1.1 Mapping Changes

MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
<div class="IPBDescription">What can we expect?</div> Right now, with the release of 1.1, there are some mentions of "particle eyestem changes", and "other mapping changes". I was wondering if anyone, *hopefully a PT/Vet, or possibly a dev* could shed some light on these new changes? I'm working on a very kewl map, but I'd like to know what they're fixing for 1.1 *especially particle wise* and if there are any real changes for 1.1 that are going to affect people just starting maps that won't be released till after 1.1 is out?

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    in game ps editing is back.
    info_locations only 2d space not 3d
    fixing some of teh triggers but i cant remember which ones..

    thats all i can think of..
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Macguyvok+Jun 2 2003, 01:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Macguyvok @ Jun 2 2003, 01:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Right now, with the release of 1.1, there are some mentions of "particle eyestem changes", and "other mapping changes". I was wondering if anyone, *hopefully a PT/Vet, or possibly a dev* could shed some light on these new changes? I'm working on a very kewl map, but I'd like to know what they're fixing for 1.1 *especially particle wise* and if there are any real changes for 1.1 that are going to affect people just starting maps that won't be released till after 1.1 is out?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    For a start, you can go to the official <a href='http://natural-selection.org/Mapping_Guidelines.html' target='_blank'>Mapping Guidelines</a>, and search the document for "1.1". All of the changes I've been told about by Flayra are documented there as notes on the entities.
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    <!--QuoteBegin--Macguyvok+Jun 2 2003, 03:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Macguyvok @ Jun 2 2003, 03:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Right now, with the release of 1.1, there are some mentions of "particle eyestem changes", and "other mapping changes". I was wondering if anyone, *hopefully a PT/Vet, or possibly a dev* could shed some light on these new changes? I'm working on a very kewl map, but I'd like to know what they're fixing for 1.1 *especially particle wise* and if there are any real changes for 1.1 that are going to affect people just starting maps that won't be released till after 1.1 is out? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You will have to trigger each door. Trigger : target _ mydoor ---> func_door : name _ mydoor
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    If I remember right there supposed to be some kind of fog effect in NS, If yes is it coming to 1.1?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--quazilin+Jun 3 2003, 09:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (quazilin @ Jun 3 2003, 09:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If I remember right there supposed to be some kind of fog effect in NS, If yes is it coming to 1.1? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's already in the game, and is not supported because it doesn't work as intended and is only supported by OpenGL mode (no DirectX or software support).

    The entity env_fog is already part of the 1.0 FGD, but has been omitted from the latest Mapping Guidelines because it isn't supported.

    The entity doesn't display like Q3's fog -- it displays a fog when you're inside the brush area and has no effect when you're outside it. If you do decide to use env_fog in your map, keep in mind that it can't be used as a ground fog because your field of vision needs to be inside it, and it won't render for folks using Direct3D.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Actually I was trying to use it specifically for its intended purpose of creating a region that causes a player to see fog in the distance, and it had absolutely no effect. Is it currently broken? (if so, will it be fixed?)
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Hey, just read Cagey's post over again. He already said it.
    What I am interested in is wether the particle system will support other render modes than white additive. *Looks for env_particle in the mapping guidelines*
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