Tremulous Forum

Media => Map Releases => Topic started by: n.o.s.brain on February 18, 2008, 04:18:37 am

Title: aeolos beta 1 release
Post by: n.o.s.brain on February 18, 2008, 04:18:37 am
download:
map-aeolos-b1 (http://imn2rc.com/base/map-aeolos-b1.pk3)
map-aeolos-b2 (http://imn2rc.com/base/map-aeolos-b2.pk3)
levelshot: (http://imn2rc.com/aeolos-b1.jpg)
Title: Re: aeolos beta 1 release
Post by: your face on February 18, 2008, 04:26:11 am
u r teh 1337 hax0r, brainy!

 ;D
Title: Re: aeolos beta 1 release
Post by: Lava Croft on February 18, 2008, 04:43:14 am
heres my very bugged map: map-aeolos-b1 (http://imn2rc.einsteinbennyboy.com/base/map-aeolos-b1.pk3)
please tell me wat to fix, i cant find anymore bugs...
I don't wanna rain on your parade or something, but if it's a very buggy map, how come you can't fund anymore bugs?
Pretty levelshot by the way, although you cheated with the light blooming.
Title: Re: aeolos beta 1 release
Post by: n.o.s.brain on February 18, 2008, 04:49:27 am
oh, sry, im tired...

i think it has a hunk alloc error, which i cant test, cuz my comp doesnt hav trouble with hunk allocing...

i guess im just used to everyone but me having trouble on my maps... lol

let me guess... no one can play it due to some freakish performance issues that i dont know about?
Title: Re: aeolos beta 1 release
Post by: Odin on February 18, 2008, 06:43:35 am
It means the map is too big to fit in the hunk size(from my understanding). You're probably using textures too massive. The Q3 engine has a max texture size of 512x512 and will scale down anything bigger than that to fit.
Title: Re: aeolos beta 1 release
Post by: E-Mxp on February 18, 2008, 06:45:26 am
Overall the map isn't bad, I kinda like it...
But there are a few things that I don't like about it..

The door at the alien base opens in a strange way, (they disappear into the wall)
The sound generated in the "generator room" is much and much to loud!
Also:
(http://img216.imageshack.us/img216/3548/shot0001sp1.th.jpg) (http://img216.imageshack.us/my.php?image=shot0001sp1.jpg) (http://img239.imageshack.us/img239/7093/shot0002om9.th.jpg) (http://img239.imageshack.us/my.php?image=shot0002om9.jpg) (http://img135.imageshack.us/img135/7639/shot0003hq6.th.jpg) (http://img135.imageshack.us/my.php?image=shot0003hq6.jpg)
Missing texture.          Bright yellow pipe?         It just looks strange..

---------------------------
Overal, it's a good map, like the human base in particular. Keep up the good work, brain! :D
Title: Re: aeolos beta 1 release
Post by: X-20 on February 18, 2008, 07:07:57 am
Yeah i get a hunk alloc :( but the screenshots look nice, Good work.  :granger: :granger: :) :granger: :granger:
Title: Re: aeolos beta 1 release
Post by: Shadowgandor on February 18, 2008, 03:10:09 pm
@E-Mxp:

Tutorial mode??:P
Title: Re: aeolos beta 1 release
Post by: E-Mxp on February 18, 2008, 04:23:10 pm
@E-Mxp:

Tutorial mode??:P
XD ya....
Title: Re: aeolos beta 1 release
Post by: n.o.s.brain on February 18, 2008, 06:39:48 pm
(http://img216.imageshack.us/img216/3548/shot0001sp1.th.jpg) (http://img216.imageshack.us/my.php?image=shot0001sp1.jpg)
Missing texture.

that is a default texture.... anywayz i replaced that, and fixed the orange pipe thing, and also made the grate in the vent look a little better, or was it the vent itself, at an angle like that? wondering if i should release a b2 just for that...

and i dont have any textures bigger than 512x512, but i do have alot of textures in the map, mebe thats the hunk trouble... that would be very hard to fix, because i would have to re-texture the whole map...
Title: Re: aeolos beta 1 release
Post by: your face on February 19, 2008, 02:33:04 am
you cheated with the light blooming.
looks pretty that way
Title: Re: aeolos beta 1 release
Post by: your face on February 20, 2008, 09:20:33 pm
so uh, how's the gameplay for this map?  has anyone else downloaded it?
Title: Re: aeolos beta 1 release
Post by: gareth on February 20, 2008, 10:50:09 pm
you cheated with the light blooming.
looks pretty that way

well, it would have helped to enable say 4xAA/AF aswell as the bloom
Title: Re: aeolos beta 1 release
Post by: n.o.s.brain on February 22, 2008, 07:00:28 am
b2 (http://imn2rc.com/base/map-aeolos-b2.pk3) released, with all bugs fixed except for the engine sound... the hunk alloc might be fixed if it was caused by the trem-ulous machine texture... i doubt it...
edit: PHAIL for teh macs...
forget it, no one cares  :'(
Title: Re: aeolos beta 1 release
Post by: your face on February 28, 2008, 02:35:09 am
i like the engine sound  :o
Title: Re: aeolos beta 1 release
Post by: Zero Ame on March 12, 2008, 12:32:55 am
zomg the map is 1337!
Title: Re: aeolos beta 1 release
Post by: TinMan on March 12, 2008, 12:56:57 am
It looks good...until you run it. Buggy and laggy.
Title: Re: aeolos beta 1 release
Post by: your face on March 12, 2008, 02:09:17 am
wut bugz, i played it and no bugz
Title: Re: aeolos beta 1 release
Post by: Zero Ame on March 12, 2008, 01:27:26 pm
Yea, same here, not laggy either. If its buggy and laggy for you then your computer just cant handle it mate
Title: Re: aeolos beta 1 release
Post by: n.o.s.brain on March 12, 2008, 11:09:42 pm
@Tinman: just out of curiosity, wat are the specs on ur comp? do you lag on any of the stock trem maps?
Title: Re: aeolos beta 1 release
Post by: TinMan on March 13, 2008, 10:24:38 pm
@Tinman: just out of curiosity, wat are the specs on ur comp? do you lag on any of the stock trem maps?
Buggy on both:
Laptop
Intel Core 2 Duo 1.6GHz
3GB RAM in Dual Channel
NVIDIA GeForce 8800m GTS
Windows XP

Desktop
AMD Athlon 4200+ X2
2GB RAM in Dual Channel
NVIDIA GeForce 6100
FreeBSD

Stock maps don't lag unless bp are really high or there are a lot of players, I cap the FPS and 125 and rarely see under that on either machine. It feels like the map has leaks or is too complex in areas with vast detail.
Title: Re: aeolos beta 1 release
Post by: TRaK on March 13, 2008, 11:38:32 pm
The only area that is laggy for me is the engine room(~40fps). I get my max fps everywhere else in the map(76).

It would be a really good idea to merge and caulk the engines. Several sections of it are formed out of a half dozen brushes when less could be used, and there doesn't seem to be any caulk used on the unseen surfaces. It would help to make the perform a bit better.

Aside from that, the bright yellow and red pipes feel really strange. They look like they should be giving off light but they aren't. Just making them a plain yellow/red colour rather than a non-lightmapped shader would go a long way. Also, you overuse the cyb0rpipes texture in the engine room, especially on the ceiling, but also the floor. I think it would be a good idea to break up the pattern with another less busy texture.

The computer model you use is fullbright. To fix that, add either spawnflags 4 or 6 to it I think. Also, the room with the computer is way too plain. Pipes, crates, hoses, or any sort of filler decoration would be welcome :)
Title: Re: aeolos beta 1 release
Post by: n.o.s.brain on March 14, 2008, 12:45:34 am
@tinman: hmm there are no leaks anywhere. its just not very well optimized.

@ trak: Thanks for the tips!  :)
the engines are .ase models, and are made out of mostly patch meshes. I'll add caulk on as much as possible, but I'm not sure on how to optimize them further...  maybe just put them in as non-.ase models?  I really don't know what .ase models are for if they don't optimize brushwork...
Title: Re: aeolos beta 1 release
Post by: Overdose on March 14, 2008, 01:53:13 pm
I found 2 small glitches, although they might be "features" -


By going to the edge here you can get stuck, and without noclip it's impossible to get out.
(http://i169.photobucket.com/albums/u238/TrevorPleines/shot0036.jpg)

Same thing here, if you get behind the boxes you're completely stuck.
(http://i169.photobucket.com/albums/u238/TrevorPleines/shot0037.jpg)


Both of those are from the generator room, which reminds me: You should add those location tags to your map, especially being that it's so big.
Title: Re: aeolos beta 1 release
Post by: n.o.s.brain on March 15, 2008, 02:23:15 am
ty, playerclip ftw! ;D
Title: Re: aeolos beta 1 release
Post by: Critters on March 15, 2008, 05:53:56 am
Pretty good map. Just got to make a few ajustments and it could be a very fun map
Title: Re: aeolos beta 1 release
Post by: your face on March 15, 2008, 06:08:39 am
Even without the adjustments, it's still pretty fun.  ;D
Title: Re: aeolos beta 1 release
Post by: Zero Ame on March 15, 2008, 08:04:33 pm
I found 2 small glitches, although they might be "features" -


By going to the edge here you can get stuck, and without noclip it's impossible to get out.
(http://i169.photobucket.com/albums/u238/TrevorPleines/shot0036.jpg)

Same thing here, if you get behind the boxes you're completely stuck.
(http://i169.photobucket.com/albums/u238/TrevorPleines/shot0037.jpg)


Both of those are from the generator room, which reminds me: You should add those location tags to your map, especially being that it's so big.
WOW, why do you have your brightness up so high??
Title: Re: aeolos beta 1 release
Post by: your face on March 15, 2008, 08:24:20 pm
My favorite is gamma 1...  :P  (most maps look best that way)
Title: Re: aeolos beta 1 release
Post by: Odin on March 15, 2008, 11:23:44 pm
Tremulous always takes screenshots at r_gamma 1.0. It's not his brightness, it's the bit level of the textures and r_overbrightbits working as they shouldn't be.
Title: Re: aeolos beta 1 release
Post by: Overdose on March 16, 2008, 01:16:22 am
WOW, why do you have your brightness up so high??

I use r_gamma 2, it makes spotting enemies a lot easier even though it doesn't look as good. Oh and since I was testing his map being able to clearly see everything was important.
Title: Re: aeolos beta 1 release
Post by: TinMan on March 16, 2008, 07:16:54 am
r_lightmap 1 is helpful too
When I use my old monitor I have to bump the gamma up to 2 to be able to see the game normally xD