Author Topic: New Map: Blackout-b1 first playable version  (Read 142554 times)

UniqPhoeniX

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Re: New Map: Blackout-b1 first playable version
« Reply #90 on: November 02, 2009, 02:35:47 am »
try "/fs_game base" before you load the map. Or "/fs_game amp" if that's where you put the pk3

CreatureofHell

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Re: New Map: Blackout-b1 first playable version
« Reply #91 on: November 02, 2009, 04:38:17 pm »
Basilo: tremfusion has far more capabilities thhan the default client.
If you cant even open console(which is exactly the same as in every other client), how the heck can you even get to these forums? seriously, learn to read man.
[/rant]

It isn't the same. After all my years of playing trem I've had no problem opening the console. When I use tremfusion or the early build of the 1.2 client I notice that I can't open the console. This is also the case with many other buttons too. It's probably due to the fact that I'm using a laptop but there are differences in the clients.
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<Timbo> posting on the trem forums rarely results in anything good

A Spork

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Re: New Map: Blackout-b1 first playable version
« Reply #92 on: November 02, 2009, 07:40:50 pm »
Really?
weird, must be a bug, cuz its ~ for me, just like in the default client, or tjw's.
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CreatureofHell

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Re: New Map: Blackout-b1 first playable version
« Reply #93 on: November 02, 2009, 09:14:03 pm »
Well I have
Code: [Select]
¬ ` ¦ all on the same key and
Code: [Select]
# ~ on the same key  :-\
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

Basilo

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Re: New Map: Blackout-b1 first playable version
« Reply #94 on: November 02, 2009, 11:04:51 pm »
Tilde key...
I know how to open console in tremulous, but it doesn't open in tremfusion.

UniqPhoeniX

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Re: New Map: Blackout-b1 first playable version
« Reply #95 on: November 03, 2009, 01:23:25 am »
shift+esc?

danmal

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Re: New Map: Blackout-b1 first playable version
« Reply #96 on: November 04, 2009, 02:31:51 am »
Great, great, do you want to hear my rants about tremfusion. The console, the fancy background, what does it even do?

I believe Tremfusion is used for playing Tremulous.

It isn't the same. After all my years of playing trem I've had no problem opening the console. When I use tremfusion or the early build of the 1.2 client I notice that I can't open the console. This is also the case with many other buttons too. It's probably due to the fact that I'm using a laptop but there are differences in the clients.

Yeah, it's a bug. Apparently it has something to do with SDL. Anyway give Shift + esc a shot. Also if you want the bug fixed for the next version I'd suggest making a post over at tremfusion.net.

snb

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Re: New Map: Blackout-b1 first playable version
« Reply #97 on: November 13, 2009, 01:50:02 am »
Basilo: tremfusion has far more capabilities thhan the default client.
If you cant even open console(which is exactly the same as in every other client), how the heck can you even get to these forums? seriously, learn to read man.
[/rant]

It isn't the same. After all my years of playing trem I've had no problem opening the console. When I use tremfusion or the early build of the 1.2 client I notice that I can't open the console. This is also the case with many other buttons too. It's probably due to the fact that I'm using a laptop but there are differences in the clients.


SHIFT ESC !!!!!!, tremfusion does mess up the console toggle binds for some reason, but yeah shift esc should do the trick.  If not then you have a differant problem, like non US keyboard setup
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Cadynum

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Blackout to gpp?
« Reply #98 on: January 16, 2011, 02:39:44 pm »
Bump.
What happened to this? It would be nice to see it ported to gpp

UniqPhoeniX

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Re: New Map: Blackout-b1 first playable version
« Reply #99 on: January 16, 2011, 06:34:16 pm »
Blackout / AMP is dead (no coder, everyone left, also the forums are looong gone).

A Spork

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Re: New Map: Blackout-b1 first playable version
« Reply #100 on: January 16, 2011, 09:12:38 pm »
iirc the question of why not add it to gpp was asked, but it got shot down(code was too messy or somesuch)
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your face

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Re: New Map: Blackout-b1 first playable version
« Reply #101 on: January 16, 2011, 09:44:38 pm »
Devs were too lazy to take the time to make tremulous better by fixing a messy code.

@uniq: http://z10.invisionfree.com/map4amp/index.php?act=idx
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cron

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Re: New Map: Blackout-b1 first playable version
« Reply #102 on: January 17, 2011, 04:29:14 pm »
it got shot down(code was too messy or somesuch)

'Messy' in the sense that the original AMP was built on top of Lakitu7's qvm. And just FYI (no promises or SOON), there is currently a small effort underway to revive the AMP code and bring it to 1.2.


Devs were too lazy to take the time to make tremulous better by fixing a messy code.

@uniq: http://z10.invisionfree.com/map4amp/index.php?act=idx

The code was supposedly fixed for the large part by DevHC for 'Pure-AMP'.

Rezyn

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Re: New Map: Blackout-b1 first playable version
« Reply #103 on: January 17, 2011, 10:56:37 pm »
I made a run at making amp work for gpp a while back. It compiles but is mostly untested:

http://rezyn.mercenariesguild.net/patches/trem_gpp/zz_amp_for_tremsvn2027_no_warranty.patch

It might be useful for someone or something.

CATAHA

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Re: New Map: Blackout-b1 first playable version
« Reply #104 on: January 17, 2011, 11:32:32 pm »
afaik AMP is more entities/etc that can be used on maps. May be we should test it and include in official 1.2 version? As mapmaker i can say - currently mapping possibilities weak and poor enough.
Russian q3/trem mapping site: http://tremlair.krond.ru/
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CreatureofHell

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Re: New Map: Blackout-b1 first playable version
« Reply #105 on: January 18, 2011, 04:07:48 pm »
afaik AMP is more entities/etc that can be used on maps. May be we should test it and include in official 1.2 version? As mapmaker i can say - currently mapping possibilities weak and poor enough.

That's exactly what is being discussed right here if you hadn't noticed.
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

CATAHA

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Re: New Map: Blackout-b1 first playable version
« Reply #106 on: January 18, 2011, 05:45:51 pm »
That's exactly what is being discussed right here if you hadn't noticed.
I asking Rezyn include this code in 1.2, see no reason to debate. =)
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

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Cadynum

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Re: New Map: Blackout-b1 first playable version
« Reply #107 on: January 19, 2011, 10:27:01 pm »
It's nice to hear some time is dedicated to porting it.

UniqPhoeniX

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Re: New Map: Blackout-b1 first playable version
« Reply #108 on: January 21, 2011, 12:33:12 am »
Your face: those are the old non-public forums which require a user account and don't contain much for most people.
If anyone is SERIOUS about porting, fixing, improving AMP and actually keeping the repo open & available at all times, pm me (this doesn't include anyone just tinkering around with the code who might or might not finish it, I've wasted enough time on projects that die because of ppl who just leave and don't find anyone to replace them). There are several bugs that should be fixed, and a few features not yet added IIRC (it's been 2 years :( ).

your face

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Re: New Map: Blackout-b1 first playable version
« Reply #109 on: January 21, 2011, 12:34:57 am »
Ah, right.  I remember now.
@Rezyn: awesome, I take my statement back.
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Chomps123

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Re: New Map: Blackout-b1 first playable version
« Reply #110 on: February 08, 2011, 12:53:46 pm »
Hey guys, i managed to get permission from n.o.s. brain to edit this map.

http://www.mediafire.com/?6fv8x6hsh0x2oot

this one can work without the amp patch and a few changes happened.
Don't just live life with work.
Find some time every day to have some fun. ;)

CreatureofHell

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Re: New Map: Blackout-b1 first playable version
« Reply #111 on: February 08, 2011, 03:28:34 pm »
Hey guys, i managed to get permission from n.o.s. brain to edit this map.

http://www.mediafire.com/?6fv8x6hsh0x2oot

this one can work without the amp patch and a few changes happened.

What's the point in the map without AMP?
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

Chomps123

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Re: New Map: Blackout-b1 first playable version
« Reply #112 on: February 09, 2011, 12:53:57 pm »
Hey guys, i managed to get permission from n.o.s. brain to edit this map.

http://www.mediafire.com/?6fv8x6hsh0x2oot

this one can work without the amp patch and a few changes happened.

What's the point in the map without AMP?
You still get to destroy the main reactor. ;D

Over night i found some bugs on the map so i fixed them and here it is:
http://www.mediafire.com/?gpwnyjx4kilx8o8
just replace the older one with this one.
Don't just live life with work.
Find some time every day to have some fun. ;)

UniqPhoeniX

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Re: New Map: Blackout-b1 first playable version
« Reply #113 on: February 09, 2011, 09:04:44 pm »
I agree that there is not much point to the map without AMP. And I don't really like most of the changes you made to the map. You also removed/left out many parts that can be done without AMP, like fog, repeater controlled door, light corridor, energy core destruction effects... You should have kept it closer to the original version. Also, maybe you should release some of your own maps before you start poking 1 of the best/largest maps there is :(

Chomps123

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Re: New Map: Blackout-b1 first playable version
« Reply #114 on: February 10, 2011, 02:23:47 am »
Sorry but i didn't know which would work and which wouldn't.

I did release a map of my own, but as far as i know it was put down so i gave up on making my own maps and felt better off converting maps from other games or modifying maps that started to die.

The main idea to remove the amp portion of the map was so that it could work on other mods that doesn't support the amp patch (example: KoRx)

I'll attempt to restore more of the visuals as I can.

One question though?  Did you like the layout and the slight modifications to the map so it works well without the amp patch.

This was an attempt to revive the map and somewhat restore its former glory.

Once again sorry if I made the map become worse, I will improve on it and will post another update once I think I did a good job.
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Find some time every day to have some fun. ;)

UniqPhoeniX

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Re: New Map: Blackout-b1 first playable version
« Reply #115 on: February 10, 2011, 07:43:20 am »
You would be able to recognize what requires AMP and what doesn't with more experience in mapping overall. Mostly you just need to create tons of relays instead of using target2, target3 & target4 keys for many things in the map.
Having your first map not become uber popular is not a reason to give up on making your own maps. There is a lot to learn before you can make maps that will be considered very good and even then you will still need to put a lot of time and effort into it.
Getting it to work without AMP would be great except it won't work as it's just not designed for conventional Trem gameplay.
I find most of the changes unnecessary. Especially having sub-matter reactor copied to repeater room :o
It's probably not possible to properly revive this map without AMP and "restore it's former glory". Without AMP you just have to cut out too much.

Plasma

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Re: New Map: Blackout-b1 first playable version
« Reply #116 on: February 10, 2011, 11:45:56 pm »
Having your first map not become uber popular is not a reason to give up on making your own maps. There is a lot to learn before you can make maps that will be considered very good and even then you will still need to put a lot of time and effort into it.
If you make your first map and anybody likes it, then you are amazing.
If you make a map and nobody likes it, then good, it's your first map, everyone is supposed to hate it.

Chomps123

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Re: New Map: Blackout-b1 first playable version
« Reply #117 on: February 14, 2011, 03:05:11 am »
Like i said on my previous post:
Quote
The main idea to remove the amp portion of the map was so that it could work on other mods that doesn't support the amp patch (example: KoRx)
KoRx being the primary mod.
Don't just live life with work.
Find some time every day to have some fun. ;)

UniqPhoeniX

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Re: New Map: Blackout-b1 first playable version
« Reply #118 on: March 03, 2011, 06:23:54 am »
Well, this has taken a very long time, but AMP and blackout have finally been ported to gpp!

AMP patches:
amp_b3.patch
amp_b3_bpctrl_fix.patch
maps_setting_bps.patch

AMP qvm - put this in homepath/gpp/ on the server (clients don't need this).


map-blackout-b1-gpp.pk3

The map can be voted on Amsterdam Unlimited. (atm alien build points stay at 150, hopefully will get updated qvm up within a few hours).

Known bugs & issues:
  taking bsuit will fail if standing on the slope part of the bsuit case
  sometimes shooting can produce a looping sound from the impact spot

Please post if you find any other bugs

Lakitu7

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Re: New Map: Blackout-b1 first playable version
« Reply #119 on: March 03, 2011, 06:41:48 am »
Nobody's going to seriously consider including the AMP code in trunk unless the style is cleaned up. That means whitespace and brackets need to be consistent with the rest of the codebase and each other. It also means that the code looks like a part of Tremulous, not something that was hacked on an differentiated like some separate thing, so no ==== TROY AMP STUFF ==== everywhere; hell no AMP name at all. Also no huge blocks of code that's been commented out. String copy functions need to use the ones the rest of the codebase uses, not define their own for no reason. And that's just what I see in scrolling through it once. :p