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Dungeon server is now up!

Posted:
Tue Oct 12, 2010 10:19 pm
by ZoombeR
Dungeon server is now up and running,
Level change password is Alllevels
with 3 L's
have fun

.... ehem...skylark....ehem
Re: Dungeon server is now up!

Posted:
Wed Oct 13, 2010 1:32 pm
by Skybax
Awesome, I love dungeon levels.
Re: Dungeon server is now up!

Posted:
Fri Oct 15, 2010 10:09 am
by sky_lark
FANTASTIC!

Re: Dungeon server is now up!

Posted:
Fri Oct 15, 2010 3:03 pm
by karamazovapy
Due to the new method of forcefield handling, you might want to go through and actively check each level to make sure it still loads and works the way it's supposed to...not to mention the gofasts.
Re: Dungeon server is now up!

Posted:
Fri Oct 15, 2010 4:25 pm
by Qui
I was going to go through all my old dungeons and fix them up for the latest version, but I'm too lazy/busy to remember. If you ask me to fix specific ones, though, I'll make sure they get fixed.
Re: Dungeon server is now up!

Posted:
Fri Oct 15, 2010 5:45 pm
by watusimoto
Just an idea, but if you called the Dungeon Server "Puzzle Server" it might be clearer to outsiders what it is.
Re: Dungeon server is now up!

Posted:
Fri Oct 15, 2010 6:16 pm
by ZoombeR
Qui wrote:I was going to go through all my old dungeons and fix them up for the latest version, but I'm too lazy/busy to remember. If you ask me to fix specific ones, though, I'll make sure they get fixed.
fix em up or send em over and id be happy to look at em.
Re: Dungeon server is now up!

Posted:
Sun Oct 17, 2010 5:31 pm
by Skybax
A lot of the levels are toast. For example, something that I've noticed happens in a lot of the dungeons you have and I have, when you get the flag, the game crashes. I don't know why, but it does.
I have a bunch of dungeon levels, some of them are edited versions of the ones you have, I could send them to you if you want.
Re: Dungeon server is now up!

Posted:
Sun Oct 17, 2010 6:08 pm
by karamazovapy
There used to be some quirky flag exploits that people didn't even think about being exploits at the time, but now bitfighter is much more strict about what you can do in each gametype. Sometimes, if you run from the editor, it won't even let you test those levels because of "fatal" errors. I'm not sure that's what's happening, but it seems plausible.
Re: Dungeon server is now up!

Posted:
Sun Oct 17, 2010 6:23 pm
by Skybax
It mostly happens in CTF's. So I don't think it's really an exploit of the flag dynamics.
Re: Dungeon server is now up!

Posted:
Sun Oct 17, 2010 9:42 pm
by ZoombeR
ill look into that
for the meantime, sure, pm me all the dungeon levels you like!
Re: Dungeon server is now up!

Posted:
Sun Oct 17, 2010 9:51 pm
by karamazovapy
seems to be down, at the moment.
Re: Dungeon server is now up!

Posted:
Sun Oct 17, 2010 9:57 pm
by watusimoto
Sometimes, if you run from the editor, it won't even let you test those levels because of "fatal" errors. I'm not sure that's what's happening, but it seems plausible.
These checks occur only at runtime, and not when the game is actually running. Some of the checks really do prevent crashes (even loading a game with a soccer ball will crash if the gametype isn't soccer). Others are really there to help prevent misunderstandings (team flag checks for ZoneControl, for example). But once you're running, there's no checks for things that don't make sense that trigger a crash. That would just be silly.
Re: Dungeon server is now up!

Posted:
Mon Oct 18, 2010 2:28 pm
by sky_lark
watusimoto wrote:Just an idea, but if you called the Dungeon Server "Puzzle Server" it might be clearer to outsiders what it is.
+1
Re: Dungeon server is now up!

Posted:
Mon Oct 18, 2010 9:14 pm
by ZoombeR
watusimoto wrote:Sometimes, if you run from the editor, it won't even let you test those levels because of "fatal" errors. I'm not sure that's what's happening, but it seems plausible.
These checks occur only at runtime, and not when the game is actually running. Some of the checks really do prevent crashes (even loading a game with a soccer ball will crash if the gametype isn't soccer). Others are really there to help prevent misunderstandings (team flag checks for ZoneControl, for example). But once you're running, there's no checks for things that don't make sense that trigger a crash. That would just be silly.
yeashs.
and because all of these levels had to have worked during zap!,
the only things that could be triggers for crashy levels would include things we have had to replace, like speedzones or something, (which infact is the main bug in all the dungeon server maps)
Re: Dungeon server is now up!

Posted:
Tue Feb 22, 2011 8:55 pm
by Quartz
sky_lark wrote:watusimoto wrote:Just an idea, but if you called the Dungeon Server "Puzzle Server" it might be clearer to outsiders what it is.
+1
This.
And Zoomber, I have some old Dungeons of mine. I fixed them up just today, but I don't know if you want them. If I pasted the level codes here, it would be humongous. I guess I could PM you them.
My best dungeon though, Q-Party, is gonna take a LOT of fiddling with to fix it, for reasons that _k previously mentioned. (forcefields are the big issue indeed, the go-fasts actually are fine,
in this case)