NSL Servers are Fixed Up

Aioros
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27 February 2014 - 19:48 CET
#31
Mendasp: 12 February 14 16:35

Actually, the NSL maps do more than that, they remove sounds, they remove cinematics/particles/holograms, and of course the light counts.

But I'm doing all of that with Custom HUD at the moment, including replacing the "low lights" version of the official maps with the NSL version (only in b263), there's still a big difference in light counts between the official low lights and the NSL lights.

So, they are not needed anymore, but for a different reason. Also the cross spawns is taken care of by the NSL mod in vanilla maps.

I'm still going to update the NSL maps when the non-beta 263 releases so people without CHUD can still play them, but the idea is to transition away from them, but they'll still be around just in case.

_______________

Most comp teams already play on CHUD only.
We used vanilla maps in the ns2wc =)

http://forums.unknownworlds.com/discussion/comment/2182570/#Comment_2182570
Zefram
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28 February 2014 - 22:16 CET
#32
So for now, will keep playing on the NSL maps. This may change at some point during season 4.
www.twitch.tv/Zefram0911
Aioros
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1 March 2014 - 17:21 CET
#33
because its to diffcult to switch from 6 mods to 2? xD
Simba
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12 March 2014 - 22:32 CET
#34
I will be happy to remove the nsl maps whenever Zefram wants. Also, I recently discovered after requesting their clanforge script codes and logs that they were appending "_16" to the mod-id's when I try to add the mod via their web interface. They since removed that, and now what do you know, the mods seems to work when the server restarts now (instead of waiting for mapcycle.json to kick off loading the mod again with the correct ID.

Idiots.
Zefram
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13 March 2014 - 07:01 CET
#35
We don't need the NSL maps anymore. Just NSL mod, CHUD, and stats.
www.twitch.tv/Zefram0911
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