Nancy Remake Team.

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  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited August 2003
    <!--QuoteBegin--WolfWings+Aug 30 2003, 01:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Aug 30 2003, 01:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Lazer+Aug 29 2003, 09:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Aug 29 2003, 09:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Alright so I'm at the point where I don't have _that_ much to do. So... when should I be expecting the files so I can connect the hives? I'm gonna start working to the marine start area if I don't get anything to work with :] <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'm working most of tonight on Mother Interface, once I get that I'll punt it to DarkATi for lighting. I seem to have a real knack for brushwork and texturing, it's lighting I'm not that hot at. :-)

    Also, when it comes time for a final compile, send the map back my way. I have a Dual Athlon 1600MP w/ way more than enough memory to do the compile on.

    As for my timeframe, once DarkATi figures out the adjusted lights.rad settings for the one light texture I need to 'claim' for the Interface Array to light properly, it's done at this point, so you can link it into the cooridors there.

    Also, I'm not touching the cooridor between Subspace and Mother Interface, I just have the little segment of venting between the two in my test map for getting between them. The weldable grates are currently func_illusionaries, as I don't have a proper entity file for Radiant to set up weldables yet, nor have I been able to find one either, so I'll leave those to you to configure as you see fit.

    I figure I'll have Mother Interface done by tommorow afternoon or evening at the latest. :-) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't know what a 1600 MP is like but I myself have a 2.66 Ghz P4 with 1.0 Gig of RAM, if that's faster than a Dual 1600 MP then I can compile, like I said I don't know how many Gigahertz that is so... shoot me back a post WWs.

    EDIT: Sorry to be the late one but it could take me 'til me Sunday to finish up all this. Sorry if that's not quick enough but I've been damn busy lately. I will definetly have a final .rad file for you soon. If I don't have it all done by Sunday Night I will post my unfinished work so that either you or WWs can deal with it, though I expect it will be done by then.

    Can't wait to see the final product!

    P.S. Lazer, man, post your .rad file you're using and I'll just pop in the Subspace and Port entries!

    Thanks,

    ~ DarkATi
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Ya, I'm on a 2.4ghz P4 so it's not much of a difference for me. The lights.rad I sent you a while back was the last update I did to it. So you gotta send it back to me :]

    The comp like light texutre used in subspace is fine in its new state. The old was nice, but I think the new look gives it a better feel. I agree with the green giving it a lively feel, it just makes it seem to much like Mother. I always thought of Mother being greenish, subspace being yellowish, and port being redish. Lighting tweaks can be done later, I juat don't want a rad file to be meant _just_ for one hive, since it uses the same rad file for the whole map.

    Also, I just realized what I should do. The readyroom! I can't believe I forgot. I have some nice ideas for it too. I really wanna add a nice hologram on a wall that reads something like:

    NS_Nancy

    Author: DevilDog

    Rebuilt by: <insert names of everyone that helped here>

    And maybe a little phrase underneath it like "Long live nancy!" or something.

    Nothing to think about right now though...
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Lazer+Aug 29 2003, 11:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Aug 29 2003, 11:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ya, I'm on a 2.4ghz P4 so it's not much of a difference for me.

    The comp like light texutre used in subspace is fine in its new state. The old was nice, but I think the new look gives it a better feel. I agree with the green giving it a lively feel, it just makes it seem to much like Mother. I always thought of Mother being greenish, subspace being yellowish, and port being redish. Lighting tweaks can be done later, I juat don't want a rad file to be meant _just_ for one hive, since it uses the same rad file for the whole map.

    Also, I just realized what I should do. The readyroom! I can't believe I forgot. I have some nice ideas for it too. I really wanna add a nice hologram on a wall that reads something like:

    NS_Nancy

    Author: DevilDog

    Rebuilt by: <insert names of everyone that helped here>

    And maybe a little phrase underneath it like "Long live nancy!" or something.

    Nothing to think about right now though... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, first off, I'm roughly equiv to a P4 3.2Ghz machine for compiling Half-Life maps. Anything that doesn't use MMX or SSE, the MP rating is easilly equivilant to the Mhz rating for a P4. Technically, it's closer to a 2.8Ghz on raw clock-rate, but it's a tossup.

    And yeah, I <b>was</b> all gung-ho for the greenish look to Subspace until I saw your shots of Mother looking green, then I was like... well, that's out. Looks lively and infested, but too much like Mother then. =^.^=

    I'm coming along on Mother Interface though, speaking of which. I think I must have gotten the roughest parts of the map to re-texture though. =-.-= S'kinda a skip-back-and-forth ordeal still, so I don't burn out in any one place. :-)

    And I can probably tackle the ready-room after I send everything else in, maybe we can see about adding the 'credits' on tiny little 'menus' at each of the tables in the bar? Just a thought.
  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    I don't know if someone have already mentioned this (freaking 21 pages <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->), but you should "fix" the noname hive's vents facing the hive. Those vents were too uber in old nancy. Maybe even move the other vent so it won't be in hive room.
  • J_D_WJ_D_W Join Date: 2003-05-22 Member: 16598Members
    Very nice screenshots.
    But i have a 1.0 instalation in my documents\halflife\backup.
    Theres the nancy bsp.
    Get uncompilers and you then just edit the parts that are onos bad?
    Or dont the half life\cs\dod\firearms\actionhalflife\svencoop\opfor\bluehift\teamfortressclassic\deathmatchclassic\ricochet\all the other hl mods bsp uncompilers work with natural selection..?
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    We ARE working from a decompile, hon.

    Problem is, we had to find someone that could make a custom tool to decompile Nancy. ALL the NS maps push the limits of the HL format so far they don't decompile, generally speaking. :-)
  • J_D_WJ_D_W Join Date: 2003-05-22 Member: 16598Members
    Ohhh right ok, ive just read the pages from about 21 to 6.
    Considering that you will put the readyroom tribute thing right standing out, why not an easter egg with the switch on one of the corners of the board thing? You press it and it would then open something or move something out of the way, you go in and theres pictures of all teh remake team and devildog,and maybe it would be antigravity like the readyroom secret in the observe match portal in ns hera, but not all ruined (go in as lerk or jper and it all messes up and keeps you up the top).
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited August 2003
    I might make it like the switch in Tanith with the way the map shows up, but I'm not sure about an easteregg.... maybe.

    Also, the reason I like a yellowish subspace is because that was the color of the original. Maybe you could make it a tad bit more greenish though. I just wanna be able to have a look around it before I judge how I think the color looks. One color could look better in a screenshot but a different could look better while playing.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    DarkAti, I don't disagree with your changes, things like widening Port Engine and raising the hive aren't changes as much as tweaks to make the game 2.0 compatible...just, needless serious changes obviously would probably make a lot of people dissapointed. Adding stuff like the ladder to the "vent of doom" as someone put it, and making it 2.0 compatible are essential changes tbh <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    You all look like you're doing a great job though guys, can't wait to see the end product <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    -Lee
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited August 2003
    <!--QuoteBegin--Lazer+Aug 30 2003, 11:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Aug 30 2003, 11:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I might make it like the switch in Tanith with the way the map shows up, but I'm not sure about an easteregg.... maybe.

    Also, the reason I like a yellowish subspace is because that was the color of the original. Maybe you could make it a tad bit more greenish though. I just wanna be able to have a look around it before I judge how I think the color looks. One color could look better in a screenshot but a different could look better while playing. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Absolutely. I'm working on lighting for the Hive area, Subspace. I'm still tweaking the luminosity of the Lights but it will look like the original, don't worry.

    ~ DarkATi
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    I just did a compile of my map to test it and I went onos and kept getting stuck. How ironic. Anyway I think I used the wrong hullfile. Where can I find the correct one?
  • SpookSpook Join Date: 2003-07-29 Member: 18542Members
    The hull file you need should be in the ns directory. It's nshulls.txt.
  • ChallengerChallenger Join Date: 2003-06-24 Member: 17647Members
    Well I'm willing to make some custom textures too if you feel the need to..... renew, not just recreate. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Since the NS hullfile is basically this ...

    32 32 72
    64 64 108
    32 32 36

    ... maybe it should be stickied or something <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    The readyroom is basically done. I have an idea for an easteregg with the hologram thing but I'm not gonna say it on the forums. I wanna keep it a surprise. Anyway, I'm just waiting for the other parts of the map so I can put it all together and do the touchups. I'll probably give a copy of the rmf file to DarkATi for the lighting tweaks and WolfWings for a compile (since he knows all about technical stuff it seems). After that I think I wanna do a little beta testing just to make sure the map doesn't have any horrible issues we overlooked, and then we can release it. (hopefully for 2.1)
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Rgr, I will make it look bootyfull! Ha ha.

    OK, It could take me a little longer for Port Side, Texture Axis Perpindicular to Face bug is really giving me a hard time... oh well, I'll be done soon rest assured. I got four friggin' hours of sleep last night sooo... whoa am I just zoning out or what? Ha ha.

    Lazer, think we'll meet the 2.1 Deadline? And for future reference where does Flayra post map deadlines for new builds or versions or releases or whatever they are?

    ~ DarkATi
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    You guys are going to make it onos friendly right?
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    edited August 2003
    I think the deadline for 2.1 is "before 2.1 is released" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    the 2.1 map post reads
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyone Got A Beautiful Finished Map?
    For immediate release in NS 2.1<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    and
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If anyone has a completed map (un-playtested is fine) with visuals comparable to the official maps in NS, please send info and a link (not an attachment) immediately to me at flayra@overmind.org.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    and unfortunatly...
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I've seen a ton of amazing screenshots around here, and I'd love to potentially include one or two of these maps in the upcoming NS 2.1. We don't have a date set for it's release yet, but it will likely be before the end of the month. This means that any maps that would be tested for inclusion need to be ready right now.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--relsan+Aug 30 2003, 05:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (relsan @ Aug 30 2003, 05:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You guys are going to make it onos friendly right? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Definetly, that's part of what's taking me so long on Port. Port wasn't Onos friendly at all. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> All good now tho!

    ~ DarkATi
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited August 2003
    Status: 70% Done with the entire Port Side, including: Hive Area, Area Outside of Hive (Aux. Something) and Sub-Tunnel. Still tweaking the ns_nancy .rad file. I Will have them both done around the same time. As early as tonight (though not likely) or as late as Monday. I expect to be somewhere inbetween but it depends on my work load outside of mapping right now.

    ~ DarkATi
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    I doubt that 2.1 will be out in 24 hours. 2.01d was released not too long ago, so there may yet be some time to finish everything up. Please don't over-rush it though. Make it all nice. I'd rather wait for the good nancy than have to play a so-so version of it.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited August 2003
    I have some potentially good and some potentially devastating news.

    AllocBlock:Full - I just got this error, but not on Port Side of Nancy. I was working on my map ns_sandman, when I went to run it I recieved the AllocBlock:Full error. This is GOOD because this means (my map being much smaller than Nancy and less intricate) that the AllocBlock does not have anything to do with oversized or overly complex maps. Though it is a lack of RAM to the engine or RAM Overflow in my opinion.

    Now for the bad news... if it rears it's ugly head it will be at random which means we won't know what is causing it. This is bad because we won't be able to narrow it down with such la large map. Look at the Pro's and Cons that this information delivers, just thought I'd put it out there.

    P.S. What caused the AllocBlock:Full error in my map was a texture scaled to 0.01 (x) by 0.01 (y) and the positioning set to 1230 (x) and 1230 (y), How this occured I do not know, though this may mean that the nasty AllocBlock is allied with the equally annoying Bad Surface Extents error. Though I do not believe AllocBlock is a texture based error it is connected somehow. Perhaps the ramificatiosn of scaling a texture so small means that the engine has to process the texture too many times over and runs out of memory. Don't know, we'll just have to wait and see.

    ~ DarkATi
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Out of curiousity, in what part of the compiler does the AllocBlock error occur (CSG, RAD, VIS?)
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Erias+Aug 30 2003, 10:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Erias @ Aug 30 2003, 10:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Out of curiousity, in what part of the compiler does the AllocBlock error occur (CSG, RAD, VIS?) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It isn't a compiling error actually, it occurs when you try to load the map. HL crashes and displays in a generic dialog box, "AllocBlock:Full".

    ~ DarkATi
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Ah. Thankfully, I'm not familiar with the error.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Erias+Aug 30 2003, 10:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Erias @ Aug 30 2003, 10:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ah. Thankfully, I'm not familiar with the error. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You're lucky, this thing is like a nasty bout of flu. You think it's over and then it just pops up again and again. Also be weary of Bad Surface Extents. Unless you know the "exact" source of the B.S.E. error the only way I've found to fix it is to select your entire map and set all the textures back to 1.00, 1.00, 0 and 0. The best way to destroy any chance these errors have at seriously damaging your product is to save often and under different names. i.e. ns_dark[RR Done], ns_darkII, ns_dark[complete hallway]. Etcetera.

    ~ DarkATi
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    I've been researching allocblock:full, here are my results from searching google. It also seems to be a quake problem as the first result I got was pertaining to quake 1, and several others were talking about it in reference to Quake 2, so presumably it's a problem with the HL engine itself.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This error is a result with a custom map being made. Scaling textures up solves it. The textures on every brush face in the map count, not just those that the player will see once compiled, so scale textures up (to at least x10 y10) on as many brush faces as possible. This is only good for the map creators, not players.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Most sites seem to agree that that is the fix for the problem, though I've never encountered it.

    Perhaps trying to recreate the problem in a boxed room would help in nailing the exact cause?

    In any case, try doing what the quote says and see if that fixes things...
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    I've had the Bad Surface Extents error before, but the VHE "check for problems" function will sometimes tell you if you've done something nasty to your textures, at least for "texture axis perpendicular to face" errors. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    As for saving multiple versions... eep, I'd better make a backup, I don't have one yet and I've been working on this for weeks!
  • SavageXSavageX Join Date: 2003-05-17 Member: 16425Members
    Well, from what I know about the quake engine that if the smaller the texture is scaled on a surface, the more polygons the surface will have because the compiler adds more polies for lighting purposes. That error your getting might be overloading the engine because that surface probably has too many faces on it. Maybe if you find any textures that have that small scale, you should scale it to something much larger because the bigger the texture is scaled on a surface, the less polygons are created on the surface doing the compile. I could be wrong but just thought I add that in.

    -- SavageX
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    edited August 2003
    Alloc Block Full , <b>usually</b> means that you have to many patches of textures, each scale of a texture = 1 patch.

    Anyways, I've been messing around with the marine start and well this is what i have so far...

    <img src='http://home.stx.rr.com/one3yed/marinestart1.gif' border='0' alt='user posted image'>
    <img src='http://home.stx.rr.com/one3yed/marinestart2.gif' border='0' alt='user posted image'>
    <img src='http://home.stx.rr.com/one3yed/marinestart3.gif' border='0' alt='user posted image'>

    I don't know if I would finish this, so pm, if you want it so you could have a head start...

    <edit>Let me warn, some brushes need to be made from 3 brushes to 1 and ect. Not all just some..</edit>
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