Author Topic: Hard Landing - Second Release  (Read 136800 times)

EugZol

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Re: Hard Landing - Second Release
« Reply #60 on: May 10, 2010, 07:10:53 pm »
Yes.

But, if there is enough BP for telenode, it could be built anywhere near repeaters. Not only at the marked places.

Noyesdude

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Re: Hard Landing - Second Release
« Reply #61 on: May 10, 2010, 07:14:55 pm »
Ahh Yeah... I'm not sure then.
Co-creater of the Pbot installation guide(http://xserverx.com/forum/viewtopic.php?f=44&t=2352) on XserverX, and Tremulous player. and btw its No-yes-dude :D

EugZol

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Re: Hard Landing - Second Release
« Reply #62 on: May 10, 2010, 07:15:49 pm »
Yes.

But, if there is enough BP for telenode, it could be built anywhere near repeaters. Not only at the marked places.

Chomps123

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Re: Hard Landing - Second Release
« Reply #63 on: May 27, 2010, 05:13:36 pm »
Is there gonna be a third release for this? ???

It is good so far, but it can be bigger. ;)

Try to add more rooms, make a semi-maze-like map. :-\

Just ideas, you don't have to do them. ;)
Don't just live life with work.
Find some time every day to have some fun. ;)

Knowitall66

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Re: Hard Landing - Second Release
« Reply #64 on: May 27, 2010, 11:54:13 pm »
Chomps, as much as I would like to continue working on it, at the moment I simply can't. A month ago my graphics card died since then I've been using my on-board card, with which I can not map or do anything much really. I did order a new card shortly after it died, however the store I went too is screwing with me and so I'll have to wait another week or more before get the card. (Life is cruel)

Chomps123

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Re: Hard Landing - Second Release
« Reply #65 on: May 28, 2010, 08:28:26 pm »
Ok man, take your time. ;)
Don't just live life with work.
Find some time every day to have some fun. ;)

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Re: Hard Landing - Second Release
« Reply #66 on: May 29, 2010, 04:58:43 pm »
The following text refers to the PK3 file, not to the map itself.

OMFG man! The file is incredibly oversized. You need to fix that in the next release.

  • The 6 skybox environment map pictures are TGAs instead of JPGs. Each one has the same size (786,450 bytes for 512x512 pixels), so they are not even using TGA's compression. This might be unimportant because of the ZIPping, but maybe the TGA compression, which is optimized for pictures, is better than ZIP. Doesn't matter anyway - it should be JPGs. There are more TGA crimes, for example in /mapobjects. I checked one of them - no alpha channel. So, why not JPG?
  • Now, this is really the kicker. The levelshot is a TGA, too. 1,315,007 bytes, man. Make it JPG for God's sake! It does not even have to be maximum quality. And while we're at it, see to that the gamma is consistent if you put several pictures into one big pic. And the overall pic must be darker than normal screen view because it gets brightened on display when the map loads.
  • The bsp file is called "rush_human_a2", and it's bad style to have the pk3 file called something entirely different.
  • "computer_hum.wav" is 953,926 bytes, and it's a sound that can easily be made much shorter by looping.
  • "pumploop.wav" is even STEREO! Oh, and 44100Hz. But the highest used frequency is 5000 Hz. 1,293,802 bytes, man.
  • "hull_dmged.pdn" in textures is, afaik, not a format that Trem can use, and from the looks of it ("PDN3...<pdnImage width="512" height="512" layers="3" savedWithVersion="3.36.3158.38068">") I'd say you put an image into the PK3 that you used for creating a JPG or TGA output file. What a waste of space: 2,079,573 bytes.
  • And for a 512x512 pic, "ter_moss1.tga" is a bit big with its 1,049,115 bytes.
  • The BSP is 21,213,756 which also seems a bit big to me, but I can't tell without taking it apart.

Those were the real killers. I didn't check the other files.

Your map does by far not need to be 19 megabytes in size. You can easily squeeze it down to 8 or less without even the most pedantic observer to see a loss in quality.

Knowitall66

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Re: Hard Landing - Second Release
« Reply #67 on: May 30, 2010, 01:41:59 am »
Thanks for that, I hadn't noticed some of those.
  • I'm not going to do anything to the skybox textures, skybox textures need to be high quality otherwise it'll look extremely bad.
  • I agree that the levelshot should be smaller and a jpeg.
  • The name of the BSP is not an issue for servers only people playing it on a LAN, though yes I have been intending to change that.
  • Sound files I didn't make them, nor check them. But I may play around with them.
  • The .pdn's that's my mistake, their source files from when I made/editted the textures. Thought I deleted them all from there guess I missed a few.
  • Nothing can be done about thesize of BSP unless you want a map with no detail.
« Last Edit: May 30, 2010, 01:44:33 am by Knowitall66 »

UniqPhoeniX

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Re: Hard Landing - Second Release
« Reply #68 on: May 30, 2010, 05:07:30 am »
21 MB bsp? :o even blackout is about 11 MB. Well ok, your map is probably bigger AND more detailed :x

Relish

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Re: Hard Landing - Second Release
« Reply #69 on: July 07, 2010, 08:21:54 pm »
This is a cool map.

God, maker of the world

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Re: Hard Landing - Second Release
« Reply #70 on: July 08, 2010, 09:36:07 am »
This is a cool map.

If you revive a thread that was cold for 1 month, you should actually have something to say.

Firstinaction

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Re: Hard Landing - Second Release
« Reply #71 on: August 28, 2010, 10:18:33 pm »
This is freeken awesome

Aelita

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Re: Hard Landing - Second Release
« Reply #72 on: August 29, 2010, 01:54:46 am »
This is a cool map.

If you revive a thread that was cold for 1 month, you should actually have something to say.

Chomps123

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Re: Hard Landing - Second Release
« Reply #73 on: August 29, 2010, 02:06:12 am »
i have someting to ask :D

is there gonna be a 3rd release?

if so im excited ;D
Don't just live life with work.
Find some time every day to have some fun. ;)

your face

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Re: Hard Landing - Second Release
« Reply #74 on: August 29, 2010, 02:13:04 am »
This is a cool map.

If you revive a thread that was cold for 1 month, you should actually have something to say.

Sometimes hearing a positive statement about your map can be the best encouragement to a mapper (no matter how old the thread is).
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Chomps123

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Re: Hard Landing - Second Release
« Reply #75 on: August 29, 2010, 02:56:47 am »
that is true enough
Don't just live life with work.
Find some time every day to have some fun. ;)

mooseberry

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Re: Hard Landing - Second Release
« Reply #76 on: August 30, 2010, 12:31:43 am »
This is a cool map.

If you revive a thread that was cold for 1 month, you should actually have something to say.

Sometimes hearing a positive statement about your map can be the best encouragement to a mapper (no matter how old the thread is).

NTCS looks awesome.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

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your face

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Re: Hard Landing - Second Release
« Reply #77 on: August 30, 2010, 01:43:30 am »
wow, totally uncalled for. >:(
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Aelita

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Re: Hard Landing - Second Release
« Reply #78 on: August 31, 2010, 04:33:13 am »
NTCS: SOON

Demolution

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Re: Hard Landing - Second Release
« Reply #79 on: August 31, 2010, 05:10:52 am »

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
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Knowitall66

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Re: Hard Landing - Second Release
« Reply #80 on: August 31, 2010, 07:34:36 am »
I don't mind you bumping my thread and all, but it'd be nice if you could keep on topic.

@Chomps123: Yes, of coarse there'll be a third release. However, unfortunately I can not give you a specific date. :S

Demolution

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Re: Hard Landing - Second Release
« Reply #81 on: August 31, 2010, 03:34:56 pm »
Sorry!
So, has any progress gone into it thus far? Also what goodies do you have planned for the third release? I really enjoy this map. :)

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
my brain > your brain.
and i am VERY stupid.

Firstinaction

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Re: Hard Landing - Second Release
« Reply #82 on: September 05, 2010, 03:09:08 am »
Hay how did you get the rant in the game just dead there. DID you use md3 to import the model from a 3d program????

Knowitall66

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Re: Hard Landing - Second Release
« Reply #83 on: September 05, 2010, 04:01:29 am »
Hay how did you get the rant in the game just dead there. DID you use md3 to import the model from a 3d program????
I used the model from the map Subterranean (subterranean_0-1.pk3) by Odin. You'll have to ask him how he did it.

nubcake

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Re: Hard Landing - Second Release
« Reply #84 on: September 05, 2010, 04:12:14 am »
Hay how did you get the rant in the game just dead there. DID you use md3 to import the model from a 3d program????
I used the model from the map Subterranean (subterranean_0-1.pk3) by Odin. You'll have to ask him how he did it.

You can use the md3 from the data.pk3, thats how I got models for bedtime anyways

Knowitall66

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Re: Hard Landing - Second Release
« Reply #85 on: September 05, 2010, 08:10:35 am »
Hay how did you get the rant in the game just dead there. DID you use md3 to import the model from a 3d program????
I used the model from the map Subterranean (subterranean_0-1.pk3) by Odin. You'll have to ask him how he did it.

You can use the md3 from the data.pk3, thats how I got models for bedtime anyways
But then how do make the models be shown in the dead animation?

Aelita

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Re: Hard Landing - Second Release
« Reply #86 on: September 05, 2010, 09:06:47 am »
I believe there is a parameter to set which animation to use. But I'm not sure if it exists/what it is.

Chomps123

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Re: Hard Landing - Second Release
« Reply #87 on: September 28, 2010, 10:15:44 pm »
hey here is a problem with a2:
-the second the ship is done fueling the game immediatly ends.
idea of what should happen in next release:
-make the back open and stay open till you push the launch button in the copit then game over.

other ideas to think about:
-make it so you can go whatever way you want to and you can go back to the beggining also(reason: to decon buildings to help with buildpoints)
-the secret room across the electifying water should have someting helpful to the humans in it to make it more interesting
-the locked doors behind the first door can be ether rooms or a shorcut to the armory at halfway point

thats all i can think of for now

let you know of other ideas that might pop into my head
Don't just live life with work.
Find some time every day to have some fun. ;)

c4

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Re: Hard Landing - Second Release
« Reply #88 on: September 28, 2010, 10:47:03 pm »
NTCS: SOON


Hehe, we'll release it next wednsday

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Chomps123

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Re: Hard Landing - Second Release
« Reply #89 on: September 29, 2010, 12:02:34 am »
NTCS: SOON


Hehe, we'll release it next wednsday

WAREZ MAI ALPHA
off topic >:( :P :-\
Don't just live life with work.
Find some time every day to have some fun. ;)