<!--QuoteBegin--NerdIII+Oct 29 2003, 09:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Oct 29 2003, 09:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nancy was not perfect in terms of texture alignment and something else I don't remember, but it surely had the most interesting connectivity of all maps. The original author knows how to make places look the way he wants. I'm really interested if the new Nancy can keep this look and feel. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ..and I am one of those who think that even NS 2.0 lost a lot of the feeling of NS 1.4 <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> (Good that you used a decompiler to get the dimensions right!) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Of course 2.0 lost the feel of 1.4, because 2.0 is 2.0 and 1.4 is 1.4. Ha ha. I'm stupid, I should be working...
And um, it's 1.04 not 1.4. Is the 0 that hard to put in? Remember that 2.0 was going to be 1.1? How could we have a 1.1 if we were at 1.4? Any way, I am still looking forward to this map, hope you d00dz finish it soon, tho I know how tedious mapping can be... I wish I was a patient person...
Nancy is so close but still so far. but hell, 2.1 is the same.
I have a question to WW, laser, Ati...
Any new easter eggs, or additions to the map? I know that the textures are different in some places and that some things were changed to be more friendly, but any new vents, or doors, or anything?
There will be a new easteregg. Not gonna say where and I don't think anyone else knows either. There is also a new part in the vents. It is a nice looking central vent room that wolfwings made. Otherwise, nothing really "new".
I wonder if lazer has enough room for a ahl_5am style easter egg <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--lyndak+Oct 29 2003, 06:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lyndak @ Oct 29 2003, 06:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Um, I thought you were keeping it 100% to the original? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> We are making improvements as well, but they will be few, we are keeping it true to DD's original, but some new 2.0 stuff doesn't hurt, right?
.rad file is only 70% done. Compiling all the time to test new values takes awhile, It'll be done late tonight or sometime tomorrow, I have to go to Bible Study tonight, so tomorrow is more likely.
DarkATi, you can still send me the fixed texture file back right? Are you making texture changes for the lights, or are you just messing with the rad file? I really wanna finish adding in the remaining entities and structural tweaks so it can be finished off quicker. I want to have a beta to submit to Flayra within the next couple of days so it can go in the next 2.1 beta. Then I can just make the final final improvements later.
And that's a hint to all you non constellation members to become one.
Nearly compeltely re-textured (with the same texture-set as the original) Subspace Array Hive. Things line up now. Infestation added. The 'mini-vent' in this room may or may not have weldable grates over it.
Enlarged Port Engine hive, with the actual Hive raised up. Onos can walk around now even with gorge buildings in the way.
Aux.Comm's "fishbowl" windows were enlarged to the exact size needed to allow an Onos to walk through without crouching.
The smaller '4 vent' subsystem that made Mother Hive overly valuable for vent-running has been linked through a vision-obstructing sub-room to the main vent system, so all the vents are one single structure now.
The only noticable changes are the enlarged hive, and vent-system merge. They were both done for gameplay reasons, to make the worst hive (Port Engine) more viable for all alien classes, and to make the best hive (Mother) less needed.
The fishbowl change is a simple error-correction, in most peoples opinions. The windows LOOK huge, now they feel the right size too, and let Onos out of the damn hive without lots of crouching nonsense. Again, making Port Engine reasonably viable as an alien hive. Before, even in 1.04, an Onos couldn't reasonably get out of there.
And the re-texturing is all my fault. If you see it, and hate it, **** at me. I did Subspace. The rest of the map I just helped tweak, especially AuxComm and Port Engine, which I rebrushed parts of to align better with the rest of the map.
New texutring is fine WolfWings don't worry about it. Besides the onos problems, my main problem with the orginal nancy was the horrible alignment on textures. It just looked unfinished. Now just about everything looks aligned nicely.
Oh, I'm not worrying about it. Just people seemed to be blowing what's been changed out of proportion, so I was giving them a list of what, and why. =^.^=
Okay guys, I'm going to dinner now, I'll be back in 2 hours...
If nancy aint done by then... **Shakes Fist**
I wont hesitate to call in the black helicopters, various secret agencies and several members of the Illuminati to make sure that you finish the project...
Before they lavish your every desire upon you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Gw guys, keep it coming, I can feel nancy coming in my guts... Oh wait, nevermind thats just my stomach growling =\
people are dying out there ! release it pleeeeaaasee <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> lol
<!--QuoteBegin--Warmaster+Oct 30 2003, 03:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warmaster @ Oct 30 2003, 03:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> people are dying out there ! release it pleeeeaaasee <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> lol <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> And what is there to be released? As I stated I still have yet to make a playable and presentable compile. Just wating for ATi to send me back the fixed up .rmf so I can add in the rest of the stuff and send it off to wolfwings to compile and do whatever tweaks he feels is needed. Then one copy goes to Flayra of the compile for the next 2.1 beta patch, and the source goes back to me to continue improvements and things while there is a playable version among the 2.1 servers.
And the only 'tweaks' I'll need to make, I actually can make, since they don't involve so much as farting in the general direction of the core map.
Namely, I'll be replacing all my fancy, over-complicated skulk-clipping with clip brushes, since those work now. =^.^= And that's just a matter of finding all my skulk-clipping, re-texturing it into simple clip textures, and merging it back into worldspawn. Jitters go away also, thanks to this.
All done with the changes to the BSP, still working on the rad file. Here's the new changed BSP and a new Nancy WAD, to get rid of MAX_MAP_MIPTEX I resized some textures, without this new WAD some textures will not show up so make sure that you replace your old one with this new one.
The .zip is pass protected and I have PM'd you the pass.
EDIT* Guess I'll have to upload to my site and PM you the download... I wish the forums supported big uploads, it's only 694kb...
The Constellation playtesting team stands ready to playtest Nancy! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Alright pretty much everything is going well... I just have a leak I can't seem to find... A bit annoying. Any idea what I could do to possibly find it?
If it's entity based, you can usually locate it using the compile logs, but if it's architectural, the compile logs will give the position of the nearest entity...
use the point files, and that should give you a hint, you have to believe the point file, even if what it says seems crazy, i didnt believe there was a problem where my point file said there was, but when i went ahead and fixed the area the PF pointed to, the leak went away
The playtest build 2.1n was just released with a ton of fixes, I think 2.1 is getting fairly close to release (this is just speculation I'm a constie so don't know for sure) so hopefully ya'll can crank this out soon. I'd love to be playing ns_nancy on 2.1 again :o
Hmmm, isn't it getting a little late to be adding another whole map into 2.1? Hopefully not <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
Of course 2.0 lost the feel of 1.4, because 2.0 is 2.0 and 1.4 is 1.4. Ha ha. I'm stupid, I should be working...
~ DarkATi
but hell, 2.1 is the same.
I have a question to WW, laser, Ati...
Any new easter eggs, or additions to the map?
I know that the textures are different in some places and that some things were changed to be more friendly, but any new vents, or doors, or anything?
We are making improvements as well, but they will be few, we are keeping it true to DD's original, but some new 2.0 stuff doesn't hurt, right?
.rad file is only 70% done. Compiling all the time to test new values takes awhile, It'll be done late tonight or sometime tomorrow, I have to go to Bible Study tonight, so tomorrow is more likely.
~ DarkATi
And that's a hint to all you non constellation members to become one.
Nearly compeltely re-textured (with the same texture-set as the original) Subspace Array Hive. Things line up now. Infestation added. The 'mini-vent' in this room may or may not have weldable grates over it.
Enlarged Port Engine hive, with the actual Hive raised up. Onos can walk around now even with gorge buildings in the way.
Aux.Comm's "fishbowl" windows were enlarged to the exact size needed to allow an Onos to walk through without crouching.
The smaller '4 vent' subsystem that made Mother Hive overly valuable for vent-running has been linked through a vision-obstructing sub-room to the main vent system, so all the vents are one single structure now.
The only noticable changes are the enlarged hive, and vent-system merge. They were both done for gameplay reasons, to make the worst hive (Port Engine) more viable for all alien classes, and to make the best hive (Mother) less needed.
The fishbowl change is a simple error-correction, in most peoples opinions. The windows LOOK huge, now they feel the right size too, and let Onos out of the damn hive without lots of crouching nonsense. Again, making Port Engine reasonably viable as an alien hive. Before, even in 1.04, an Onos couldn't reasonably get out of there.
And the re-texturing is all my fault. If you see it, and hate it, **** at me. I did Subspace. The rest of the map I just helped tweak, especially AuxComm and Port Engine, which I rebrushed parts of to align better with the rest of the map.
If nancy aint done by then... **Shakes Fist**
I wont hesitate to call in the black helicopters, various secret agencies and several members of the Illuminati to make sure that you finish the project...
Before they lavish your every desire upon you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Gw guys, keep it coming, I can feel nancy coming in my guts... Oh wait, nevermind thats just my stomach growling =\
And what is there to be released? As I stated I still have yet to make a playable and presentable compile. Just wating for ATi to send me back the fixed up .rmf so I can add in the rest of the stuff and send it off to wolfwings to compile and do whatever tweaks he feels is needed. Then one copy goes to Flayra of the compile for the next 2.1 beta patch, and the source goes back to me to continue improvements and things while there is a playable version among the 2.1 servers.
Namely, I'll be replacing all my fancy, over-complicated skulk-clipping with clip brushes, since those work now. =^.^= And that's just a matter of finding all my skulk-clipping, re-texturing it into simple clip textures, and merging it back into worldspawn. Jitters go away also, thanks to this.
The .zip is pass protected and I have PM'd you the pass.
EDIT* Guess I'll have to upload to my site and PM you the download... I wish the forums supported big uploads, it's only 694kb...
~ DarkATi
Excellent work guys, a truely inspired effort.
I found out that the # of posts counter is a Short value in java
Or, select the whole map and look for a hole...
But what kind of leak is it? Is it the traditional architectural hole leak or an entity leak?
Entity leaks are usually denoted by:
LEAK LEAK LEAK
While architecture usually goes
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
Or something similar.
If it's entity based, you can usually locate it using the compile logs, but if it's architectural, the compile logs will give the position of the nearest entity...
/me boots topic back to the top where it belongs
-Lee