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Updated Tremor map

Started by Lakitu7, April 08, 2010, 08:35:58 PM

Lakitu7

US1 (and EU1 shortly also when it empties for the day and I restart/update it) is now running an updated version of Tremor with location entities and bug fixes. If no issues are found it will become the official 1.2 version of Tremor. Thank you Ingar for these updates/fixes.

_Equilibrium_

what exactly are location entities?

Asvarox

Location names you can find in karith for example (in upper right corner it says the name of the room where you are like "Elevator room", "Dark Stairs", "Humans Base", "Aliens Base" and so on).
Quote from: J3lackStar on July 14, 2011, 09:14:42 PM
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

khalsa

Also found in the teamoverlay, and in chat next to people's names.

We've had them on US1/EU1 for a long time using dirty hacks, and have just been waiting for the maps to be redone to include them properly. This is the first of the default maps that have been completed and released.

Please, when you play this map look around for any bugs and double-check the names and locations that get shown.
}MG{ Mercenariesguild
ਮਨੁ ਜੀਤੇ ਜਗੁ ਜੀਤਿਆ

CreatureofHell

{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

Liskey

When will the location names for ATCS be released?  I get so confused sometimes.

SlackerLinux

does that mean glitches like basement one is fixed?
Slackware64 13.1
SlackersQVM/

Lakitu7

Yes. If you can still outside-the-map glitch build anywhere on the new map, report it (here would be a good place), because the goal was to fix all of those.

Winnie the Pooh

Did Ingar finally fix the z-fighting brushes in the tiny ladder room near the alien's door?
QuoteI also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

UniqPhoeniX

#9
Nope... Is Ingar willing to fix everything in Tremor? If yes:
Z-fighting in vent room at alien front.
Missing surfaces at bottom edge of front and back ladder holes.
2 instances of overlapping brush in basement near ceiling at junctions (easy to see with higher gamma, as they are z-fighting with a black surface)
Box room boxes with misaligned tex:
 top edge of boxes where a goon can be safe from non jets
 at back right corner, at pile of crates is 1 separate crate, top and front faces
 top of that same pile front/top/back faces of the three boxes
 the largest pile (near entrance to h base) lowest boxes
Above alien base back entrance there is a gap just below the ledge
Just left of the ledge there is a tiny missing surface (easy to see with /r_clear 1)
The boxes in alien base are hovering
Misaligned brushes
 From human front turn around at first junction and at top left corner
 from there go left all the way to the wall, turn around, and at top left corner.
1 of the pipes at human base plants is missing a cap
These are what I can remember/find atm.

Edited and added some, also checked: these are all in tremor-gpp

Lakitu7

See what he fixed first and report what's left. :p

Who


Asvarox

#12
Those fancy boxes in humans base, before humans base front entrance and in the hallway between humans and aliens bases are all non solid(?) for projectiles
http://www.youtube.com/watch?v=ip-wt05rEgQ
It'd be cool to have detailed list of what was fixed if that's not a problem
Quote from: J3lackStar on July 14, 2011, 09:14:42 PM
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

UniqPhoeniX

#13
Quote from: Asvarox on April 10, 2010, 07:46:20 PM
Those fancy boxes in humans base, before humans base front entrance and in the hallway between humans and aliens bases are all non solid(?) for projectiles
I can't believe I never noticed that :o

Colynn'

I just noticed this while exploring the new map (look at the location).

I know it's a fancy detail. ::)
Currently working on: REAL LIFE STUDIES BULLSHIT