Revival Of The Ns_fenris Remake Team

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  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--QuoteBegin-Mendasp+Feb 12 2005, 11:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Feb 12 2005, 11:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Be afraid... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Now there is a man who knows what he is talking about......

    After seeing what Medasp has gone through i can't see why anyone would want to remake a map, but good luck to those of you brave enough to try.

    Just remember though, Fenris is/was a hugely popular map, so expect some unfair, harsh and downright useless criticism from people who don't appreciate what you are trying to do.
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    JUST DON'T DELETE THE REVOLVING DOOOOOOOOOOOOOOOR!
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Mendasp is right, though D:
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    vgj moconnor & everyone else who was in this
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    I dont wanna give you it just yet, i think some bits look better because i forgot to add a light:)
    But some areas are just too dark, so i gotta do another compile.
    I've pm'd Sir Pepe to see if its alright to go ahead and make some changes to the map._
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited February 2005
    <!--QuoteBegin-Moconnor+Feb 12 2005, 01:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Feb 12 2005, 01:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I dont wanna give you it just yet, i think some bits look better because i forgot to add a light:)
    But some areas are just too dark, so i gotta do another compile.
    I've pm'd Sir Pepe to see if its alright to go ahead and make some changes to the map._ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Cool so we'll be seeing a release soon.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    <!--QuoteBegin-Olmy+Feb 12 2005, 02:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Feb 12 2005, 02:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cool so we'll be seeing a release soon. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hell yeah_
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-Spacer+Feb 12 2005, 06:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Feb 12 2005, 06:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> JUST DON'T DELETE THE REVOLVING DOOOOOOOOOOOOOOOR! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    this is not the "changes of ns_bast" discussion thread <!--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-->

    Im very curious about what sir pepe will say about this. VERY curious!!! because I cant tell if he will be happy or not.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Lt Gravity+Feb 12 2005, 10:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Feb 12 2005, 10:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Spacer+Feb 12 2005, 06:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Feb 12 2005, 06:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> JUST DON'T DELETE THE REVOLVING DOOOOOOOOOOOOOOOR! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    this is not the "changes of ns_bast" discussion thread <!--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-->

    Im very curious about what sir pepe will say about this. VERY curious!!! because I cant tell if he will be happy or not. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well he knew that we were remaking Fenris, as I remember he posted in the original thread. But if he thought we'd actually get it finished... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    im going to go throw my computer in a trash compactor now for being so incredibly homosexual.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited February 2005
    problems with the map that need to be fixed that i have seen:

    - the doors need to have their lip key set, they just go into the walls when they are opened.
    - there are several surfaces that have null textures inside the map that need to be fixed.
    - the func_rotating gravity generator with the particles floating to the ceiling, the func_rotating needs an origin brush in both of the entities, or they just use the maps origin and fly all over the map.
    - the monster_furnature entity needs to be replaced with a cycler entity, the monster_furniture doesnt work in ns.
    - in marine start, where the hallway leads to nowhere, theres a warning strip on the floor thats out of place, it needs to be deleted and replaced with the floor to look right.
    - the 1 unit brushes need to be deleted, theres one outside of cargo hive c.
    - the angled brushes next to the ladder in cargo hive c create hull problems, they block space they arent supposed to.
    - several of the ceiling lights are worldspawn brushes and cut inth the ceiling, increasing w_polys.
    - large crates hanging from the ceiling need to be converted into func_seethroughs so they dont block the commanders view.
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    You didn't notice that the func_rotatings had their origins missing?

    THAS SILLY.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- the func_rotating gravity generator with the particles floating to the ceiling, the func_rotating needs an origin brush in both of the entities, or they just use the maps origin and fly all over the map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    spacer, your an idiot.

    please go back to 3rd grade and learn how to read.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-GiGaBiTe+Feb 12 2005, 09:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 12 2005, 09:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- the func_rotating gravity generator with the particles floating to the ceiling, the func_rotating needs an origin brush in both of the entities, or they just use the maps origin and fly all over the map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    spacer, your an idiot.

    please go back to 3rd grade and learn how to read. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    How do you know he was calling you silly?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    read my post before his, i know about the func_rotatings not having origins. hes just trying to **** me off.

    and i fixed all of those problems that i saw and sent the rmf to moconnor to get a good looking over. and no i didnt delete any architecture, all of its there.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin-GiGaBiTe+Feb 12 2005, 10:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 12 2005, 10:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- the func_rotating gravity generator with the particles floating to the ceiling, the func_rotating needs an origin brush in both of the entities, or they just use the maps origin and fly all over the map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    spacer, your an idiot.

    please go back to 3rd grade and learn how to read. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You might as well go too. So you can learn how to spell.
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    <!--QuoteBegin-GiGaBiTe+Feb 12 2005, 04:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 12 2005, 04:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> read my post before his, i know about the func_rotatings not having origins. hes just trying to **** me off. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If you knew they didn't have origins, why did you compile the map and complain when they started flying around 0,0,0? :|

    Also, <b>you're</b>. "You're an idiot". Please don't tell me how to spell when you so very blatantly can't yourself.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Right guys, cut it out NOW, someone just ignore someone else so the arguing will stop and the thread can get back on track please.

    -origin prob fixed
    -most null textures inside the map fixed, i think
    -im not turning every single light fixture that is touching another world brush
    into a func_wall, r_speeds are still acceptable and entity count REALLY needs
    to be reduced. and im not saying that again.
    -i'll fix turn those crates into seethroughs.
    -and i'll check up on the other things yoiu mentoned aswell,
    thanks gigabite_
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    I normally do not post here anymore... for... uh... reasons. So anyway, I would just like to say damn. Damn this is funny. Jez and Spacer... <3

    Favorite quotes so far:

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QUOTE <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->(GiGaBiTe @ Feb 12 2005, 10:29 PM)
    QUOTE
    - the func_rotating gravity generator with the particles floating to the ceiling, the func_rotating needs an origin brush in both of the entities, or they just use the maps origin and fly all over the map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    spacer, your an idiot.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    please go back to 3rd grade and learn how to read.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You might as well go too. So you can learn how to spell. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    ZING!

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QUOTE (GiGaBiTe @ Feb 12 2005, 04:40 PM)
    read my post before his, i know about the func_rotatings not having origins. hes just trying to **** me off.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    If you knew they didn't have origins, why did you compile the map and complain when they started flying around 0,0,0? :|

    Also, you're. "You're an idiot". Please don't tell me how to spell when you so very blatantly can't yourself. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Zing zing again, baby!

    My pretty minions are all grown up now... awe...
  • HuzeHuze Insightful Join Date: 2003-11-12 Member: 22724Members, NS1 Playtester, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--QuoteBegin-Moconnor+Feb 12 2005, 09:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Feb 12 2005, 09:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> -im not turning every single light fixture that is touching another world brush
    into a func_wall, r_speeds are still acceptable and entity count REALLY needs
    to be reduced. and im not saying that again. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Move them 1 unit away from the ceiling so they don't cut it up.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Moconnor+Feb 12 2005, 08:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Feb 12 2005, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> -im not turning every single light fixture that is touching another world brush into a func_wall, r_speeds are still acceptable and entity count REALLY needs to be reduced. and im not saying that again. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ahhh, don't say scary things like that again! If you func_wall anything we're gonna need to be doing some serious reworking of the map because ent count is <b><i>way</i></b> too high already! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    no kidding the entity count is off the charts. i counted a couple hundred and got bored.

    and i found more problems with map... more null textures where they shouldnt be.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-GiGaBiTe+Feb 13 2005, 09:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 13 2005, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> no kidding the entity count is off the charts. i counted a couple hundred and got bored.

    and i found more problems with map... more null textures where they shouldnt be. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ...

    Just type numents in console and you've got the ent count.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    i cant compile the map fooel
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    gigabite you are a kind person in all ways.

    btw: checking numbers of entities? there is an option in vhe, think its called "entity report".
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    thats what i used to count the entities, im not that dumb.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin-GiGaBiTe+Feb 14 2005, 07:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 14 2005, 07:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> thats what i used to count the entities, im not that dumb. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    But you said you got bored of counting them <_<
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    because it dont tell you how many ents are in the list :O

    just counted 1, 2, 3, 4, ect....
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Lt Gravity+Feb 14 2005, 01:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Feb 14 2005, 01:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> gigabite you are a kind person in all ways.

    btw: checking numbers of entities? there is an option in vhe, think its called "entity report". <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Doing that will <b>not</b> give you an accurate entity count. Lights, light_spots, spawns, info_locations, info_nulls, are only some of the entities that NS doesn't count.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Total entity count = 373_
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