Author Topic: Map: Metro [Beta 1.2]  (Read 55133 times)

Plague Bringer

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Map: Metro [Beta 1.2]
« Reply #30 on: March 06, 2007, 12:01:36 pm »
Quote from: "tuple"
I put a+goon in front of the train.  While it didn't kill me directly, it pushed me into the kill zone of the tunnel pretty quickly :)

While I was checking it out (testing base builds and attacks, etc) a couple people tried to join :P

I might add that I had no fps lag at the escalators.  In fact, I had no fps lag anywhere in the map.  Vid Card is an ATI Radeon Xpress 200m on Ubuntu linux with 128MB of RAM if I remember correctly, FWIW.

Nice work.  I would like to say, completely selfishly, that I wish the posters were in english :)  The ones I get are very funny.  I suspect the ones I don't get are funny too :D  My favorite is still the penguin and the polar bear though!


there's never any lag at the escalators when playing by yourself, unfortunately, when you're playing with others they are really jumpy
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Seffylight

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Map: Metro [Beta 1.2]
« Reply #31 on: March 06, 2007, 04:18:25 pm »
I really like this map. Being able to build anywhere probably isn't going to work, but I'm sure we can find some areas that should be no-builded. For instance, the underwater area.
Stop it. Seriously.

Thorn

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Map: Metro [Beta 1.2]
« Reply #32 on: March 06, 2007, 05:18:36 pm »

KOsAD

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Map: Metro [Beta 1.2]
« Reply #33 on: March 06, 2007, 07:10:45 pm »
Quote from: "gareth"
i think some areas the lighting is a bit poor


I guess you talk about near alien's base. If there is too much complain about that I will increase the lights.

Quote from: "gareth"
the train looks to be lit fullbright atm i am not sure how to fix this but maybe try rgbgen diffuseLighting or vertex


Yes true. I've tried a lot of things already and the only way to make a func_train dlighted is to use a model (model2 key if I remember) but then  I couldn't use shader associated.
So I've maybe missed something, I will search again but if someone succeed in doing that, I will be very interested by his secret :)

Quote from: "gareth"
the outside you can see from the windows looks a bit naff


haha, yes for sure, but this is just some deco and not to be look close.
Here again I wanted to save FPS by putting very simple things.


Quote from: "Taiyo.uk"
Also, the tiles are bent around this tunnel


This is the best thing I can do with Radiant. But maybe I can do like I did for the vault in the crypt, ie: to export model from radiant and to work on it with a 3D software.

Quote from: "Warrior"
I mean to make the train stop at the station so players can enter it


It's not a good idea because the train is like the escalators, it makes some people lagging so adding more brushes will increase lag. And moreover, the sound will not be synchronized.

Quote from: "Seffylight"
Being able to build anywhere probably isn't going to work


Yes, this is why I warn players and wait to have some feedbacks about annoying building places :)

Quote from: "Thorn"
Extra mirror for you


GB I presume ?

Ingar

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Map: Metro [Beta 1.2]
« Reply #34 on: March 06, 2007, 07:53:24 pm »
Nice map, KOsAD. It almost made me feel like I was really in the Paris subway ;) I look forward to playing it.

Thorn

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Map: Metro [Beta 1.2]
« Reply #35 on: March 06, 2007, 08:44:39 pm »
Quote from: "KOsAD"

GB I presume ?


Ummmm, not sure where soliter is actually located  :oops:

Edit : Germany

KOsAD

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Map: Metro [Beta 1.2]
« Reply #36 on: March 06, 2007, 08:53:23 pm »
updated :)

vcxzet

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Map: Metro [Beta 1.2]
« Reply #37 on: March 06, 2007, 10:58:57 pm »
I played (I didnt when I made the comment :P)
awesome map
there is only some minor defects:
:the cars outside doesnt look as good  as other things on the map
:I dont know paris metro but billboards are not curved most of the time;
planar
:dretch on the flag look like montage

I didnt notice to much lag near escalators But if it so for other ppl you can just make them static I think it wont damage the map

gareth

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Map: Metro [Beta 1.2]
« Reply #38 on: March 07, 2007, 10:09:39 am »
Quote from: "KOsAD"

Yes true. I've tried a lot of things already and the only way to make a func_train dlighted is to use a model (model2 key if I remember) but then  I couldn't use shader associated.
So I've maybe missed something, I will search again but if someone succeed in doing that, I will be very interested by his secret :)


you can use shaders on models, at least on md3s. Also the static train could be lightmap lit.

Lava Croft

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Map: Metro [Beta 1.2]
« Reply #39 on: March 08, 2007, 12:59:18 pm »
This map actually looks really good! Way to go, and let this be a lesson to all you people who think that a first map needs to look like UTCSb2 or Battlezone-final!

+1 to KOsAD!

(I'll never forget the Parisian Metro from Deus Ex)

kaziorvb

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Map: Metro [Beta 1.2]
« Reply #40 on: March 08, 2007, 06:59:18 pm »
i <3 diz map!
its awesome..
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KOsAD

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Map: Metro [Beta 1.2]
« Reply #41 on: March 08, 2007, 11:05:23 pm »
Quote from: "vcxzet"
I played (I didnt when I made the comment :P)


I'm relieved :)

Quote from: "vcxzet"
the cars outside doesnt look as good  as other things on the map


yeah, it looks like a western's set ^^, I don't have a lot of choices. I can use low poly cars but they will increase fps and I don't have low poly cars and I am too lazy to do some :(
Most of the time people won't pay attention to the outside so, better to increase details inside ;)

Quote from: "vcxzet"
I dont know paris metro but billboards are not curved most of the time


Are you talking about billboards @ stations ? if so, they are curved in real :)

Quote from: "vcxzet"
dretch on the flag look like montage


At 3am, I finded these very nice :p, but you are right I have to rework, or maybe if a skilled 2D guy wants to do it ?

Quote from: "vcxzet"
it wont damage the map


yeah it was just a funny gimmicks :)


Quote from: "gareth"
you can use shaders on models, at least on md3s

It's already done. What I failed, is to make shader and lightgrid lighting work at the same time.

Quote from: "gareth"
Also the static train could be lightmap lit

It is.

KOsAD

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Map: Metro [Beta 1.2]
« Reply #42 on: March 10, 2007, 01:09:36 am »
beta 1.1 available

vcxzet

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Map: Metro [Beta 1.2]
« Reply #43 on: March 10, 2007, 01:13:23 am »
Quote from: "KOsAD"


Quote from: "gareth"
you can use shaders on models, at least on md3s

It's already done. What I failed, is to make shader and lightgrid lighting work at the same time.



you can compile them without shaders then add shaders if you want them to receive light
else iirc there was a param to exclude them from lighting

tuple

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Map: Metro [Beta 1.2]
« Reply #44 on: March 10, 2007, 03:47:32 am »
Beta 1.1 is up on the }MG{MercenariesGuild Map mirror Here

As is the DA1 and DA2 files :)

vcxzet

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Map: Metro [Beta 1.2]
« Reply #45 on: March 10, 2007, 10:12:04 am »
dynamic advertisement is something evil :D
btw your mirrors still point to b1( on your site)

Taiyo.uk

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Map: Metro [Beta 1.2]
« Reply #46 on: March 10, 2007, 04:22:58 pm »
Aww, the escalators are static :(

Thorn

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Map: Metro [Beta 1.2]
« Reply #47 on: March 10, 2007, 11:01:11 pm »

Paradox

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Map: Metro [Beta 1.2]
« Reply #48 on: March 11, 2007, 03:43:18 am »
This map is voteable on sst, with our superfast downloads, takes about 10 sec to download.

Thinking about adding to roration.

Oh and do the custom textures, are they serverside or client, or both.

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biotxc

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Map: Metro [Beta 1.2]
« Reply #49 on: March 11, 2007, 10:50:21 am »

WHAT?

Glunnator

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Map: Metro [Beta 1.2]
« Reply #50 on: March 11, 2007, 11:12:12 am »

Is my toast done yet?  :o

Quote from: (Cebt)Glunnator
HAVE FUN PPL, IT'S THE MEANING OF LIFE TO LOOK AT THE BRIGHT SIDE OF IT! ;)

Plague Bringer

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Map: Metro [Beta 1.2]
« Reply #51 on: March 11, 2007, 01:39:17 pm »
HEY, that replaced the "Fusion is coming" siggy, is it dead because Metro beat you to making a leeter map then Transit?
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KOsAD

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« Reply #52 on: March 11, 2007, 03:24:18 pm »
Quote from: "vcxzet"
dynamic advertisement is something evil :D


Yes, but I think trem community is mature enough for this, anyway...

Quote from: "Paradox"
Oh and do the custom textures, are they serverside or client, or both.


it's not working. It's server side but the two pk3 are not dependents :(
So I'm searching a way to link the custom tex with the map archive... I doubt to solve this.

Paradox

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« Reply #53 on: March 11, 2007, 07:07:54 pm »
Well, i installed the DA1 one clientside, and added my own banner (halo 3), then uploaded it to server.

I see the halo 3 banner, but others only see blank or the default.

Oh and btw, this map is the new pulse+transit combined, except with an extra helping of awesomeness.

I was getting shivers when i first played it. It took me a bit, because i didnt read this post, just added to server, then i realized Hey, ive been here before, but in REAL life!, then i thought a bit, and then heard the PA system, and knew what it was.

∧OMG ENTROPY∧

Plague Bringer

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« Reply #54 on: March 11, 2007, 07:19:23 pm »
Okay, well...in that case, would it be possible for clients to upload their own textures!?
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KOsAD

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« Reply #55 on: March 11, 2007, 08:59:26 pm »
I think it's not possible to have client side stuff if server don't have the file.

@paradox: can you remove DA1 & DA2 from your server and only add your custom texure that no one else have ?
If people can see DA1 or DA2 texture then it means it is client side possible.
If I'm right they will see a strectched missing texture.

Another thing: is it possible to force a client to download a pk3 when he connects to a server ? Otherwise the only solution I was thinking about, is to create a fake map that is not playable but force client to download pk3, and then load the real map.

KOsAD

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Map: Metro [Beta 1.2]
« Reply #56 on: March 11, 2007, 09:10:58 pm »
Also Elaum got a fatal error when loading map beta1.1 with a mac (despite he could load beta1 without any problem). It looks like this error is link to the "WARNING: CM_GridPlane unresolvable".

I think I've understood where this came from (I wait he gave me some feedback), but I want to know if this is related to all mac or some of you can run 1.1 ?

Plague Bringer

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« Reply #57 on: March 11, 2007, 09:12:31 pm »
1.1 works fine for me, and I'm not on a mac, could be the computer...but I'd wait for someone else with a mac to comment just to make sure.
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biotxc

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Map: Metro [Beta 1.2]
« Reply #58 on: March 11, 2007, 09:20:15 pm »
Quote from: "KOsAD"
I think it's not possible to have client side stuff if server don't have the file.

@paradox: can you remove DA1 & DA2 from your server and only add your custom texure that no one else have ?
If people can see DA1 or DA2 texture then it means it is client side possible.
If I'm right they will see a strectched missing texture.

Another thing: is it possible to force a client to download a pk3 when he connects to a server ? Otherwise the only solution I was thinking about, is to create a fake map that is not playable but force client to download pk3, and then load the real map.

first of all there are a few unlnown extension for sound blabla errors

yes on pure servers with auto DL enabled
client needs to DL the dyn ad file on server and use it
it needs to have a unique name or it will be overwritten if you connect to another server
(you can do funny things like changing dynad file after map ends So in the next map client will DL new file and see a new dyn ad)

on unpure servers like SST if you have a file with the same file name of the server regardless of being same or not, the one on the client will be used

point is each server must have a unique name for the ad pk3
dynAd_SST.pk3 and no other pk3 that may override this pk3
(ie another pk3 containing the ad texture )

I tried a little and you can create a shader file with the same file name and it will use the shader rather than the jpg

Paradox

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« Reply #59 on: March 12, 2007, 01:17:20 am »
All i have is mine installed on sst, and the same one clientside.

Oh and BTW, KOS, you were on yesterday, so you allready know about this. There is an egg from which aliens cannot spawn, and so the game will not end if humans win.

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