Ns_achio

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    Perhaps something interesting. This is Achio revised it's size compared to the oiriginal version. As you can see it's smaller and overall distances are improved. It also give you an idea as how much has been done on the map. I've been working on water cleansing, which has some nice effects... Overall the map is well withing engine limits and I can continue without much stress about clipnodes, leaves etc. And cliptype simple is doing a excelent job (I'm very pleased about that)

    IPB Image

    Left to do are the bridge and messhall and some hallways comming from marine start. And maybe one more storage area to fill up the void with a room instead of a hallway (maybe maintanance will get a comeback, who knows)

    Anyways, no screenshots yet. since I'm working my butt of to get things done in the map, and keeping the visuals up to par with the rest of the map takes more work then I expected biggrin-fix.gif

    Anyways, this was just a headsup that everything is going fine with the development. Perhaps I can even say the release is sooner then you might expect *probably shouldn't have said that*

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited September 2006
    Just finished the the bridge and water cleansing, on with the goodies...

    The elusive bridge of Achio, wasn't present in the original. Well it was, but it was on another deck and behind closed doors biggrin-fix.gif
    IPB Image

    IPB Image

    Water cleansing has been, cleaned, buffed and polished. Not to mention redesigned tounge.gif
    IPB Image

    IPB Image

    IPB Image

    Now on with the rest, some hallways and all the vents are left (vent entrances are done). And marines need to eat so I'll throw the messhall back into the mix...

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited September 2006
    the two button security door in action (one player, but still it shows that it works)

    I'm working on the quality of the video, ey encoding is not my strong point (never done it really) Also look at the shaky goodness when the door moves. It's BIG and HEAVY biggrin-fix.gif

    I'm not sure about this upload site it's bandwidth, but I uploaded it there. free and fast... So... Well have a look if you want to.

    The file is 5:00 minutes of me showing the door cannot be opened by pressing one button many times, you have to press the two individual buttons within a set time limit. And ofcourse showing you guys that a map reset will reset everything for the door...
    Marines can do this with 2 marines or 1 marine and the commander
    Aliens can do that or the gorge can do what I did.

    Computer Core is a dual res and well, it has a nice cinematic feeling to it when dual buttoning (is that a word?)

    ns_achio_ccdoortest

    [edit]
    filesize:21,2 MB (22.291.132 bytes)
    filelength: oh wait already said that XD 5:00min

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  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    Don't worry, you're not talking to yourself. tounge.gif

    I love the "gills" brushwork on the Bridge. marine.gif
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members Posts: 1,115 Advanced user
    That glass looks rather funky on the bridge (at least I think its glass?)
    QUOTE (unknown)
    Admiral, why dont we just breach the hull after overriding the automatic hatchlocks closing procedure?

    Last time we did this an onos just put its fat **** inside the hole and lerks just farted a new athmosphere.
    It looked so gross that we decided to never ever do this again.


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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited September 2006
    Hehe, it looked like I was talking to myself. But then again the forums are not very active at the moment and all, so... yknow... biggrin-fix.gif Glad you like the "gills" tough.

    GiGaBiTe:
    That's probably the skybox I made for the original achio, it is kind of pixalated. Probably have to whip up a new one for it...

    I'll get a (unlighted) layout online in a few (csg/bsp/vis), just so you know how much is done at the moment... I was working on the port generator, I saw a siege position, which was not defendable or atackable by the aliens. If I kept the layout like it was they had to walk all the way arround via H-Junction in the middle to get to the port Ion cannon.

    So I just slammed another asteroid into the hull of Achio, Level2 is squashed and level1 has a nice hole in the wall trough which the aliens can attack this room directly, obviously this asteroid impacted a little bit harder, but was also smaller... This is also the reason I haven't done any work yet on the messhall. I might even pull the old one out of the original Achio, with some modifications to the support beams and textures...

    My post keep getting longer and longer biggrin-fix.gif

    [edit]
    Current layout and plans to expand...
    IPB Image
    Post edited by Unknown User on

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  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    confused-fix.gif Are you intending on only having one exit from MS? Or even having two exits that lead to the same general area?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited September 2006
    No, There is going to be an area to the left of the lockeroom. But instead of an engine (port that is) It is going to be the engine it's powerhouse... The material displacement sphere and injection ports (havent drawn that yet)

    ^_^

    I obey the rules of NS mapping tounge.gif (well with a small twist with the 2 button door)

    [edit]

    I already have a scetch in hammer of it, but I'm not pleased with it... some thing I like some things I... cant get down r_speed wise, I kind of build myself into a corner there so layout/exits of the rooms are kind of set... Perhaps theres room for a visblocker or something, I'll have to look into that...

    Damn HL-engine doesn't like spheres, but there WILL be one (non accesable/behind safety glass etc... and clip brushing tounge.gif)

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  • AlcapwnAlcapwn "War is the science of destruction" - John Abbot Join Date: 2003-06-21 Member: 17590Members Posts: 1,965
    When will we be able to download it and give it a quick run-around?
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited September 2006
    Hmm, you go me thinking about doing that... However still some areas are not as I want them to be (r_speeds/lighting) Besides, it's getting close to being completed. So wouldn't you rather walk arround in the 100% version or the 94%

    - Messhall
    - Port material displacment core (scetch done in Hammer)
    - Molecular gravity modifier, with "golden" pipes going to the unacessable* port engine (scetch done in Hammer)
    - Vents (have the entry points done. But still have to make the actual vents, which is easy enough)

    *
    The material displacement cores, located at level1 and accessable trough level1 hallways

    The engines, also located at level1, but only directly accessable trough level2 hallways and vertical ladders trough the deks. However these are closed (a security system to stop the ship from going vacuum, due to the damage from the asteroids) Like most of the closed security doors found troughout the map in hallways

    As you will see in the map, I've tried to make everything fit. If level2 has an object which will stretch into level1 or 2, you will see this comming back in the hallway design going arround it on those other levels. This is most obvious at the ladders going from level1 to 4 (in this map level 1 and 2, with level 3 and 4 mostly unaccesable due to the damage) These will lineup directly underneath each other. best example will be the starboard skylight (level2) and port skylight (level1)

    Another nice thing are, the port and starboard ION cannons. The port ION cannon is accesable, but since the starboard section is mostly on level2 it's not accesable on the startboard side of the map (it's also pretty banged up due to again... damage, so what would you want to do there anyways, besides getting decompressed into space tounge.gif )

    That is all that has to be done at the moment, so I'd rather just finish the map and give you all a "completed final"version then this half-backed/unoptimised as a walkarround version smile-fix.gif

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  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation Posts: 199
    According to your map layout, it looks very simular to the ns_bast layout. Pardon me I don't have anything against bast. If I'm mistaken the Aft Engine hive might be too closely situated with the marine start.

    Any chance Kouji if you can provide us the wpoly count? so we know that it's under the 800 limit.
    Why can't I Myself improve on my skills just because of my silly name?

    Zerotech
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited September 2006
    I have 1 area with 900+ r_speeds, still working on that to get it down. the average is arround 600-800...

    The ms and aft engine might be close together, but the walking time towards it is about the same as the port engine. The hive which is hardest to defend (starboard generator, due to the surrounding corridors) has a walking time from the ms, which is about 150% longer.

    If you look at the junction above the mess hall, the marines can either go towards the aft engine or the port generator. Both distances are about the same. And this is the fastest for the marines to go towards either one of the hives.

    They can't take the hallway directly south of the mess hall cause this is a dead end since all the 3 doors and 2 vent grates are closed into the central computer. Besides those corridors don't go into the aft engine.

    In short: no this is not going to be another Bast version1 ^^

    I'll get a screenshot online for the Port material displacement core and Molecular gravity modifier, since I just finished them...

    [edit]Here they are and they are a mouthfull biggrin-fix.gif
    This little beauty modifies the magnetic properties of the molecules extracted from the cores, resulting in black mass to be pushed into the engine for getting this rig moving...
    IPB Image

    This huge cores, spin near the speed of light and expell molecules at extreme speed. The cores are compressed to the extreme to be able to cope with the stress and also last about 10.000 hours of constant usage. The ship will actually be more manouverable when the cores are almost depleted due to the extreme mass of them.
    IPB Image

    I love science fiction tounge.gif


    [edit 2]
    To emphasize my points made on the marines and their walking time towards all of the hives and the different routes possible... I made this layout with all the possible routes for the marines to take towards the hives...
    IPB Image
    Post edited by Unknown User on

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  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members Posts: 611 Fully active user
    edited September 2006
    wow i like the looks of your screens... clean and bright.. the green light brings a nice touch to it..
    The only things i have to mention are the 2 red spotlights in the 2nd pic, they seem out of place there. i would detach them from that red-white trim ure using there
    concerning the layout that blue point in messhall would be a mighty lockdown point, too mighty imho.
    I also think that the Port ion cannon resnode is a bit too close to the hive. Might wanna place it around locker room, so the rines have a reason for not going through messhall
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited September 2006
    Those red lights are already gone. This screenshot is the version before I decided to edit the area once more. (twas late and I didn't feel like updating the screenshot tounge.gif )

    Layout:
    Now that you mention it. the mess hall is a huge lockdown location. However it's already change a little bit. since I had to move the locker room to be able to place the new area (material displacement core etc...) This forced me to change some hallways. I'm compiling at the moment to see what rad is going to do, so I can't update the layout at the mom. I'm trying to decide something at the moment.

    that is to have 10 or 11 resnodes, That new area left of the locker room (drawn grey, material displacement core) has a resnode. Now I can delete the resnode in Ion cannon or the Material displacement core. Or even keep them both. I'm not sure at the moment. The map is still pretty big, however not as HUGE as the previous version. But 11 resnodes is quite possible...

    I'll however will have a look at avoiding a lockdown like that. Thanks for the headsup, didn't see it ^^

    [edit]

    I also changed the Loading Bay (MS) It now has 3 levels instead of 4. Making it overall less high, I did this cause I was going to have a lot of trouble traversing the huge hight differences...

    [edit]
    I still don't fully understand leaf portal saw into leaf errors (I mean I can fix them and all)... But I previously had 3, now I added these new areas to the main mapping file, without doing anything to fix them. And now I'm left with just 2, well not that I'm complaining tounge.gif I just think they are weird!
    Post edited by Unknown User on

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited September 2006
    *Allright calm down Kouji*

    I added a new area, with a very interesting view of the exterior of Achio. You can walk inside the Starboard Engine, but it's inaccesable on the port side (you have the ION Cannon and Material Displacement Core to look at biggrin-fix.gif)

    Now I thought it would be awesome to have another view of the exterior of Achio. Yes I'm talking about the Port Engine. Yeah I also know this has been done in the original Achio, but this looks way nicer, trust me on this biggrin-fix.gif

    It worked out great and all, but then I got scared... clipnodes and leaves jumped above the 90%/near border! I'm working on them first to reduce them to at least arround 85-88% prefferbly lower of course... I still need to build a few hallways and the ventilation system, which won't be as humongus as in the original Achio. A lot of them are inaccesable, so these won't eat up too many resources. But they still need to be built...

    Here's a small overview of the steps I'm taking to get my precious back!
    CODE
    Critical clipnodes and leaves...
    clipnodes       28828/32767     230624/262136   (88.0%)
    leaves           7658/8192      214424/229376   (93.5%)

    5/5 pipes changed (still more in map):
    clipnodes       28843/32767     230744/262136   (88.0)
    leaves           7655/8192      214340/229376   (93.4)

    H-Junction/ION Cannon warning light mod, clipbrush pipes fixed:
    clipnodes       28715/32767     229720/262136   (87.6)
    leaves           7627/8192      213556/229376   (93.1)

    H-junction floor change:
    clipnodes       28748/32767     229984/262136   (87.7)
    leaves           7617/8192      213276/229376   (93.0)

    8 default walls changed, + 2 longer default walls changed:
    clipnodes       28741/32767     229928/262136   (87.7)
    leaves           7591/8192      212548/229376   (92.7)

    Those default walls are all over the map, so if I change all of them I can get a few clipnodes and a lot of leaves back! Also losing the small amount of detail in these walls is a small price to pay, to keep the nice exterior look. It's actually a brush dented into the wall to make it look less flat, however it already has some nice shapes to it which already make it less flat ^^


    The map will be finished pretty soon, once I get this problem sorted out. I'm sry to bump the thread, but I just needed to get this out of my system and to give you guys a SITREP on the map...

    ...

    Back to cleaning up the mess I made marine.gif

    [edit]
    Well after changing the walls (less work then I expected) I ended up with
    clipnodes 28740/32767 229920/262136 (87.7)
    leaves 7317/8192 204876/229376 (89.3)

    This gives me some breathing space again for the rest of the map, but I still saw some areas which need cleaning tounge.gif

    [edit2]
    Changed pipes in Lockeroom:
    clipnodes 28743/32767 229944/262136 (87.7)
    leaves 7291/8192 204148/229376 (89.0)

    Letting it compile now, to see what vis and rad do, since some lights are gone now to due to the wall changes... Gonnah catch some Z's now, I catch far to few of them these days tounge.gif
    Post edited by Unknown User on

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    Only vents left, I have a funky readyroom, which might stay... I was fooling arround with some random weirdness and then turned it into a readyroom... With might stay I mean I might make a more realistic readyroom, or keep this weirdness...

    Oh and:

    ns_achio_v2b1 (revised), release date is this weekend...

    *ahem* perhaps this saturday night...

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  • AlcapwnAlcapwn "War is the science of destruction" - John Abbot Join Date: 2003-06-21 Member: 17590Members Posts: 1,965
    QUOTE(Kouji_San @ Sep 29 2006, 09:58 PM) »

    Only vents left, I have a funky readyroom, which might stay... I was fooling arround with some random weirdness and then turned it into a readyroom... With might stay I mean I might make a more realistic readyroom, or keep this weirdness...

    Oh and:

    ns_achio_v2b1 (revised), release date is this weekend...

    *ahem* perhaps this saturday night...


    Yay

    You should try to get some custom servers to run it.
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited September 2006
    Yeah, I've been out of the "ns gaming" community for a long time, but I'll certainly try to get some server to run it. I'm kind of curious how the netcode will hold up against this map. Also I had some real trouble trying to keep the r_speeds down in some areas. So they do pop up to arround 800+ for an instant in some areas...

    *ahem* perhaps this saturday night...

    That was NOT going to happen... Had to go to work today and thought, ah those vents are easy as pie (turns out it wasn't pie but PI, which is not so easy tounge.gif)...

    I encountered the dreaded clipnodes/leaves combo once more... So I'm going over the entire map to see where I can get some of them back before I start building the vents, got a pretty large amount back by tweaking some things to have less detail, like the dropship landing gear...

    Then I'll start building them vents and see how it goes. I still have this sunday tounge.gif

    [edit]
    Leaves are pretty much cooperating with me, they are lower then I expected them to be... And them clipnodes... I'll probably tagteam on them with clipbrushing if all else fails...

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited October 2006
    No not yet, I just had to show you something ANNOYING *slaps himself*

    IPB Image

    Yep, I was walking arround in the final version and thought, yep it's about ready for release. Then out of the blue (or should I say red) this room appeared!

    *raises fist in anger* even more so cause it's my own fault, I've secured the error by just compiling this area so all should be fine...

    Ah well back to compiling!!!

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  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members Posts: 1,393 Fully active user
    holy cow... 4 lights per panel?confused-fix.gif

    Theres no need for so many...

    RAD must take hours upon hours to complete!
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    4 is the minimum amount of point lights... Otherwise you get a point source on texture which does not look good. Besides how much do you think textured lights would give you on a area this size (way more then 4 tounge.gif )

    I could have used overlays for the screens and stuff, but then I'd have to use func_illusionary as overlays. Which eat up run time entities (and more light sources)...

    Rad compiles in about 2-3 hours, but then you will get nice lighting while lowering resource hogging tounge.gif

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  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members Posts: 7,019
  • SloppyKissesSloppyKisses omgawd a furreh! Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    QUOTE(Swiftspear @ Oct 4 2006, 05:03 PM) »

    So...whens the download gonna be posted!!!




    fixed
    XrgpE3Q.jpg
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    "So" is the word indeed, it compiled 100%, then I encountered a very very very weird error.

    One area, a perfect rectangle according to the buildminimap command is not shown on the minimap. To add to the weirdness it's also unlit and I'm not able to build there or change roles as aliens (need more room to gestate). Yet I am able to walk arround in this area without any problem

    I'm now copying over this area from an older map version, which does not have this error. I dunno about you, but I think the HL engine or the compile tools are mad at me or something sad-fix.gif


    This is so FRUSTRATING, since the map is 100% finished, yet I need to keep working on it cause of these FREAKING WEIRD errors, this area I'm talking about just happened to show up in the final version, wasn't there before and I did not change anything in that area, I just optimised some things on the OTHER side of the map.

    There is no emoticon for what I'm thinking/feeling right now!

    I'm also afraid to set a new release date asrifle.gif

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  • SloppyKissesSloppyKisses omgawd a furreh! Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    NOESSSSS

    Im sorry mate sad-fix.gif
    I really wanna see the map in action! lol
    XrgpE3Q.jpg
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation Posts: 328
    QUOTE(Kouji_San @ Oct 4 2006, 11:38 PM) »
    One area, a perfect rectangle according to the buildminimap command is not shown on the minimap. To add to the weirdness it's also unlit and I'm not able to build there or change roles as aliens (need more room to gestate). Yet I am able to walk arround in this area without any problem

    Weird indeed. I suppose you have no func_water or anything there. About the minimap it's not really a problem cause you can draw it manually but the rest... You could try to open the compiled .bsp directly in quark, to try and see what the hell is going on. You can't edit anything while opening a .bsp but maybe you'll see a weird brush based entity, self-created for some reason, linked to another entity somewhere else in the map. Maybe it won't show anything, just a suggestion, it could show you a hint on how to fix it without rebuilding the entire area/reversing to an older version.

    QUOTE(Kouji_San @ Oct 4 2006, 11:38 PM) »
    I dunno about you, but I think the HL engine or the compile tools are mad at me or something sad-fix.gif

    *hug hug* tounge.gif Nahhh, you're not alone out there. I'm trying to finish a map as well and random errors keep popping up randomly too. Today i discovered some new HOM's, weird clipping like there's a invisible brush when there's absolutely nothing in the area, and my newly created triangle-edited infestation (wich took me hours to do) is lit like the rave room on nancy. Despite having everything on the grid.

    QUOTE(Kouji_San @ Oct 4 2006, 11:38 PM) »
    I'm also afraid to set a new release date asrifle.gif

    Never do that hehe. "When it's done" ftw. I like some screenshots you posted, and was lurking this thread looking for the release of your map as well, but i know its not that easy. You're probably eager to release it but take your time. Personnaly, i can't wait to release my own map but i don't talk much about it, cause i want to be sure it's 99.9% finished (note i don't say 100% cause there's always a little something to change after release). And meanwhile, lots of "fun" and "siege" maps gets played a lot, frustrating isn't it? confused-fix.gif

    Good luck on fixing your weird error in your map, and keep working it's looking good.
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited October 2006
    Hehe thanks I will keep working on it, as a matter of fact I now don't have the error anymore. It apparently had something to do with 1 vent going over the suspected area. Resulting into an invisible rectangle area where no building or evolving or shooting ranged weapons could take place (across the entire vertical plane inside the rectangle). The minimap can be handdrawn for sure, but this area should just render as no func_water is near here. And I alway compile a non-water containing map to get a minimap without holes from which I can work biggrin-fix.gif

    Somehow I kept copying small sections of the area over from an older file (wip3) now I'm up to wip6, which is a small update from wip5, just to be safe that I don't get this error again etc... But when I put in the vent from wip4 (the problem version) the error came back... I now rebuilt the ventilation system from scratch in this area and took a small detour from the wip4 version and now the error is gone. Still going over the wip4 version to see WTH is wrong with it (not using it of course, just curious)

    Simple process of elimination. It just happens to be time consuming even with just the csg/bsp compiles, which in itself are fast enough but then: The testing of the map/area for this error. Keeping an eye on perhaps some weird clipping ready to popup at any moment. Doing a buildminimap command, then restarting ns to see if the weird recangle has returned etc...

    All in a days work for a HL1 mapper I guess tounge.gif

    Now I'm just systematicly copying areas over from wip4 (the former final version with error) Basicly wip4 is a version with huge updates compared to wip3 (optimisations, clipbrushing, cutting down leaves and some rebuilt areas due to clipping errors)

    So all in all I don't have to build stuff from scratch, just have to replace existing areas with newer versions. Everything fits like a glove, so no problem there. It's just time consuming. And I'll probably go up to a wip7 version just to keep this now working version wip6 alive biggrin-fix.gif

    Post edited by Unknown User on

    Guardian of the "magic cookiejar" AdminModerator

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited October 2006
    wip7, minimap:
    IPB Image

    wip7, rendered layout:
    IPB Image


    Everything has compiled without any trouble (csg/bsp/vis/rad). So this "work in progress 7" version might be considered the final version, which then will be called v2b1 Any comments on the resnode layout would be nice, since I'm not entirely sure about the one in Port ION Cannon. I have three solutions for the next version if it does turn out to be a problem.

    1. Add 1 more resnode in one of the Cargo Transfers (making the total resnode count 12)
    2. Move the Port ION Cannon resnode towards one of the Cargo Transfers (keeping the totals resnodes at 11)
    3. Just remove the Port ION Cannon resnode

    Some entities were not working properly (door sounds and 1 button was missing a face... compiling the "final"wip7 version at the moment
    Post edited by Unknown User on

    Guardian of the "magic cookiejar" AdminModerator

    Existence Unknown

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
    Retired EUPT Deputy | Moral Support | Squad 5 Blue
    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
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  • SloppyKissesSloppyKisses omgawd a furreh! Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    then will it be released?!?!?

    D:

    the suspense is killing me
    haha
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  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members Posts: 7,019
    edited October 2006
    Too many nodes. The map would have to be obnoxiously massive to play well with 12 nodes, especially since marines basically get 3-4 given nodes automatically depending what the hive is right now.

    I'd remove port molecular, if hive is port or starboard marines are basically handed double res on a silver platter, if hive is engine then they won't have that hard a time getting p1 and port anyways. Mess hall is pretty close to an automatically given marine node irrelevant of what the hive is, they don't need the port molec given node as well. The only time it would seriously be threatened is when hive is port gen, in which case the aliens really don't need a fight west of port hallway distracting them any more then they already will be, since if marines take port hallway with a port alien hive they've locked aliens out of a good half the map.

    [edit] if anything release as is and make balance changes after playtesting has been done. I can make these guesses based off the layout, but really, certain architecture things will totally change the way it works. Some hallways may be difficult to alien bhop and some may be easy to marine bhop, changing effective access times. And effective access times may mean different things against the hard coded NS times of importance. The only way to really know is to play the map.
    O_O image
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