucifer
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PostSubject: Re: Abrum's Blog   Tue 16 Dec 2014, 11:22 am

now only if our HC's weren't so lazy and update our server when the activity is done, cough cough night on US
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Vader
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PostSubject: Re: Abrum's Blog   Tue 16 Dec 2014, 12:15 pm

Done.

Btw, when you removed the plants, the collision box stayed. lol

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Abrum



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PostSubject: Re: Abrum's Blog   Tue 16 Dec 2014, 7:18 pm

Hah! On it.
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