Try to remember that if this map is to be included as an official map, it will hopefullt be played competetively, and in competetive play your framerate is really really important. If I play with 45-50 fps I have a huge handicap.
In an official map I would like gameplay to be looked at, at least as much if not more than beauty. I'm not a mapper but I understand that you would want to make your map as beautiful as possible, but as player I'd say gameplay comes first. And it is me, in the end, you are trying to please. Right?
what dont you like about cola automats ? <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
(Im no beta tester--Some things i say might sound odd)
Donno if this was mentioned, i just skimmed thru the thread, but after the door opens on marine start if u look into the jam, its messed up, aka it looks like ur looking into a hole...
<!--QuoteBegin-Thursday-+Oct 20 2004, 08:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Oct 20 2004, 08:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Everyone always moans "OMG I DONT GET 100FPS" in CS. I am hoping you are not one of these guys?
I know my Radeon 9200 can do a big open area of about 1800-1900 r_speeds at 50-60FPS. So 1200 really doesn't bother me that much, the r_speed limit is there to account for lower specification machines. For example on my TNT2 a 800 r_speed area will be about 40-45fps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thanks for that valuable information Thursday-, could you be any more patronising?
EDIT: Yes Rendy, what in the name of Flayra were you thinking?
I understand that the soda machines are a little old, but i undersatand why they're there: it's the mess hall, and every mess hall has soda machines...
I found a problem as well, everytime i enter the MS, my system locks up. when i go marine it freezes right after the lights to the airlock go green, and as a skulk, it happens just as enter, i see the RT and i freeze up. probably has somthing to do with my craptacular 8 megs of onboard video powah.
and if you want, i'll make you some custom soda machines <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-Mr. Headcrab+Oct 20 2004, 10:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr. Headcrab @ Oct 20 2004, 10:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and if you want, i'll make you some custom soda machines <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Quantum Cola, the official drink of the TSA. Now in Nanoberry!
<!--QuoteBegin-samejima+Oct 20 2004, 03:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (samejima @ Oct 20 2004, 03:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think he is thikning the brushes are acctuly a unit or 2 off beacuse it seems that way from his crapy distortied image and lt gravity i disagree with you aobut takeing forever to compleat aligning your textures is a good habbit to get into and makes your brushwork look alot cleaner and most of the time generly better looking <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I said "place textures 100% <b><u>PERFECT</u></b>". that means placing textures so they look fitting in all places, every face plced to fit the pixels of the next one, including re-scaling textures on angle brushe to fit the textures on plain brushes.
THAT would consume time, nothing against placed textures in a professional way.
i always thought of the coke machines as a cool nostalgic joke of rendy, the whole map looks so good and those prefab hl stuff is just making a real cool contrast <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I would say keep them, they attract attention
<!--QuoteBegin-Mr. Headcrab+Oct 21 2004, 04:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr. Headcrab @ Oct 21 2004, 04:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 8 megs of onboard video powah. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah, he went over the 4MB texture limit, so I think that might be causing the crash. (I really have no idea what I'm talking about)
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
<!--QuoteBegin-brute_force+Oct 21 2004, 03:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Oct 21 2004, 03:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mr. Headcrab+Oct 21 2004, 04:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr. Headcrab @ Oct 21 2004, 04:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 8 megs of onboard video powah. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yeah, he went over the 4MB texture limit, so I think that might be causing the crash. (I really have no idea what I'm talking about) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I think if this will be problem then the map will not even load up.
<!--QuoteBegin-Rendy.[CZech]+Oct 21 2004, 03:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rendy.[CZech] @ Oct 21 2004, 03:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-brute_force+Oct 21 2004, 03:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Oct 21 2004, 03:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mr. Headcrab+Oct 21 2004, 04:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr. Headcrab @ Oct 21 2004, 04:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 8 megs of onboard video powah. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yeah, he went over the 4MB texture limit, so I think that might be causing the crash. (I really have no idea what I'm talking about) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I think if this will be problem then the map will not even load up. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No. Older graphics cards will still attempt to run a map using more than 4MB of texdata, and will most likely crash.
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
But textures are loaded in memory on stratup of the map, they aren't loading in during play. I think this is a question for XP Cagey <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> . Devs probably will require cut down the tex limit if the map will be official.
tbh, wat grafx cards hav only 4 meg memory on them anyway, the original voodoo's i think, and if ur outdated enough to still have one of them then the rest of ur pcs probably too crap to play ns anyway.
the texture limit shuld be revised to at least 8 meg imo, 4 just isnt enough for decent variation in ns sized maps
<!--QuoteBegin-Meat_Popsicle+Oct 22 2004, 12:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Oct 22 2004, 12:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> tbh, wat grafx cards hav only 4 meg memory on them anyway, the original voodoo's i think, and if ur outdated enough to still have one of them then the rest of ur pcs probably too crap to play ns anyway.
the texture limit shuld be revised to at least 8 meg imo, 4 just isnt enough for decent variation in ns sized maps <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <a href='http://www.unknownworlds.com/forums/index.php?showtopic=61923#dGoD-2_5' target='_blank'>http://www.unknownworlds.com/forums/in...=61923#dGoD-2_5</a>
In regards to my 8 megs of video powah, It's the onboard video of this dilapidated system im stuck on, it can come with an athXP 1800+, but an AGP slot is too expensive for HP. The problem ONLY accurs in marine spawn, i think it has to do with the large amouts of entities in the area (guessing, but assuming somthing cool happens after the doors open and the lights go on)
otherwise my framerates are good, and the map is purdy to a degree seen rarely.
By the way, the dropship in marine start is partially inside a wall. If you hop in the command chair, you can clearly see that the top wing is halfway inside the wall there. The wall just needs to be moved back. According to the minimap, it's not near anything so I have no idea why that wall is even that close to the dropship in the first place.
Tested, runs great even on this peice of crap PC! Only one thing that i see that need improvement: the weldable. it's kinda odd. maybe instead of welding a chunk of the flooring to seal the hole, how about adding a console on the wall, welding that closes an access door instead? Just a suggestion. Otherwise, i'd highly advise the Devs to add this to the next beta.
only did a quick check on the bugs I wrote you in the two pm's. those are not fixed yet.. pm1 - bug 1, 2, 3 pm2 - bug 5 pm2 - bug 8 and 9 well.. uhm.. no idea depends if they are bugs or not:P
will do an extended test tomorrow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
nice change to the reactor <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
In the marine start, as soon as I open the first door and come to the second door, it crashes. In task manager I see "natural selection not responding".
<!--QuoteBegin-Nukem3000+Oct 24 2004, 10:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nukem3000 @ Oct 24 2004, 10:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In the marine start, as soon as I open the first door and come to the second door, it crashes. In task manager I see "natural selection not responding".
System
Nvidia Geforce 2 MX with 64MB 640MB DDR P4 2.4GHz
What am I missing? Beta 1 worked fine btw... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Same Error
happend to me in beta 1 version aswell, at the exact same location. reinstalling the map helped <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
Comments
Try to remember that if this map is to be included as an official map, it will hopefullt be played competetively, and in competetive play your framerate is really really important. If I play with 45-50 fps I have a huge handicap.
In an official map I would like gameplay to be looked at, at least as much if not more than beauty. I'm not a mapper but I understand that you would want to make your map as beautiful as possible, but as player I'd say gameplay comes first. And it is me, in the end, you are trying to please. Right?
Anyways, keeping 100fps is really important.
my one complaint (other than the bugs that u'll obviously fix)
vvv
(seriously though wat <i>were</i> u thinking!)
<!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
Donno if this was mentioned, i just skimmed thru the thread, but after the door opens on marine start if u look into the jam, its messed up, aka it looks like ur looking into a hole...
Some pics...
<img src='http://img65.exs.cx/img65/1769/ns_hulk_b10001.jpg' border='0' alt='user posted image' />
<img src='http://img65.exs.cx/img65/1179/ns_hulk_b10000.jpg' border='0' alt='user posted image' />
I know my Radeon 9200 can do a big open area of about 1800-1900 r_speeds at 50-60FPS. So 1200 really doesn't bother me that much, the r_speed limit is there to account for lower specification machines. For example on my TNT2 a 800 r_speed area will be about 40-45fps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thanks for that valuable information Thursday-, could you be any more patronising?
EDIT: Yes Rendy, what in the name of Flayra were you thinking?
I found a problem as well, everytime i enter the MS, my system locks up. when i go marine it freezes right after the lights to the airlock go green, and as a skulk, it happens just as enter, i see the RT and i freeze up. probably has somthing to do with my craptacular 8 megs of onboard video powah.
and if you want, i'll make you some custom soda machines <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Quantum Cola, the official drink of the TSA.
Now in Nanoberry!
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I said "place textures 100% <b><u>PERFECT</u></b>". that means placing textures so they look fitting in all places, every face plced to fit the pixels of the next one, including re-scaling textures on angle brushe to fit the textures on plain brushes.
THAT would consume time, nothing against placed textures in a professional way.
I would say keep them, they attract attention
Yeah, he went over the 4MB texture limit, so I think that might be causing the crash. (I really have no idea what I'm talking about)
Yeah, he went over the 4MB texture limit, so I think that might be causing the crash. (I really have no idea what I'm talking about) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I think if this will be problem then the map will not even load up.
it compiled fine and workt fine
Yeah, he went over the 4MB texture limit, so I think that might be causing the crash. (I really have no idea what I'm talking about) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I think if this will be problem then the map will not even load up. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No. Older graphics cards will still attempt to run a map using more than 4MB of texdata, and will most likely crash.
the texture limit shuld be revised to at least 8 meg imo, 4 just isnt enough for decent variation in ns sized maps
the texture limit shuld be revised to at least 8 meg imo, 4 just isnt enough for decent variation in ns sized maps <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=61923#dGoD-2_5' target='_blank'>http://www.unknownworlds.com/forums/in...=61923#dGoD-2_5</a>
I wish people would actually read the FAQ.
otherwise my framerates are good, and the map is purdy to a degree seen rarely.
check the first post or grab it here <a href='http://torment.wz.cz/NS/ns_hulk_beta2.zip' target='_blank'>beta2</a>
<span style='color:red'>please report if the file is corrupted</span>
Are you with me?
.....guys?
pm1 - bug 1, 2, 3
pm2 - bug 5
pm2 - bug 8 and 9 well.. uhm.. no idea depends if they are bugs or not:P
will do an extended test tomorrow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
nice change to the reactor <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
- You shouldn't include the map in the .res file :/ Also, the map you're including is the OLD VERSION ( !!! )
- The minimap sprite is pointing the the b1 one
System
Nvidia Geforce 2 MX with 64MB
640MB DDR
P4 2.4GHz
What am I missing? Beta 1 worked fine btw...
System
Nvidia Geforce 2 MX with 64MB
640MB DDR
P4 2.4GHz
What am I missing? Beta 1 worked fine btw... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Same Error
ati Radeon 9200 64meg 4x agp
2.4ghz p4
512mb ddr
win xp home
Specs are
AMD 64 3400
X800XTPE
2048 MB DDR
beta 1 also worked for me