Author Topic: Port: Hamunaptra  (Read 33230 times)

DASPRiD

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Port: Hamunaptra
« on: September 11, 2006, 03:37:20 pm »
Well, after some thinking about it, I decided to port my Urbanterror-Map Hamunaptra to Tremulous. For Urbanterror, the map was a bit to big, but it should fit very well for tremulous. I will do the port this evening, do a compile over night (takes ca. 6 hours because the lightning), and upload the map tomorrow evening (GMT+1). For the guys can't waiting for screenshots, here are the one created for Urbanterror:




After porting is done, I will continue on Delta Labs.
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Maltagearion

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« Reply #1 on: September 11, 2006, 04:02:18 pm »
It looks pretty cool, but it doesn't really fit in with the Tremulous setting. Maybe take some pointers from Satannum and  his arcdig map, mix old and new a bit before you release it. :)

DASPRiD

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« Reply #2 on: September 11, 2006, 04:23:16 pm »
The tremulous setting isn't realy defined yet. And: doesn't this have something of Alien vs. Predator? ;)
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Caveman

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« Reply #3 on: September 11, 2006, 04:50:07 pm »
I don't know this map yet, but if it is playable and the players think so too, I'd like to include it on our rotation.
Drop me a line if you got it ready :)

DarkRogue

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« Reply #4 on: September 11, 2006, 05:21:23 pm »
Quote from: "DASPRiD"
The tremulous setting isn't realy defined yet. And: doesn't this have something of Alien vs. Predator? ;)


It's a sci-fi setting. The fact there's aliens, robot armor, and laser based weaponry should have been a hint ;). And while yes ruins can be made to work there has to be some tie in to that element, take AVP yes you have ancient temples however at their heart every last one of them have alien architecture and equipment that stands out that while yes the early areas of the temple look ancient civilization, the heart of the complex screams ET.

Don't get me wrong from the SS it looks like a beautiful map, just the atmosphere seems a tad off. I'm sure just ported or updated for trem should be fun to run around in :)
n game name: Xiane

tuple

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« Reply #5 on: September 11, 2006, 05:23:12 pm »
Map looks very promising aesthetically.  Put it up, I'll put it on the }MG{ server and we'll give it a good testing  :wink:

DASPRiD

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« Reply #6 on: September 11, 2006, 08:00:14 pm »
Well, compiles running, gimme some time... ;)

Code: [Select]
--- SetupGrid ---
Grid size = { 64, 64, 128 }
   133632 grid points
     1289 point lights
        0 spotlights
     1289 diffuse (area) lights
       33 sun/sky lights
     2605 total lights
        6 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (28)
116 x 72 x 16 = 133632 grid
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (37)
  2965438 luxels
  1806216 luxels mapped
   354117 luxels occluded
     2605 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (647)
  2965438 luxels illuminated
--- IlluminateVertexes ---
0...1...
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[db@]Megabite

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« Reply #7 on: September 11, 2006, 10:29:17 pm »
Any restrictions on usage of urban terror artwork?

Danny
url=http://www.tremulous.info][/url]


DASPRiD

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« Reply #8 on: September 11, 2006, 11:08:11 pm »
Nope, everything used in this map is either created by myself or published for free use by other mappers. Nothing of Urbanterror itself used in this map.
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DASPRiD

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« Reply #9 on: September 11, 2006, 11:14:12 pm »
Compiling is done soon, any server admin online for testing? If yes, contact me on ICQ: 105677955.
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vcxzet

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« Reply #10 on: September 11, 2006, 11:15:20 pm »
Quote from: "DASPRiD"
Compiling is done soon, any server admin online for testing? If yes, contact me on ICQ: 105677955.

use irc ftw

DASPRiD

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« Reply #11 on: September 11, 2006, 11:30:25 pm »
Damn, i did a bad mistake, compiled it with light -fast, but forget to set -gamma 2. Needs just another recompile, so you still have to wait for tommorow, sorry guys  :-?
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holyknight

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« Reply #12 on: September 12, 2006, 01:30:38 am »
WOOOOOO WEEEEEEEEEE WOOOOOOO (sci-fi theme song)
looks very unique and very egypt like freaking awesome map!

DASPRiD

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« Reply #13 on: September 12, 2006, 07:11:38 am »
Well, you may take a look at it know. Because it only contains new textures + models, and the bsp itself holds 14,1 MB, the PK3-Size is 21 MB. I think, the light setting is right know, even if its not the same es on the screenshot (a bit lighter, but only a bit). If its to bright for most of you, I will do just another recompile.


But now, download, play, and lemme play with you in 11 hours after work ;)

http://www.dasprids.de/other/hamunaptra/hamunaptra.pk3



PS: Don't forget to read the readme.txt in the root of the PK3 ;)
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vcxzet

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« Reply #14 on: September 12, 2006, 09:23:51 am »
pretty cool but one thing:
I see the seams of the skybox (dunno if it is related with my videocard/settings or not)

DASPRiD

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« Reply #15 on: September 12, 2006, 09:30:46 am »
Well, I've used the -skyfix option, maybe I should take it out?
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DarkWolf

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« Reply #16 on: September 12, 2006, 02:28:20 pm »
Lol, i found a stargate, could you make it working?  :)
img]http://img115.imageshack.us/img115/7353/wolf6jo.jpg[/img]


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Maltagearion

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« Reply #17 on: September 12, 2006, 02:48:40 pm »
Haha, a SGC map would rock beyond words, I have to leave myself a note to make one sometime.

Thorn

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« Reply #18 on: September 12, 2006, 05:50:14 pm »
hhahhaha great idea , (me big big fan of stargate)

David

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« Reply #19 on: September 12, 2006, 07:33:39 pm »
Quote
hhahhaha great idea , (me big big fan of stargate)
who isnt?
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
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I am not a dev.  Nothing I say counts for anything.

whitebear

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« Reply #20 on: September 13, 2006, 04:40:35 am »
sorry mate but i've not seen it much since it's one of late night series and i gotto wake-up for school, So i can't say  that i would be big-fan or fan at all.
Only if you coun't sci-fi fans to this group automaticly.  :wink:

Taiyo.uk

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« Reply #21 on: September 13, 2006, 02:49:53 pm »
Quote from: "David"
Quote
hhahhaha great idea , (me big big fan of stargate)

who isnt?

ME.

It's a good map, I like it. Only bug I've found so far is that dretchen can walk on the "ceiling" of the outside area (just wallwalk up the sand banks).

DASPRiD

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« Reply #22 on: September 13, 2006, 04:12:55 pm »
Quote from: "Taiyo.uk"
Quote from: "David"
Quote
hhahhaha great idea , (me big big fan of stargate)

who isnt?

ME.

It's a good map, I like it. Only bug I've found so far is that dretchen can walk on the "ceiling" of the outside area (just wallwalk up the sand banks).


Thx all for your opinions so far! :)

@Bug: Whups :eek:. I used playerclip there. Which clip do I have to use instead?
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Lava Croft

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« Reply #23 on: September 13, 2006, 04:26:10 pm »
Just place a good trigger_hurt in the sky. Works great against jettards too. The map itself looks nice, but the theme is totally non-fitting for Tremulous, I just cannot get myself to not constantly think 'What the fuck am I doing here', and the palmtrees don't help:( Looking forward to your first real Tremulous map.

Maltagearion

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« Reply #24 on: September 13, 2006, 05:13:22 pm »
Just put a thin layer of slick over the places you don't want wallwalkers to go.

Taiyo.uk

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« Reply #25 on: September 13, 2006, 05:19:01 pm »
Quote from: "Lava Croft"
Just place a good trigger_hurt in the sky. Works great against jettards too. The map itself looks nice, but the theme is totally non-fitting for Tremulous, I just cannot get myself to not constantly think 'What the fuck am I doing here', and the palmtrees don't help:( Looking forward to your first real Tremulous map.


I guess the map could be themed a little like ArcDig instead of the current Ancient Egyptian theme. Would that'd fit trem a little better? Perhaps Haos Redro was attempting to extend a mine, but uncovered an ancient subterranian network of unknown origin. They sent a team of scientists down to investigate. When communications with the science team abruptly failed and they did not return at the arranged time, the marines were called in. Could these ancient caverns still be infested? :wink:

gareth

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« Reply #26 on: September 13, 2006, 07:47:48 pm »
Nic-ish map, i have no problem with the setting.

Seffylight

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« Reply #27 on: September 17, 2006, 02:21:12 pm »
Looks good to me so far, but it does seem more built towards deathmatch type play rather than Tremulous type play. I love the setting, though. At least it's unique to everything else Trem offers so far. ;)
Stop it. Seriously.

holyknight

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« Reply #28 on: September 18, 2006, 01:26:11 am »
ah ha, you should put some "gods statues" that maybe aliens worship? Or maybe OTHER aliens worship? So it will be like humans invading the planet and the aliens guarding it, or maybe the other way around. If that's a good idea, then make the sky look more different.

DASPRiD

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« Reply #29 on: September 18, 2006, 08:31:30 am »
At the moment, many guys want the stargate working and a second planet. Well, I still not know, if I will make the gate working the whole time (you know, 37 minutes limit of an open gate), or if I will make it dialing. My idea yet is to connect the gate to an ice planet with a biosphere... Well gimme some time ;)

-Edit-
And for sure, I will fix the lightning. The athomsphere is not so good as it was on the screenshots you saw at top of this thread :/
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