Counter-Strike Global Offensive Jail Server Failjail rebuilt, needs testing!!!

Pizza Steve

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Feb 3, 2008
Messages
889
You may remember I made the classic ba_failjail map or you may not but in any case I have attempted to port the follow up map I made called failjail_v2. What I have done is take that map, added the maze I built in the first map, add a few other small things and compile it for CS:GO. Im sure there will be some issues with lighting since there are no more flashlights and maybe a few other small things that changes. In any case I have run through it for a bit and everything seems to be in working order but I would really appreciate it if I could get some kind people to help me find anything that still needs fixed.

DOWNLOAD
http://steamcommunity.com/sharedfiles/filedetails/?id=759891689

https://drive.google.com/open?id=0By1blZaEZCvaMnpOMVljNHhtSGs

Enjoy the mazes, I tried to make them pretty hard to solve and I dont actually remember how to do some parts of them so good luck!

Imgur album from original post
http://imgur.com/a/Hhn4J

Couple screengrabs
http://imgur.com/a/AaUlq


Much thanks for anyone who helps out.
 
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Looks sick! NO RNG PLEASE :)

Everything is skill based. Im sure if people memorize the map and mazes they will win more but I cant do anything about that. A couple parts of the mazes will seem like RNG but trust me there is nothing random about them.
 
-all static models are all black as you have not compiled with -staticproplighting enabled.
-vent is pitch black without a flashlight and forced crouch. raise to 76 units from 64 if you want players to be able to stand and run through it.
-the cookies are displayed below you into the floor. Move the cookies up 48 units in relation to the grenade to cause them to be around the upper chest.
-The blue barrels near the gross pool can get you stuck in them because of their heavy physics model. replace them with the csgo hazard physics barrel, it works a lot better.
-The pond in cell block has nodraw on the sides, causing the view of a leak despite being sealed. If texturing the inside still has that problem, set a 4 inch lip between the water and the top of -the pond.
-the movable grate of maze clips into the caution texture. Decrease height by 1 unit.
-wobbling up the stairs because they don't have clips maps unplayable
-a floodlight model is floating above the ground in armory
-the benches with the grenades are also floating above the ground
-i don't understand the point in a button that has a 3 second delay causing heal to damage you for 60 seconds. set the delay to 60+ instead so it can't just be spammed, effectively keeping the duration stuck to 60.
-set the default game_player_equip to strip all weapons first. The jail server does it automatically, but this act as a fail safe when jail breaks and will prevent knives from falling for those who survived the round.
-remove nightvision spawning via the game player equip, as nightvision doesn't even work in cs:go. will cause crashes if valve ever gets rid of item_nvgs from the csgo files.
-whatever causes this
Code:
No such variable "$fogcolor" for material "___error"
No such variable "$fogenable" for material "___error"
No such variable "$fogstart" for material "___error"
No such variable "$fogend" for material "___error"
 
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-all static models are all black as you have not compiled with -staticproplighting enabled.
-vent is pitch black without a flashlight and forced crouch. raise to 76 units from 64 if you want players to be able to stand and run through it.
-the cookies are displayed below you into the floor. Move the cookies up 48 units in relation to the grenade to cause them to be around the upper chest.
-The blue barrels near the gross pool can get you stuck in them because of their heavy physics model. replace them with the csgo hazard physics barrel, it works a lot better.
-The pond in cell block has nodraw on the sides, causing the view of a leak despite being sealed. If texturing the inside still has that problem, set a 4 inch lip between the water and the top of -the pond.
-the movable grate of maze clips into the caution texture. Decrease height by 1 unit.
-wobbling up the stairs because they don't have clips maps unplayable
-a floodlight model is floating above the ground in armory
-the benches with the grenades are also floating above the ground
-i don't understand the point in a button that has a 3 second delay causing heal to damage you for 60 seconds. set the delay to 60+ instead so it can't just be spammed, effectively keeping the duration stuck to 60.
-set the default game_player_equip to strip all weapons first. The jail server does it automatically, but this act as a fail safe when jail breaks and will prevent knives from falling for those who survived the round.
-remove nightvision spawning via the game player equip, as nightvision doesn't even work in cs:go. will cause crashes if valve ever gets rid of item_nvgs from the csgo files.
-whatever causes this
Code:
No such variable "$fogcolor" for material "___error"
No such variable "$fogenable" for material "___error"
No such variable "$fogstart" for material "___error"
No such variable "$fogend" for material "___error"

uh i found these dont look into it ty
 
Nice map!

While flying around and looking at the vmf itself, I couldn't seem to find any areaportals or hints/skips. If you could add them, it would speed up and optimize the map just by a bit but it's not too much of a problem as the map areas aren't too too large anyways.

I hope to see this on the server!
 
-all static models are all black as you have not compiled with -staticproplighting enabled.
-vent is pitch black without a flashlight and forced crouch. raise to 76 units from 64 if you want players to be able to stand and run through it.
-the cookies are displayed below you into the floor. Move the cookies up 48 units in relation to the grenade to cause them to be around the upper chest.
-The blue barrels near the gross pool can get you stuck in them because of their heavy physics model. replace them with the csgo hazard physics barrel, it works a lot better.
-The pond in cell block has nodraw on the sides, causing the view of a leak despite being sealed. If texturing the inside still has that problem, set a 4 inch lip between the water and the top of -the pond.
-the movable grate of maze clips into the caution texture. Decrease height by 1 unit.
-wobbling up the stairs because they don't have clips maps unplayable
-a floodlight model is floating above the ground in armory
-the benches with the grenades are also floating above the ground
-i don't understand the point in a button that has a 3 second delay causing heal to damage you for 60 seconds. set the delay to 60+ instead so it can't just be spammed, effectively keeping the duration stuck to 60.
-set the default game_player_equip to strip all weapons first. The jail server does it automatically, but this act as a fail safe when jail breaks and will prevent knives from falling for those who survived the round.
-remove nightvision spawning via the game player equip, as nightvision doesn't even work in cs:go. will cause crashes if valve ever gets rid of item_nvgs from the csgo files.
-whatever causes this
Code:
No such variable "$fogcolor" for material "___error"
No such variable "$fogenable" for material "___error"
No such variable "$fogstart" for material "___error"
No such variable "$fogend" for material "___error"

Awesome thanks for helping out!

I fixed everything but the "No such var" error as Im not really sure whats causing that either and google wasn't much help, I'll spend some more time on this. I also made the barrels prop_dynamics since im not sure what you meant by hazard physics.

Nice map!

While flying around and looking at the vmf itself, I couldn't seem to find any areaportals or hints/skips. If you could add them, it would speed up and optimize the map just by a bit but it's not too much of a problem as the map areas aren't too too large anyways.

I hope to see this on the server!

Added area portals to the doors but im terrible at figuring out where hint/skips go :blushing:


Should include a disco for shenanigans sake alone

I probably should but im also terrible at picking the music to go in a disco. Any suggestions?

The 3 songs I had apparently picked out for the map years ago.
[ame]https://www.youtube.com/watch?v=Nl4opbNt8_E[/ame]
[ame]https://www.youtube.com/watch?v=_JZom_gVfuw[/ame]
Techno - The best songhttps://drive.google.com/open?id=0By1blZaEZCvaeWtJRkdEbUJnckE


I also should add a minimap.
 
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I fixed everything but the "No such var" error as Im not really sure whats causing that either and google wasn't much help, I'll spend some more time on this.
I'm assuming one of the textures has those variables added into its vmt file. [strike]It would be a pain to figure out which one.[/strike] A few of the vmts for water in the materials/nature path have those variables. You can probably delete them and replace the file and have nothing bad happen.

I also made the barrels prop_dynamics since im not sure what you meant by hazard physics.
hazard.png


Added area portals to the doors but im terrible at figuring out where hint/skips go :blushing:
Area portals is all you need for basic optimization.

I also should add a minimap.
yes you should.
 
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Where's Starscream's potato mic recorded voice? Otherwise, how we will know if the race will start?
 
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