NerfPlayeR135 - 04/10/2018 - 22:15

Just discovered a new form of jumping involving detballs; head to the NAB Community Facebook page for more details

Rajada - 04/10/2018 - 22:07

I hear linux is picky about capitalization, make sure that they're correctly capitalized in the list.

Veng92 - 04/10/2018 - 19:34

Thanks, it doesn't happen on my Windows machine, only on Linux (wine)... perhaps those maps require more graphics memory than wine is allocating?

Rajada - 04/09/2018 - 21:10

I'll have to look into this

Veng92 - 04/09/2018 - 19:04

PM-Cypher doesn't either :(

Veng92 - 04/09/2018 - 18:42

Hmm, so far it doesn't load: Probe, Barracuda, PMX-Lunar and Wolf'sBayRemix at all, instant crash with the same error. the in-game "maplist" menu crashes too. It seems ok without these in rotation

Rajada - 04/09/2018 - 02:23

Yeah that was my other suggestion

Veng92 - 04/08/2018 - 21:14

Ah it was down to inconsistent numbering in the end, seems ok now :-)

Rajada - 04/07/2018 - 21:28

Make sure they all end in .nrf as well

Veng92 - 04/07/2018 - 20:40

I did it through the advanced options, deleted a map and then moved the others up so there wasn't a gap

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unanswered Props Mutator Update Needed

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1 month 1 day ago - 1 month 1 day ago #507 by Deep Freeze
Deep Freeze created the topic: Props Mutator Update Needed
When playing a server a short time ago, the Props Mutator wasn't working, so I had to reinstall it. After playing a round with bots today, I found out why I needed to reinstall: it wasn't because the install was outdated, it was because years ago I had modified it to fix several bugs with Props Mutator 2 (giving bots the tools), and completely forgotten about it.

I highly recommend you add these fixes to the current version of Props Mutator:

1. There was a fix to stop bots from constantly getting stuck on their own PersonalSpawns.
EDIT: On line 35 in the mutator code:
SpawnLocation.Z = PS.Location.Z + Other.CollisionHeight + PS.CollisionHeight + 4;
The (+ 4) at the end stops the bots from getting stuck.

2. Made bot spawnpoints deletable by players.

3. AOE towers were set to a random type upon spawn, so that bots didn't only produce slow fields. (though this is not high priority)

Discovered the UT99 Assault maps...so THAT'S why there's a bunch of weird movers that don't do anything in some NAB levels. o.O

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