Author Topic: Procyon [Update 2007-03-11: Release-R1]  (Read 65052 times)

techhead

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Procyon [Update 2007-03-11: Release-R1]
« Reply #60 on: November 26, 2006, 05:43:03 pm »
I liked the generator room, but the cul-de-sac that only leads to the Nexus is a problem.
I have an idea but don't have a drawing yet.
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DoorKnob

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Procyon [Update 2007-03-11: Release-R1]
« Reply #61 on: November 26, 2006, 06:31:08 pm »
no! dont get rid of the waterway... thats like the bast part and its my favorite :D
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Survivor

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Procyon [Update 2007-03-11: Release-R1]
« Reply #62 on: November 27, 2006, 04:43:26 pm »
Everytime procyon is played on derelict a team succeeds in winning. The only exceptions are when the humans move to the already identified overpowered human base locations.
I’m busy. I’ll ignore you later.

Stof

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Procyon [Update 2007-03-11: Release-R1]
« Reply #63 on: November 27, 2006, 04:53:29 pm »
By "a team", do you mean "a team" or "alien team"? :D

When I play Procyon as human, I ALWAYS move slightly the human base to the overpowered base upstairs. Then again, I consider the starting location to be so crappy that it is vital to move the base ;)
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Survivor

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Procyon [Update 2007-03-11: Release-R1]
« Reply #64 on: November 27, 2006, 05:10:29 pm »
Didn't say that the original human base isn't crap. But the only games that end in a true draw are the ones where the humans move to the mentioned location and half of them camp. If that spot was made less powerful I could agree with it.
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n00b pl0x

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Procyon [Update 2007-03-11: Release-R1]
« Reply #65 on: November 27, 2006, 07:23:14 pm »
ok this could be my fault because i dont keep up with deleting old versions of maps and stuff...but look at this
Edit: i deleted all 3 of my procyon beta1 files...it still did this...but only as human. also i noticed the flowing water coming out of the holes stopped...is that supposed to happen?

http://rapidshare.com/files/5068881/procyon_glitch.dm_69.html

you dont have to watch the whole thing...just the first few minutes (i dont know how to turn demos off :oops: )

p.s. i sat on the angels head and i didnt get a message :(

p.s.s. the map is big, and confusing, but you dont have to make it smaller if you dont want to. all the people who complain its too big and want you to just scratch a piece of your map because they dont like it dont really matter. its your map and you should be happy with the way it turns out. there will always be people who dont like what you make. :wink:
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sazanami

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Procyon [Update 2007-03-11: Release-R1]
« Reply #66 on: November 27, 2006, 08:32:04 pm »
Quote from: "n00b pl0x"
p.s. i sat on the angels head and i didnt get a message :(

Just enter some random text in the team chat, then you will see the location message.

Ingar

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Procyon [Update 2007-03-11: Release-R1]
« Reply #67 on: November 27, 2006, 09:39:57 pm »
Quote from: "n00b pl0x"
ok this could be my fault because i dont keep up with deleting old versions of maps and stuff...but look at this
Edit: i deleted all 3 of my procyon beta1 files...it still did this...but only as human. also i noticed the flowing water coming out of the holes stopped...is that supposed to happen?


I have to confirm the glitch is not your fault. In fact, it is an old one from preview 2 that has reappeared. It took me a lot of effort to fix this for beta 1, so I didn't bother to look for it again when I finished the waterway. Bad mistake D:

The brushes down there are very touchy, to much careful manipulation can make them go out of control :wink:

The flow is supposed to keep going, so I checked the particles file and made sure they all have count infinite, which is the case.

Is far as I know, particle systems are (re)started when they enter PVS. I haven't checked the code but showtris gives a pretty good idea. To fix some visibility issues, I also changed some parts of the waterway from detail to structural. I have a feeling both are related and the glitch must be in some touchy structural brushes.

Thanks for bringing this to my attention, this thing is nasty!

gareth

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Procyon [Update 2007-03-11: Release-R1]
« Reply #68 on: November 28, 2006, 12:04:01 pm »
looking good, needs more vents still however :D

tuple

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Procyon [Update 2007-03-11: Release-R1]
« Reply #69 on: November 28, 2006, 01:37:30 pm »
This map gets better and better with each new version, keep up the great work Ingar!  :D

P.S. love the windows, and the skybox looks like a good choice IMO.

Taiyo.uk

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Procyon [Update 2007-03-11: Release-R1]
« Reply #70 on: December 31, 2006, 02:44:52 am »
Spotted this HOM on the waterway: http://www.flickr.com/photos/10974774@N00/339158788/

It's one of those strange ones that only appears from certain angles.

n00b pl0x

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Procyon [Update 2007-03-11: Release-R1]
« Reply #71 on: December 31, 2006, 04:15:42 am »
/me pokes taiyo

I posted that a month ago :-?
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Taiyo.uk

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Procyon [Update 2007-03-11: Release-R1]
« Reply #72 on: December 31, 2006, 01:25:51 pm »
Oh yeah....  :x

Ingar

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Procyon [Update 2007-03-11: Release-R1]
« Reply #73 on: January 16, 2007, 08:34:10 pm »
I intend to release the final version of Procyon by the end of the month, so if you have found any bugs I don't know about, please post them as soon as possible :D

The vis bug found by n00b pl0x and Taiyo.uk is fixed, and vcxzet informed me about an other building issue which I have fixed with a nice brush of noclip.

 The final realease won't reveal any shocking changes:
the usual optimization, some caulk work and a few details. I must sadly report I had to remove the small hole below the pump in the alien spawn room.

I was just browsing my maps folder and I found the very first part dated july 2, 2006. This is how it began:

Consider this the oldest part of the map :) but this also means the 'under construction' sign has been hanging there for over 6 months and at this point I am ready to face the unpleasant truth:
Procyon is...  slightly broken. I have been fighting MAX_EDGE_LINES for the last few months and I am pretty sure the vis bug mentioned before has something to do with it, it would explain the horrible compile times and even the location fits: obviously the waterway has many rotated brushes.

This is the reason why things are the way they are. Technically the map still runs fine, maybe even somewhat better for the final release ;) I just have to stop adding details.

Lore
Procyon is the brightest star in the constellation Canis Minor. Its name means "before the the dog" because it precedes the dog star Sirius

Lava Croft

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Procyon [Update 2007-03-11: Release-R1]
« Reply #74 on: January 17, 2007, 11:59:30 am »
Ingar, have you tried making everything but the map hull 'detail'? Long compile times mean trouble :cry:

Ingar

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Procyon [Update 2007-03-11: Release-R1]
« Reply #75 on: January 17, 2007, 05:52:49 pm »
Quote from: "Lava Croft"
Ingar, have you tried making everything but the map hull 'detail'? Long compile times mean trouble :cry:


In terms of detail brushes, I optimized most of it. There are a few places left but nothing that could yield a few thousand edges. I checked my compile log again and actually it is not the VIS phase that takes a lot of time, but the FixTJunctions part of the BSP/META phase. My latest compile has
Code: [Select]

--- FixTJunctions ---
    39293 axial edge lines
    26205 non-axial edge lines


a grand total of 65398 edges. If this hits (+/-) 65535 the compiles dies with MAX_EDGE_LINES. Google says I could try to optimize brushwork, replace brushes with patches, usee models etc.. Me thinks it looks nice enough as it is without having to rebuild major parts of the map.

So it's still possible the flicker bug has nothing to do with the edges issue.
I'm still trying to figure out what a t-junction is exactly , maybe some day I'll understand the finer details of the Quake 3 engine.

Note:
it's not always a good idea to just make the entire hull structural, I was able to fix r_speed issues by turning some strategic details into structurals.

Lore
Visibility is one of the basic design properties of a mapping project.

Ingar

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Procyon [Update 2007-03-11: Release-R1]
« Reply #76 on: January 28, 2007, 04:33:28 pm »
Bump for the final release  8)
You can get it here:
http://users.telenet.be/ingar/tremulous/procyon.html

whitebear

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Procyon [Update 2007-03-11: Release-R1]
« Reply #77 on: January 28, 2007, 07:24:47 pm »
Map is best custom map i've seen.

rapha

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Procyon [Update 2007-03-11: Release-R1]
« Reply #78 on: January 29, 2007, 01:09:44 am »
First AR, now Procyon and maybe even Sokolov soon.
I would hope all three of these got included in 1.2.0 :-]
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techhead

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Procyon [Update 2007-03-11: Release-R1]
« Reply #79 on: January 29, 2007, 01:14:51 am »
You forgot to mention Thermal final.
Perhaps some divine intervention will gift us with another release of Pulse.
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Lava Croft

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Procyon [Update 2007-03-11: Release-R1]
« Reply #80 on: January 29, 2007, 03:17:19 am »
Ingar, you have released a fantastic map. By far the best 3rd-party work so far, only it's a bit too big. Now make more maps. <3

Ingar

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Procyon [Update 2007-03-11: Release-R1]
« Reply #81 on: March 11, 2007, 03:48:17 pm »
Updated version without the balcony 8) , read the first post!

tuple

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Procyon [Update 2007-03-11: Release-R1]
« Reply #82 on: March 11, 2007, 08:58:58 pm »
New version uploaded to the MG map mirror here

Warrior

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Procyon [Update 2007-03-11: Release-R1]
« Reply #83 on: March 12, 2007, 05:50:54 pm »
Ingar,

G_FinishSpawningBuildable: team_human_mgturret startsolid at (3732 -758 61)

Ingar

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Procyon [Update 2007-03-11: Release-R1]
« Reply #84 on: March 12, 2007, 06:42:43 pm »
Quote from: "Warrior"

G_FinishSpawningBuildable: team_human_mgturret startsolid at (3732 -758 61)


Oops, one I missed  :oops: , a bit strange too because it was there in the test compile... Maybe I moved it by accident. In any case, 3 turrets remain, and the telenodes are still protected so I hope it won't be that much of a problem.

n00b pl0x

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Procyon [Update 2007-03-11: Release-R1]
« Reply #85 on: March 16, 2007, 03:48:30 am »
<3 ingar
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