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
    I think I'll release this as beta1 and see where to go from there, you've made some good points and they are noted btw smile-fix.gif

    So what is currently normal for an ns classic map with double res?

    1 resnode (MS)
    1 resnode (Hive1)
    1 resnode (Hive2)
    1 resnode (Hive3)
    2 resnodes (double res)
    ----
    6 resnodes

    1 resnode near MS and hive1 (closest hive to MS)
    1 resnode near hive2
    1 resnode near hive3
    1 shared resnode between hive 2 and 3 or independant resnode on the far side of the map for the marines
    ----
    10 resnodes

    Making my map have 1 to many at the moment and also to much focus on the port side of the map?

    Anyways release after I put together the files in a zip tounge.gif

    Anyway... I just put together the zip file... check first post for more details tounge.gif

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  • AnAkInAnAkIn Join Date: 2006-09-18 Member: 58020Members Posts: 137
    The folder "sounds" should be named "sound" or the sound wont work/wont be downloaded.
  • SloppyKissesSloppyKisses omgawd a furreh! Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    edited October 2006
    the door for double wont open. ( unless both buttons have to be hit at the same time? )

    and if you walk through the water near the broken resnode like if you try to walk in there you bob up and down like your on speed.

    thats all that i noticed is wrong so far.. oh yeah and then there is a green texture outside of a window on the ship, not sure if its a light or the texture is just messed up, if you dunno what im talking about ill post a screenshot later.
    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
    edited October 2006
    the door for double is a two button door. meaning you either need 2 marines to press it together (500ms time interval ) or go gorge and spit one then press the other. Yknow to enforce teamplay

    Have to look into that bobbing thing at wc

    [edit1]
    I can't reproduce this bobbing thing when going towards the broken resnode...

    That green texture is a starboard light (which is supposed to be green, port has a red light) It's used for visual ship movement so you know which way the ship is facing or going, like boats do today
    [edit2]
    Are you perhaps talking about the port outside view (skylight - p1), when comming from the ION cannon. You are able to see the Port Material Displacement Core from over there. Have to fix that in a next version, it kind of came back due to me falling back on wip3, it was fixed in wip4 the error version, If you're not talking about that forget this edit tounge.gif

    Anakin: I'll fix that map name asap.


    [edit3]
    It seems the weldable button is broken, the door can however be opened by using the button trough the door on the other side. This error slipped in, because I thought that trigger_changetarget could target more then one target. Will be fixed in the next version.
    Post edited by Unknown User on

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  • SloppyKissesSloppyKisses omgawd a furreh! Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    right here is where i was bopping up and down on the screenshot, as you can see im standing on top of the water and not in it.. it only does it right around the res node.


    http://uploader.inceptionhosting.net/files...io_v2b10001.bmp

    its nothing big really, just thought id tell you since i noticed it.
    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
    Hmm, yep. I think that's caused by the model hitbox, which is disabled when it's an func_resource. But then It would be possible to put a restower on it... Can't really do much about it, well perhaps trying different water depths arround it...

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  • AnAkInAnAkIn Join Date: 2006-09-18 Member: 58020Members Posts: 137
    is this map going to be in ns 3.2?
  • SloppyKissesSloppyKisses omgawd a furreh! Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    QUOTE(AnAkIn @ Oct 7 2006, 03:32 AM) »

    is this map going to be in ns 3.2?



    I doubt it, if it was it wouldnt be released until the patch was actually released. Unless this was a map that the dev team likes enough and asked for permission to use it as an official map.

    XrgpE3Q.jpg
  • EndEnd Join Date: 2003-11-11 Member: 22566Members, Constellation, Reinforced - Shadow Posts: 221
    Aft Engine Hive is toobig
    Remove the Port ION Cannon resnode or just move it to one of the Cargo Transfers (did see your post about that)
    Water Cleansing need to be work on a lot more i think, as i like the old Water Cleansing
    More Vent's
    there is needed one vent at Port IOM Cannon as there is only one way when Port Generator Hive is being siege


    comming in this map give a low fps and lag for small comp that is
    my comp only got
    1 ghz
    512 ram
    128 ram GeForce4 MX 440


    anyway good map only need some fix keep up the good work tounge.gif
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members Posts: 7,019
    QUOTE(End @ Oct 7 2006, 04:34 AM) »

    Aft Engine Hive is toobig
    Remove the Port ION Cannon resnode or just move it to one of the Cargo Transfers (did see your post about that)
    Water Cleansing need to be work on a lot more i think, as i like the old Water Cleansing
    More Vent's
    there is needed one vent at Port IOM Cannon as there is only one way when Port Generator Hive is being siege
    comming in this map give a low fps and lag for small comp that is
    my comp only got
    1 ghz
    512 ram
    128 ram GeForce4 MX 440
    anyway good map only need some fix keep up the good work tounge.gif

    Your computer is pretty low end for comming in NS.
    O_O image
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation Posts: 328
    Hi Kouji, nice map. I particulary like aft and starboard engine, great brushwork & lighting. Some ambient sounds are really giving a good atmosphere. Double res is cool as well (<3 that big, rounded door). Unfortunately nothing's perfect so i'm gonna have to list what i dislike as well smile-fix.gif I'll try to stay constructive, but keep in mind some of the things i'll mention are just based on my taste, so feel free to ignore 'em.

    - The area with 4 water tanks is kinda messy. It's not evident enough there's a glass blocking the water imo. And there's the "bobbing" bug someone else mentioned. I suggest a rework of the area :/
    - I dislike how 2 of your hives are the same, even if it could be considered "logic" in a ship like that. Both have level-over-level platform, bad for such important places.
    - The marine start seems to be nice gameplay-wise, but the over-stretched textures hurts its secksiness, i don't think it have to be THAT big.
    - You have quite a bunch of level-over-level areas, pr0s are gonna whine when their medpack got stuck on the upper floor tounge.gif
    - There are white areas on your minimap where there's an outside view, it looks kinda weird, but then it's only a detail.

    I've also noticed some things you may want to fix, listed below with screenshots;

    Too high r_speeds sad-fix.gif :
    IPB Image

    Same area, other side. Hitting 1028 wpoly (and approx 950 while on the ground):
    IPB Image

    HOM's:
    IPB Image

    Small brush error in the MS:
    IPB Image

    Possible PG exploit (i built that PG from the other side of the door):
    IPB Image

    Big stuck points near MS, 100% repro (on both black textures):
    IPB Image

    That is all for now.
    image
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  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    edited October 2006


    awesome find on the possible pg exploit dogg tounge.gif
    it is cheeper though to buy a wlder including if you dont need a pg there tounge.gif
    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
    edited October 2006
    End:
    I'm not sure I agree on Aft Engine being to big. It's high, but it has cover and ledges for skulks and lerks, The gorge might have some trouble due to it being floor bound though. It probably needs more cover on the floor, but it's not really that big compared to some hives in the official maps

    More vents will be emerging, I just didn't have the room in the engine resources in this version (which is not as optimised as wip4 was, the error version) and thought I'd release this version first. And it kind of payed off in ME HAVING TO FIX THINGS

    Your fps can be the result of some areas r_speeds not optimised to be arround 700w-poly and probably on some HOM errors I've found and Droggog, who found a VERY weird one tounge.gif (but also partially due to you specs, this map is really pushing the engine and has bugs so probably it's pushing to hard)

    Droggog:

    Too high r_speeds etc...
    I know!!! SHEESH MAN I KNOW!!! Try typing gl_wireframe 2 in console, you can see a likely suspect. That and perhaps a little to much detail in MC. I'll try to see what I can do to get it down to acceptable levels

    HOM's:
    Like wth is that! Looks like a rendering error of some kind :/ Good thing you found it, well not so good for me cause I have to see what to do about it (clueless at the mom)

    Small brush error in the MS:
    That was fixed!!! I swear!!! Well it was in the wip4 version, but yeh I had to fall back on wip3 and forgot about this tounge.gif

    Possible PG exploit (i built that PG from the other side of the door):
    Hmm indeed, well func_nobuild there then... Nice find

    Big stuck points near MS, 100% repro (on both black textures):
    I can only reproduce it at the location in your screenshot. It's also possible near the other window?



    Other things:
    Water Cleansing, try gl_wireframe 2 in console here too. you're not gonnah like it. I hate it how complex brush based entities (or brush based entities in general) IGNORE VIS :angry:" border="0" alt="mad-fix.gif" />
    I also agree that WC is not that pretty to look at, something about a lot of "Texture 100/255" seetrough objects stacked behind each other look weird. You should have seen it in additive mode. the more in a row using that setting the brighter it gets

    Level over level:
    I can try to fix it near cargo and the starboard hive (needs more damage anyway due to the bigger asteroid hitting Achio on the starboard side), I personally don't think it's that much of a problem in the hives, marines can build on top of the ramps and near the resnode. They have no real reason to build on the lower floor or for marines to be there, 90+% is accessible with their ranged weapons from areas not overlapping.

    Also the similarity would have gone trough the roof if I had used the original Achio it's layout. But since the port side is mostly on level1 and starboard on level2 I had some freedome in making other areas accessible.

    Imagin this:
    - port engine, starboard engine
    - port ion cannon, starboard ion cannon
    - skylight p1 (level1), skylight s1 (level1)
    - the cargo area would also be on the other side at level1. Only then the s would be change to a p
    --> almost like old achio was tounge.gif

    I'll keep the hives as they are, but there is a possibility of more damage at the starboard generator hive. Perhaps cave-in the top level so it's broken to pieces on top of the generator. This way the two hives will look less like two of a kind in mirror image. The smaller amount of infestation on port, the different level exits (not the broken wall ones) and the starboard generator being damaged. Are a nice touch I think to make them a little bit different...


    White areas on map are going to be darker next time arround. Photoshop screws arround with me color settings vs Ns due to the gamma ramp, I'll put in a levels layer set to what cagey once posted in mapping faq. I just don't want them to be blue since they are areas you can only see but not touch.

    Stretched textures in ms. Yep. Large faces and small textures won't look nice I know. Have to see how to fix that somehow, since the dropship likes to eat r_speeds as wel

    Resnode layout will get a revision... lol would that be ns_achio-revised-revised? XD

    Well it's seems I got my work cut out for me to. Thanks for finding these errors, peeps who haven't seen the map before can sometimes see more then the creator. Since this version is probably not stable enough to be playtested, I'll start work on trying to fix the things mentioned

    *ugh long post, hope I didn't put in to much typos XD*
    Post edited by Unknown User on

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  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation Posts: 328
    Yep theres not so many things to fix. I mean you're pretty close to have a playtestable build.

    QUOTE(Kouji_San)
    I know!!! SHEESH MAN I KNOW!!!

    Sorry! tounge.gif Yeah i'm sure you'll find a way to improve the area. One quick thing that pop into my head is reversing the "two button security door" and the "main computer access corridor". So coming from H-juntion you currently have:

    main computer access corridor(the vis blocker) - two button security door - main computer
    maybe changing it to;
    two button security door - main computer access corridor(the vis blocker) - main computer
    would help. Just an idea, that door probably eat up some serious wpoly (i could be wrong, no time to check right now in wireframe)

    QUOTE(Kouji_San)
    It's also possible near the other window?

    Yep, as a marine at least. confused-fix.gif Dunno about the other lifeforms/player hulls thingies.

    And yeah, at WC it definately has something to do with all the stacked see-trough textures. About the hives i agree some more difference in infestation level/lighting/access corridors/some damage etc could help to differenciate them from each other. And lastly for the level-over-level areas, it's not that bad in those two hives but it's really confusing when you don't really know the map yet, and look at the minimap. For example i was in "Cargo S1-A" and did want to go to the backdoor of main computer, and ended up in aft engine. Not that bad but that area is confusing when you don't know the map like your pocket (wich i'm sure you do tounge.gif ). It would be fun as a test to take 8 marines at cargo S1-A and give them a waypoint to main computer and see what route they take, eheh. I'm sure you can find a way, moving corridors around etc, so it's less confusing. smile-fix.gif

    /me 's going back to work.
    image
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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
    The door itself is pretty low actually for the amount smoothness in the round part it has. It's more the fault of the roundness of the main computer, that and it being complex. Vis renders to much of it arround the corner behind the 2buttond door. And some of the entities from Aft engine being seen trough the walls are at fault. I have some runtime entities to spare so I might try breaking them up into smaller individual entities, so they will behave normally with walls blocking their visibility

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  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members Posts: 7,019
    I did a fairly extensive run about, and I must say, I really quite like it.

    I think go for 11 nodes including double, since double is a little tricky to enter some games it won't come into play right away.
    O_O image
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
  • 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
    A little update:

    I got the r_speeds down near the Main computer to arround 800 (from 1050) To get them down even further I think that fixing the brush based entities in Aft Engine will fix it. They render trough the walls, because they are too large/complex. So I'll put them (2) in 4 or 5 seperate entities and see how it goes.

    I'm currently rebuilding Water Cleansing. I just did a compile with this area removed and got more clipnodes and leaves back then I thought I would. Happy about that, it seems the area wasn't really effeciently built. The "new" look I'm going for will be the old one with some changes (smaller and probably other textures). The lot'so transparant texture thing stacked behind each other doesn't really look good...

    - Cliperrors were fixed, the brush error too in MS (or should I say again biggrin-fix.gif)
    - Possible PG exploit, put a nobuild there
    - HOM's, still no clue as to WTH is going on there sad-fix.gif
    - Changed some of the texures in MS

    Thanks for spotting them Droggog


    Next stop after WC will be Starboard Generator. More damage, more infestation (less leaves/clipnodes when I'm done there) and more other stuff I can come up with...

    And after that the vents. I'll have to see where some are needed (probably port side...)


    Swiftspear:
    I'll use that suggestion. It's a valid point.

    carioca/Swiftspear:
    Glad you like it ^_^

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  • EndEnd Join Date: 2003-11-11 Member: 22566Members, Constellation, Reinforced - Shadow Posts: 221
  • 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
    Allright updates... No final compile yet, due to some obscure clipping errors. But I can tell you what has been done and fixed...
    • I finally fixed the HOM rendering error:

      It seems that HL doesn't like vertexes across a sloping line. Which won't result in a leak, but in this case will screw arround with rendering of the brushes.
    • I came across some clip errors for the onos in Cargo Transfer S-1A. After a extensive overhaul of this area. I managed to fix them. The stairs are gone to and replaced with slopes (look better imo and are easier on the engine)
    • Fixed a light error/clip north of H-junction in the diagonal vent. Which is now a 90-90degree bendy vent
    • Changed some corridors south of Port Generator, removed the port "hole in the wall due to asteroid" thing and made a hallway exit instead.
    • New watercleansing. Architecture is done. Still have to put in the water and perhaps a similar mirror effect from old achio will make a reppearance tounge.gif
    Now on with the newly formed errors *sigh*

    New clipping errors inside the Port Generator hive. this also is the case at the resnode of Port ION cannon and at the Port Skylight - P1
    The funny thing is. this area will compile without any problems at all. Every clipping hull is correct for all lifeforms. But when I put this very same area inside the complete map version, the errors come alive (invisible walls and some non solid walls).
    Also you would think that the invisible walls would be a bigger problem for the onos, but since it's using another hull then the other lifeforms/marines. The Onos is the only one without problems. This is just the other way arround then what happened in cargo and starboard generator, where only the Onos had the problems... Welcome to the weirdness of hl1 compiling biggrin-fix.gif


    Some good news, perhaps some nice info for those who want to know biggrin-fix.gif

    ns_achio_v1b2 (last released version of the old achio):
    Total brushes used: 6081
    clipnodes 32216/32767 257728/262136 (98.3)
    leaves 7864/8192 220192/229376 (96.0)

    ns_achio_v2b1 (wip7):
    Total brushes used: 10518

    clipnodes 32543/32767 260344/262136 (99.3%)
    leaves 8180/8192 229040/229376 (99.9%)

    ns_achio_v2b2 (wip13, currently)
    total brushes used: 9858

    clipnodes 30524/32767 244192/262136 (93.2%)
    leaves 7251/8192 203028/229376 (88.5%)


    That is all for now...


    [edit 27-10-2006]
    - all clipping errors fixed in Port Generator, Port ION Cannon and Port Skylight - P1. Also haven't encountered any new ones after a extensive walk troughout the map. It seems when you encounter these clip errors, just delete the brushes which create the error and then just recreate them (they may even be the exact same brush, but somehow the error is gone most of the time after you do this)
    - Port Generator has a new look, less damage and no bridge across the generator (replaced with a ramp)
    - Fixed 1 Onos clip problem (not an error) at the highest MS entrance. The Onos had to crawl to get to the top of that ramp
    - Got a new lighting error (blackout) near the welding point in H-junction (maybe it's fixed now all clipping problems are fixed)
    - Found a null/hom face in the vent near Aft Engine

    All that is left is putting in some more vents, now that I have the engine resources. And 1 more resnode in Cargo... And of course putting the bugfixes into the ns_achio_v2b2.txt (which are a lot biggrin-fix.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
    edited November 2006
    QUOTE(ns_achio_v2b2.txt)
    v2b2 (version 2, beta 2):
    Releasedate, pending

    Additions:
    - Vent Port Generator - Port ION Cannon
    - Vent H-junction - Messhall
    - Vent H- junction - Cargo Transfer S-1B
    - Vent Starboard Generator - Cargo Transfer S-1B
    - Vent Messhall- Port Generator
    - Added a func_nobuild at the weldable door in H-junction (Possible PG exploit suggested by Droggog, ns forums)
    - Light at one of the door buttons in H-junction was missing
    - With the recreated Water Cleansing I also added a drainable water area. It is kind of a hidden feature
    - The Starboard ION-Cannon outside view at Skylight - S2 now has damage and an asteroid part protruding to the outside of it
    - The flashlight from the old Achio has returned. It is located near Water Cleansing
    - Starboard Generator has a steam particle system comming from the asteroid
    - Added a TSA Frigate in the skybox on the port side, the design is based on the new readyroom
    - Added a particle system, orange steam flowing into space from the Starboard ION-Cannon

    Bug fixes:
    - Hall of Mirrors bug in Pressure Fluctuation Monitoring (spotted by Droggog, ns forums)
    - Small brush error in the MS (spotted by Droggog, ns forums)
    - Big stuck points near MS outside windows (found by Droggog, ns forums)
    - Stuck points throughout the map near windows
    - Null textured face in vent near Aft Engine
    - Null textured face in Y-junction on the ceiling
    - Added all the lights mentioned in "known issues" of the previous release at the security doors
    - Onos stuck issues at Cargo Transfer S-1A
    - Onos stuck issue at top entrance of Loadingbay
    - Port Material Displacement Core could be seen trough the sky brush from Skylight - P1
    - Clipping hull bugs at Port Generator, Port ION Cannon and Skylight - P1
    - Weldable at H-junction (it now has one button)
    - Fixed the red glow from the planet Nerva spotlights, which were previously not very noticeable because the pitch was set to -90 (down)
    It will now cast a red glow onto and into Achio from the planet at Starboard Skylight - S2 and the Main Bridge

    Changes:
    - Removed Port ION Cannon resnode and added a resnode in Cargo Transfer S-1B, there was a noticeable
    gap in the resnode layout. This keeps the total resnodecount at 11. Decision based on a suggestion made
    by Swiftspear, ns forums:

    "I think go for 11 nodes including double, since double is a little tricky to enter some games it won't come into play right away."

    - Optimized walls, corners, floors and ceilings to lower clipnodes and leaves significantly
    - Optimized some textures near the 2 button door which were adding unnecessary r_speeds
    - Removed the asteroid impact site at Port generator, instead added one more hallway exit
    - Gave the Port generator a different look then it's mirror twin Starboard Generator, this will make
    it easier to distinguish between the two
    - Made some changes to Port Hallway Stabilizer and surrounding hallways
    - Vent north of H-junction is now a 90-90degree bendy vent, due to clip annoyance and lighting error
    - Changed the stairs in both Cargo transfers into slopes
    - Water Cleansing has a new look
    - Made ns_achio.wad compatible with the old version of the map (ns_achio_v1b2), went from 435Kb to 827Kb.
    - Added -nodynbounce to the rad compile process, as a result saved about 60% of used light data, v2b1:94.3% --> v2b2:39.6%
    The bsp filesize has been significantly decreased because of this, v2b1: 9,72 Mb --> v2b2: 6,32 Mb
    - Added 2 bounce to the final lighting making the lighting more smooth, colorfull and the map overall a little bit brighter
    - Redesigned the readyroom, the old one was kind of a last resort because of the engine resources
    - Lowered the view hight for the commander. Lowering r_speeds for the commanderview and to make it easier to select and build things

    Post edited by Unknown User on

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  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members Posts: 470
    edited November 2006
    Ok. I had quick run trought this map. I've found 2 HOMs in location "Y-junction".

    My feeling from this map is quite good. On one side It's really huge and thats makes me feel the atmosphere of something greater than human being. I understand that U sacrificed details for the extreme hugesness. But anyway those oversized textures ruin the atmosphere in some locations (especialy in MS). The map feels kinda like over-sized ns_Bast smile-fix.gif . I really like some areas.

    Good job, this map very good and different from others, altrought its not my cup of tea
    Post edited by Unknown User on
    image
    Playing NS since 1.0
    image <- Highly addictive elements!!
    Maps:
    ns_Hulk
    co_Overmind
  • 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 November 2006
    Yeh I was going for big detail in areas you hang arround alot, like hives and some resnode areas (dual res) and less detail in areas you kind of run trough, like hallways. I also went for the mass production look of the hallways for realism (a ship, mass production hallways?). The MS has some texture changes, which I hope make it look nicer tounge.gif

    The next version, which is about ready, has an extreme amount of bugfixes/additions/"changes" as shown in the post above yours. I already have those hom errors fixed, you're talking about smile-fix.gif


    [edit]
    - I encountered one more clipping error in the Port Generator hive in the (final) compile. After getting really ###### off, I thought: "What I put a small clipbrush here underneath the resnode platform extending towards this here slope"

    And there it was, a complete fix for 3 clip errors with one little clipbrush... After running and running and running arround the map (CSG/BSP)in all lifeforms to test the different clipping hulls and not finding any errors. I decided to compile the map one more. So after this compile the map will be released!


    compiling (18:50 +1timezone), last compile: VIS[33m 55s] RAD[2h 54m 16s]
    Post edited by Unknown User on

    Guardian of the "magic cookiejar" AdminModerator

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    Retired EUPT Deputy | Moral Support | Squad 5 Blue
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  • PriestlyPriestly Join Date: 2006-10-30 Member: 58098Members Posts: 36
    Is it tomorrow yet asrifle.gif
  • 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 November 2006
    QUOTE(Priestly @ Nov 2 2006, 10:27 PM) »

    Is it tomorrow yet asrifle.gif

    No I still have one hour to go according to my timezone biggrin-fix.gif

    At the moment I'm checking if all the files are present and have the correct name. And I have to walk arround in it one more time to see if the minimap is correct in 1 small area...

    uploading it in a few...

    [edit]
    And "a few" has just passed by tounge.gif

    Version2 Beta2 of ns_achio revised has been officially released


    After many hours of bug fixing, optimising and of course adding the well needed ventilation system and what the heck I even thrown in a new Readyroom... Ah well have a look in the ns_achio_v2b2.txt, it's all there... links to the file as always in the first post smile-fix.gif

    http://www.unknownworlds.com/forums/index....showtopic=91668

    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
    YouTube NS2 Playlists: Unusual Selection | NS2 Stuff | NS2PT | NS2 Tuts

  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members Posts: 7,019
    I wonder if release 3.2 is too close to get anchio into the official maps list. I'd really like to see it played a good chunk, it's a very promising map, although not without it's problems... Still, eon and altair weren't fun at all when they were first released, and now they are great.
    O_O image
  • 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
    I'm also kind of curious about that, I think it's too late for 3.2 since it's already released as constellation betatest. Anyway I just submit it to Nemisis_Zero (according to the Ns site)? Meh, the email doesn't work trough the site and is he even still arround? I haven't seen him in a while arround the forums... I do stil see him on the team page on the site...

    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
    YouTube NS2 Playlists: Unusual Selection | NS2 Stuff | NS2PT | NS2 Tuts

  • GameOverGameOver Germany Join Date: 2003-10-15 Member: 21700Members, NS2 Map Tester, Reinforced - Shadow Posts: 146 Fully active user
    QUOTE(Kouji_San @ Nov 3 2006, 12:58 AM) »

    I'm also kind of curious about that, I think it's too late for 3.2 since it's already released as constellation betatest. Anyway I just submit it to Nemisis_Zero (according to the Ns site)? Meh, the email doesn't work trough the site and is he even still arround? I haven't seen him in a while arround the forums... I do stil see him on the team page on the site...


    Nemisis Zero left the NS Dev Team as far as i know. Soo ... the NS site isn't up to date i think :/, or just that part.
  • AnAkInAnAkIn Join Date: 2006-09-18 Member: 58020Members Posts: 137
    try to send it to a developer (e.g. : puzl)
  • GameOverGameOver Germany Join Date: 2003-10-15 Member: 21700Members, NS2 Map Tester, Reinforced - Shadow Posts: 146 Fully active user
    There is no need to.

    QUOTE
    Retired Core Contributors:
    Florian Schwarzer
    [ "Nemesis Zero" :: project manager :: contact ]
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