Author Topic: gmotw_skybox_b03 / treecannon_b4_gmotwmod05  (Read 32310 times)

God, maker of the world

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gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« on: May 29, 2010, 06:23:49 pm »
I just read the sticky about releasing a map here, and I'm afraid that this release violates two rules:

"Make sure no map in any stage is reliant on other maps for its textures or sounds." My map uses assets from the default Trem 1.1.0 maps which I didn't saw necessary to include a second time. Is that ok? Or does it really have to be completely independent?

"In the beta and final stages the .pk3 should have a working and up-to-date arena file" Yeah. About that one. I forgot it.

So much for the bad part. Now go ahead and enjoy the map already!

http://senduit.com/7e627d 7.8 MB, link works one week. I hope I remember to come back and refresh it. :/

Link to picture with screenshots and description:

http://img16.imageshack.us/img16/7158/5shotsexplanation.jpg

The same link inline:



Oh, and as a little gimmick - here's my modification of treecannon_b4. It adds quite a few fun features. :) The map name is "treecannon_b4_gmotwmod05". It has an arena file :]

Just to be save: Treecannon was not made by me. I just raped it. Like skybox, you can play it on [W]onderland

http://senduit.com/4c8ed6 900 KB, link works one week.

« Last Edit: May 29, 2010, 06:49:29 pm by God, maker of the world »

UniqPhoeniX

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #1 on: May 30, 2010, 04:02:25 am »
That skybox map is... the most unusual map I've ever played :o Looks like loads of possible base locations. In 1.2 however reps work differently, and most stuff is unpowered. Also dretches can't bite damageable triggers... WTF did u devs do ???

red*kitty

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #2 on: June 01, 2010, 05:09:40 pm »
dretches can bite through infact those were like the only alien able to get through certain blocks.

Metal

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #3 on: June 02, 2010, 12:42:21 am »
This map has been uploaded to KoRx and has become quite popular with the community.

Thank you!
Proud admin of KoR

mooseberry

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #4 on: June 02, 2010, 02:58:54 am »
And being dependant on stock maps is fine.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #5 on: June 02, 2010, 04:59:35 am »
And being dependant on stock maps is fine.

Thanks, good to know.

Both maps can be found here now: http://downloads.mercenariesguild.net/maps/

And I planned to work on treecannon_gmotwmod06 today. Fixes. A bit more rooms for bases. Stuff like that.

commander scrooge

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #6 on: June 05, 2010, 04:51:57 pm »
Added gmotw_skybox_b03/treecannon_b4_gmotwmod05 to list of maps.  Good job.
Pathbot every thing you need here

God, maker of the world

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #7 on: June 05, 2010, 06:09:45 pm »
Added gmotw_skybox_b03/treecannon_b4_gmotwmod05 to list of maps.  Good job.

:D Thanks!

(And there's even a newer version of the treecannon mod:

http://downloads.mercenariesguild.net/maps/map-treecannon_b4_gmotwmod06-1.1.0.pk3

:)

red*kitty

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #8 on: June 06, 2010, 03:36:51 am »
are you planning on makeing a 7th version?

Saturn

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #9 on: June 06, 2010, 05:03:54 am »
The treecannon was voted multiple times to be nextmap in KoRx  ;D Nice job Mr. Gmot, surprise/spill us with more of your next remake maps.

To contact me please ask me for my e-mail or PM me.
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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #10 on: June 06, 2010, 04:02:45 pm »
Quote
The treecannon was voted multiple times to be nextmap in KoRx
:D

Quote
surprise/spill us with more of your next remake maps.

Thy wish is my command!

Enjoy treecannon mod 06, niveus mod 02, and brandnew (rendering was completed 40 mins ago): atcsraped 002.

http://senduit.com/f7029f 5.2 mb, link works for 1 week.

My renderings suck a bit because I only have 1 machine (2 GHz, single core, 1 GB ram), and because it's quite old, I don't want to risk having it run unattended. When I turn it on, I sometimes have to push the graphics card fan. When I forget that, it smells like burning silicone in here. I've been lucky so far. I will get my hands on proper equipment in a few months. Until then, I have to stick with fast lighting (though with all radiosity bounces incl. amplification), slow vis (of course), lightmapscale 2 and gridsize 1024 1024 1024. Sometimes, I have better renderings, but most of the time, it's exactly these settings.

MrFish

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #11 on: June 06, 2010, 07:57:01 pm »
I like the tree cannon one but not much of the skybox. I think it's too open.

rotacak

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #12 on: June 06, 2010, 09:20:10 pm »
My suggestions:

1)
Disable jetpack:
worldspawn key: disabledequipment, value: jetpack

2)
Somewhat mark secret walls, so I will see that I should shoot that wall.

3)
Near repeater write whose doors will be triggered.

4)
Make more ways to human bases - lightshaft can be unbeatable with more players.

Saturn

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #13 on: June 06, 2010, 11:07:03 pm »
Code: [Select]
********************
ERROR: CL_ParseGamestate: bad command byte
********************
----- FS_Startup -----
----- R_Init -----
WARNING: tess.xyz not 16 byte aligned
----- finished R_Init -----
Loading vm file vm/ui.qvm...
File "vm/ui.qvm" found in "C:\Documents and Settings\Joey\Application
Data\Tremulous\tremfusion\z-tremfusion-menu-0.99r3.pk3"
Loaded 41 of 41 emoticons (MAX_EMOTICONS is 64)
-> /condump server crash
usage: condump <filename>
-> /condump crashh


It booted everyone off, I believe in KoRx just today, it happened 2 times, after I suggested the map to Aaron5367. Can anyone help?

Now I don't know if there is something wrong with the server, or the map, so I posted this.

To contact me please ask me for my e-mail or PM me.
IGN - Saturn

rotacak

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #14 on: June 07, 2010, 01:27:26 am »
Happen on my server too. I deleted few others maps and skybox starts working correctly again.

Saturn

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #15 on: June 07, 2010, 03:22:44 am »
KoRx has too many maps, and we don't even know which maps are interfering with it, or if there is any map that is interfering with it  :)

To contact me please ask me for my e-mail or PM me.
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God, maker of the world

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #16 on: June 07, 2010, 06:24:29 am »
1) Disable jetpack: worldspawn key: disabledequipment, value: jetpack

2) Somewhat mark secret walls, so I will see that I should shoot that wall.

3) Near repeater write whose doors will be triggered.

4) Make more ways to human bases - lightshaft can be unbeatable with more players.

Rota, where did you get that worldspawn key info? Is there a comprehensive list anywhere? Most things I know so far (e.g. "target_human_win" and "target_alien_win") I have scraped together from all over the Web. Is there a place where all this is collected?

And thanks for the tips and suggestions. I will probably do all of them. Though I am skeptical about the jetpack thing: Is the jetpack only a problem at front of skybox, or everywhere? At front, I could use several overlayed trigger_hurt and trigger_heal to drag jetpackers down. Same for easteregg arena. Or must it go away also over the swimming pool etc?

.............

Server problem with map: No idea why that happened. Btw, I and at least one other guy (both using TJW backport = ooold client) had all transparent surfaces show the missing texture image on all maps after we had autodownloaded the "noobcannon" map. After removal of that file, everything was fine again.

Anyway, it's hard to tell where the source of such a problem lies. Is one map file imperfect? Are several files imperfect, but only their combined presence orchestrate a yet hidden problem, and then a new map triggers the effect and seems to be the causer?

All files in my maps (if not referenced to the original 1.1.0 map pack) are straight out of Photoshop, CoolEdit and Q3map_2.5.16_win32_x86 and all have 3 letter extensions. I found a 4 letter extension "jpeg" in noobcannon but didn't take the time to test if it might be a trouble maker.
« Last Edit: June 07, 2010, 06:26:35 am by God, maker of the world »

UniqPhoeniX

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #17 on: June 07, 2010, 11:33:26 am »
Don't know for sure what the problem is, but broken .shader files can break other maps and a lot more. Some maps may have modified copies of .shader files from original maps, thus overwriting those and possibly breaking lots of maps that use shaders from default maps.

God, maker of the world

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #18 on: June 07, 2010, 12:29:01 pm »
Quote
Some maps may have modified copies of .shader files from original maps, thus overwriting those and possibly breaking lots of maps that use shaders from default maps.

Yes. Maybe that's going on in noobcannon. IDK. I just re-checked the skybox shaders: They all create a unique name (because it's in their own folder, gmotw_skybox).

rotacak

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #19 on: June 07, 2010, 05:26:32 pm »
Rota, where did you get that worldspawn key info? Is there a comprehensive list anywhere? Most things I know so far (e.g. "target_human_win" and "target_alien_win") I have scraped together from all over the Web. Is there a place where all this is collected?
I got this information from this forum :)

And thanks for the tips and suggestions. I will probably do all of them. Though I am skeptical about the jetpack thing: Is the jetpack only a problem at front of skybox, or everywhere? At front, I could use several overlayed trigger_hurt and trigger_heal to drag jetpackers down. Same for easteregg arena. Or must it go away also over the swimming pool etc?
I don't know if humans need jetpacks for something, but they can climb on many ladders, while aliens not. And jetpack can cause very campy games with so big and complex open space. But it is only my prediction, because I not saw there true jetcamp yet, humans was lost and they had no time for jetcamp :)

God, maker of the world

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #20 on: June 07, 2010, 07:20:40 pm »
Quote
they can climb on many ladders, while aliens not. [...] I not saw there true jetcamp yet, humans was lost and they had no time for jetcamp :)

Rota, you're gold. Good tips and good reasoning. I'll disable jetpack via worldspawn in the next version (which is 004). Removal of weaponclip in niveus crackfloor room was the right idea, too. Whoever downvoted you to negative turrets (or however it works) must have mind problems.

Metal

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #21 on: June 14, 2010, 01:52:40 am »
Your treecannon modded map is quite popular on KoRx. The niveus one isn't as popular, though. Good job with them both! Also, we have means of stopping the jettard camping with our new alien. So, if at all possible with future releases, could you continue creating an alternate one so that jetpacks are enabled?

We had this trouble on cityoverun but we never removed it because it's still well played.
« Last Edit: June 14, 2010, 01:54:11 am by Metal »
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God, maker of the world

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #22 on: June 14, 2010, 06:46:19 am »
treecannon niveus Good job with them both!
Thanks :)
Quote
Also, we have means of stopping the jettard camping with our new alien. So, if at all possible with future releases, could you continue creating an alternate one so that jetpacks are enabled?
Interesting problem. Version 004 of skybox is being rendered since Thursday evening, and I hope to see a good result tomorrow when I am back at that computer.

Now, if I wanted to make a 2nd version with jetpack enabled, I'd have to render the whole thing again. But I'll try to just invalidate the '"disabledequipment" "jetpack"' in the BSP with a hex editor and release it as 004jp if it works.

...

EDIT after 32 hours:

Ok, new version of Skybox will be released this evening. But I will make no extra jetpack-release even though the editing of the BSP file with hex editor easily worked. And the reason for that is simple:

If someone makes a modded server, they are responsible to adapt to special map situations. I had a 300+ buildpoints map on [W]onderland, but the server just stupidly painted its 200 buildpoints over it. And in this situation here, where there is a server that features flying aliens, it is the server maintainer's responsibility to look for something like a prohibited jetpack and either override it or disable the flying aliens just as well.

On another note:

This new release of skybox will have texture problems if you have an older version of skybox in one of your base folders. The short-sighted reason is that I changed the gmotw_skybox.shader file without renaming it. In the future, I intend to rename the subfolder in all asset folders for new releases. Apparently, this is necessary. Conveniently, this and other things (e.g. wtf an arena file is good for in the first place) are not mentioned in the mapping tutorials.

The far-sighted reason for this problem is the stupid way the programmers have dealt with the file handling. On client start, the content list of all PK3 files in the game's base folders is read into a big file list. If there's a file that exists several times with the same filename and filepath (which is effectively encouraged by the PK3 approach), just one of the entries is kept. It would have made more sense to keep all entries and then in case of doubt access the file that lies within the PK3 that the actual map BSP comes from. But no. We all have to jump through hoops. So, I'll be hoop-jumping some more in next releases. But this time, we'll have to live with the problem. I'm not only fed up with revising this release again and again, I'm also not gonna invest another 112 hours rendering time.

This file problem, by the way, allows one map maker to fuck up all maps that you have with his file (as long as it is present). I and another user didn't have any more transparencies in all maps once the map "noobcannon" was present. After we removed the file, everything was fine again. We both use very old clients. I use TJW backport, and I think he does, too. This problem might not be present with newer clients. But as long as every webserver in the Trem universe serves the original Trem 1.1.0 setup (which does not feature player GUIDs, every deconned or otherwise violated player and every admin says "THANK YOU!"/s), we have to assume that this problem that I am describing here is the standard. Also, it makes sense to develop maps using old clients as long as the Trem world is widely using them.
« Last Edit: June 15, 2010, 03:45:00 pm by God, maker of the world »

God, maker of the world

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----> Skybox 004 release <----
« Reply #23 on: June 15, 2010, 05:57:42 pm »
Skybox 004 is done!

http://senduit.com/452388 12 mb. Link expires in one week.




The size mainly increased because of the monstrous light rendering. Previous releases had lightmapscale 2.0 and this one has 0.25

Changes:



(This is the texture used in the easter egg room. That's why it seems dark.)

DraZiLoX

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #24 on: June 15, 2010, 08:22:16 pm »
ME WANTS.

*downloading*
*opening trem*

eDIT: Link is not working hmm?
« Last Edit: June 15, 2010, 08:27:00 pm by DraZiLoX »

Demolution

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #25 on: June 16, 2010, 07:33:52 am »
Link works for me, but I get an error when I try opening the map.

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God, maker of the world

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #26 on: June 16, 2010, 09:25:25 am »
Link works for me, but I get an error when I try opening the map.

"an error"

?

Demolution

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #27 on: June 16, 2010, 08:23:48 pm »
Code: [Select]
CL_ParseGamestate: bad command byteThis is the same error as some of the above players, e.g. an interfering pk3 or something like that. I have quite a few pk3s though, so I'm not sure which one it could be.

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.

UniqPhoeniX

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #28 on: June 17, 2010, 02:30:34 am »
AFAIK disabledClasses etc can only be set in the map, so servers can't override disabled jetpacks, nor disable flying aliens per map.
.arena is for getting your map to vote menu and having the longname on loading screen.
When loading files from .pk3, the .pk3 are read in alphabetical order and files in .pk3s read later will overwrite the previous ones. So if the new version of your map has the files with the same name, and the .pk3 is alphabetically after previous versions, the files in it will be used over older ones. If you don't make copies of files from other pk3s and modify them without renaming, which you REALLY shouldn't do, everything will work perfectly.
Except broken shader files (with missing { or } ) used to screw up all shaders, dunno if it's been fixed.
This also allows easily making mods with a simple .pk3 that only overwrites a specific model/texture/shader.

Collective

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Re: gmotw_skybox_b03 / treecannon_b4_gmotwmod05
« Reply #29 on: July 20, 2010, 09:38:29 am »
I will have to say that *gasp* I prefer the original version of treecannon_b4.

The version that has been posted here is an absolute unplayable eye-sore, that could only be voted in by players who either:
  a) have not had the displeasure of playing yet, or
  b) enjoy one-letter cyan colored server names.

In future make your own map instead of butchering (and ruining) other people's work.
« Last Edit: July 20, 2010, 09:42:50 am by Collective »