ZTV:Long Journey for 1.3?
Moderators: GSH, VSMIT, Commando
- Zero Angel
- Attila
- Posts: 1536
- Joined: Mon Feb 21, 2011 12:54 am
- Contact:
ZTV:Long Journey for 1.3?
Aye. So I just tested the PB6 version of ZTV: Death Ray. Luminesse and I had a 3 hour game of it and can verify that it works in PB 1.3.6.2. However I also want to play ZTV:Long Journey -- and am curious about whether anyone has a copy of it, since that's another excellent map.
BTW: For anyone whose interested in playing ZTV: Death Ray. I've made a short URL here:
http://bit.ly/ztv13
It's the same zip that RD posted. You know the drill: Unzip into your BZ2 folder, copy your bz2 shortcut and append /config ztv.cfg to the target of the newly copied one, but inside of the quotes and with a space before /config ztv.cfg.
BTW: For anyone whose interested in playing ZTV: Death Ray. I've made a short URL here:
http://bit.ly/ztv13
It's the same zip that RD posted. You know the drill: Unzip into your BZ2 folder, copy your bz2 shortcut and append /config ztv.cfg to the target of the newly copied one, but inside of the quotes and with a space before /config ztv.cfg.
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: ZTV:Long Journey for 1.3?
yes, i have it all. i need to work on LJ since its pathing is messed up. the rec doesn't follow the path, but goes due north instead of taking the long way home.
did you notice any problems in Death Ray?
did you notice any problems in Death Ray?
- Zero Angel
- Attila
- Posts: 1536
- Joined: Mon Feb 21, 2011 12:54 am
- Contact:
Re: ZTV:Long Journey for 1.3?
No obvious problems noted with Death Ray, though I guess I can post some observations:
- It's more difficult than it was in 1.2.
- The Lift/elevator vehicle. I don't know what the point of it is.
- The consoles to activate the undeployed rocket towers require you to be super super close to the panel, so some people may not know that they can be used.
- We had a late joiner on Team 2. He spawned with a rec, but lost his ship within 20 seconds upon entering and lost his recycler within 2 minutes. Not sure if he destroyed the power shunt or what starting units he received.
- Rocket tanks cannot lock onto drill rigs, so thus are totally helpless vs them.
Overall, it appears to work great. Also, if you ever make any changes to Death Ray in a future revision, I wonder if you could make a tunnel that connects the bases. Not vitally important but I think it would be good for a situation where teams might need to send reinforcements to each other.
- It's more difficult than it was in 1.2.
- The Lift/elevator vehicle. I don't know what the point of it is.
- The consoles to activate the undeployed rocket towers require you to be super super close to the panel, so some people may not know that they can be used.
- We had a late joiner on Team 2. He spawned with a rec, but lost his ship within 20 seconds upon entering and lost his recycler within 2 minutes. Not sure if he destroyed the power shunt or what starting units he received.
- Rocket tanks cannot lock onto drill rigs, so thus are totally helpless vs them.
Overall, it appears to work great. Also, if you ever make any changes to Death Ray in a future revision, I wonder if you could make a tunnel that connects the bases. Not vitally important but I think it would be good for a situation where teams might need to send reinforcements to each other.
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: ZTV:Long Journey for 1.3?
Well, TV, R.I.P., never added things to a map without a reason...
i'll never be as smart as him, so I'll not change or add things to his maps. i will check the RT's and proximity thing, though.
i'll never be as smart as him, so I'll not change or add things to his maps. i will check the RT's and proximity thing, though.
- Zero Angel
- Attila
- Posts: 1536
- Joined: Mon Feb 21, 2011 12:54 am
- Contact:
Re: ZTV:Long Journey for 1.3?
Are you perhaps talking about the path from the 1st to 2nd base location? If so, I wonder if you perhaps couldnt 'gate' it somehow, like by using water, so that hover units pass through freely (like enemy attackers) while treaded units (such as the player's recycler) will try to avoid using that path.Red Devil wrote:yes, i have it all. i need to work on LJ since its pathing is messed up. the rec doesn't follow the path, but goes due north instead of taking the long way home.
Also it may be a good idea to check if edge_path is present. I don't know if it's absence will affect pathing but that would be one of the things I would try.
Re: ZTV:Long Journey for 1.3?
Tried to download it last week and I kept getting 404'ed. Seems to be back up now.
http://timedisruptor.com/forum/viewtopic.php?t=639
http://timedisruptor.com/forum/viewtopic.php?t=639
- Zero Angel
- Attila
- Posts: 1536
- Joined: Mon Feb 21, 2011 12:54 am
- Contact:
Re: ZTV:Long Journey for 1.3?
Havent tried to see if that version will work with 1.3 w/o conversion. I just guess that there's an extremely high probability that it won't work w/o problems.* This is a stock 1.2 addon not currently compatible with the 1.3 patch - if interest warrants it may be converted.
Re: ZTV:Long Journey for 1.3?
I seem to remember it AV'ing when I tested it with TA5.
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: ZTV:Long Journey for 1.3?
it works in 1.3.6.* just use the zip in the Big List of Mods thread.
- Zero Angel
- Attila
- Posts: 1536
- Joined: Mon Feb 21, 2011 12:54 am
- Contact:
Re: ZTV:Long Journey for 1.3?
That zip only includes Death Ray.
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: ZTV:Long Journey for 1.3?
yup, only one that works so far