staratcs
Moderator: Nod_Nod_Nod
- [{USATREM}] !Gunther!
- Dragon
- Posts: 755
- Joined: Thu Mar 24, 2011 2:00 am
- Location: United States of America
- Contact:
This map does work for me (on com_hunkMegs set to 512). Random screenshot:
Link to official thread with a bit less vague info:
http://tremulous.net/forum/index.php?topic=16813.0
Link to official thread with a bit less vague info:
http://tremulous.net/forum/index.php?topic=16813.0
- [{USATREM}] !Gunther!
- Dragon
- Posts: 755
- Joined: Thu Mar 24, 2011 2:00 am
- Location: United States of America
- Contact:
Throw away?yalt. wrote:Günter: Yes i did and it worked on my pc and Notebook with fresh, clean trem install.
Im working on a new version without com_hunkmegs. If i fail, this map goes straight into my trash bin.
I don't see why; it looks pretty good from the screeny.
Personally, being quite nooby with maps, I have no idea what "hunk megs" do. If you need to remove them, then why not? If it disables some lighting thing, I wouldn't see it anyway. (I turn off things like dynamic lighting, flares, etc. Not much point in having them on)
tremulous |ˈtremyələs|
Adjective
Definition:
1. shaking
2. quivering slightly
Adjective
Definition:
1. shaking
2. quivering slightly
Tremulous has a default hunkmegs of 128. Why? I have no idea...com_hunkMegs sets the allowed memory for the graphics of the game.
Usage:
/com_hunkMegs 128
Values example: 64, 128, 256, 512, 1024 (of course it can be between them, higher or less also)
Note:
Don’t use more than 3/4 (75%) of your actual memory in your computer.
Usually 256 or 512 is fairly enough, even for the most complex map graphics.
Now that looks fairly amazing. Just ran around a bit in the map. Alien and human base are one of the best looking areas this game has ever seen, the textures + their use is very nice along with flares and shaders. I've no idea how the map plays but atleast it looks good. Now that's where one problem comes lies in my opinion, the sidetunnel for example looks fairly long and linear. The middle area looks like a paradise for a human campbase too, maybe add a very small damage causing trigger into the middle-outside area like in pulse(caused by lack of oxygen or something)?
- [{USATREM}] !Gunther!
- Dragon
- Posts: 755
- Joined: Thu Mar 24, 2011 2:00 am
- Location: United States of America
- Contact:
So, just graphics. Well whoop de doo? I mean yes, makes the map look nice, but how many people have powerhouse computers by which they can see these graphics at full rez while playing on UBP?yalt wrote:Hunk meg things
(I can see the trollfaces popping up now..)
tremulous |ˈtremyələs|
Adjective
Definition:
1. shaking
2. quivering slightly
Adjective
Definition:
1. shaking
2. quivering slightly
thats the main problem. Rota told me to fix this hunkmeg problem otherwise it will not be on RCZ-server.Some people are too dumb to upgrade their hunkmegs in config =}
Even EnemyTerritory (also q3engine) has higher hunkmegs (192) than Trem and ET was released 2003, Tremulous 2006!
My autoexec work if players would simply restart their Trem to load with new hunkmegs settings but...
Splat: Unvq devs ask me if i want to do some maps for them but i dont have any time for it. maybe i convert staratcs to it +normalmaps.
Btw: why this *better* unvq engine not load staratcs (max plane error) but trem1.2 does? its kinda ridiculous..
Iltavuo: I added a damage-ceiling (dmg=1/sec) above the terrain. Its the lowest value possible. I think, flooding whole middle with this is maybe ..annoying.
New version finished (1.2)
Download: http://www.file-upload.net/download-476 ... 2.pk3.html
Changelist:
-hunkmeg error fixed, autoexec.cfg removed
-SupplyTunnel removed (there was no other way to fix hunkmeg)
-middle terrain is now low-poly (now with crappy lightmaps!)
-textures resized (reducing megs, -quality)
-lighting cleanup
-vis & brush improvements (+performance)
-pk3 cleanup (unused data removed)
-.shades file redone (+performance -atmosphere)
-fixed alienbase pitfall
-fixed clipping errors
-fixed missing textures and planes
-added nobuild areas for alien and humans base (H cant build near A-base and vice versa)
-added some playerclip rails to reduce "i get stuck"s
-added jettard-hurt ceiling (middle, above terrain. dmg=1)
-added extra tunnel in alien basement for S1-aliens and rants to get out.
*known problems: victory sounds may not work correctly (why?)
Lets see how this one-way-atcs works.
Btw: why this *better* unvq engine not load staratcs (max plane error) but trem1.2 does? its kinda ridiculous..
Iltavuo: I added a damage-ceiling (dmg=1/sec) above the terrain. Its the lowest value possible. I think, flooding whole middle with this is maybe ..annoying.
New version finished (1.2)
Download: http://www.file-upload.net/download-476 ... 2.pk3.html
Changelist:
-hunkmeg error fixed, autoexec.cfg removed
-SupplyTunnel removed (there was no other way to fix hunkmeg)
-middle terrain is now low-poly (now with crappy lightmaps!)
-textures resized (reducing megs, -quality)
-lighting cleanup
-vis & brush improvements (+performance)
-pk3 cleanup (unused data removed)
-.shades file redone (+performance -atmosphere)
-fixed alienbase pitfall
-fixed clipping errors
-fixed missing textures and planes
-added nobuild areas for alien and humans base (H cant build near A-base and vice versa)
-added some playerclip rails to reduce "i get stuck"s
-added jettard-hurt ceiling (middle, above terrain. dmg=1)
-added extra tunnel in alien basement for S1-aliens and rants to get out.
*known problems: victory sounds may not work correctly (why?)
Lets see how this one-way-atcs works.