staratcs

Maps on server and map requests

Moderator: Nod_Nod_Nod

Post Reply
Message
Author
User avatar
yalt.
Banned
Posts: 48
Joined: Thu Aug 09, 2012 3:40 pm

staratcs

#1 Post by yalt. » Tue Sep 04, 2012 3:51 pm

Hi,
i compiled a new version of staratcs.
I tstill contains an autoexec.cfg but i was able to reduce com_hunkmegs from 550 to 180. Maybe u give it a try.

add. download: http://www.file-upload.net/download-475 ... 2.pk3.html

User avatar
Spl@
Server supporter
Server supporter
Posts: 313
Joined: Tue Apr 12, 2011 12:30 am
Location: Camping at base somewhere in England

#2 Post by Spl@ » Wed Sep 05, 2012 9:01 pm

Fails with a hunk allocation error.

I decided to try it with Unvanquished, just to see if that does anything different – it does. It reports MAX_PATCH_PLANES…
Oh look. Killed again. Back to the tent…

User avatar
[{USATREM}] !Gunther!
Dragon
Dragon
Posts: 755
Joined: Thu Mar 24, 2011 2:00 am
Location: United States of America
Contact:

#3 Post by [{USATREM}] !Gunther! » Wed Sep 05, 2012 9:22 pm

yalt wrote:Me made map
Did you TEST the map first? >_>
tremulous |ˈtremyələs|
Adjective
Definition:
1. shaking
2. quivering slightly

User avatar
Redman
Marauder
Marauder
Posts: 403
Joined: Fri Apr 03, 2009 6:00 pm
Location: Walbrzych, Poland

#4 Post by Redman » Wed Sep 05, 2012 10:00 pm

This map does work for me (on com_hunkMegs set to 512). Random screenshot:

Image

Link to official thread with a bit less vague info:
http://tremulous.net/forum/index.php?topic=16813.0

User avatar
yalt.
Banned
Posts: 48
Joined: Thu Aug 09, 2012 3:40 pm

#5 Post by yalt. » Wed Sep 05, 2012 11:43 pm

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.

User avatar
[{USATREM}] !Gunther!
Dragon
Dragon
Posts: 755
Joined: Thu Mar 24, 2011 2:00 am
Location: United States of America
Contact:

#6 Post by [{USATREM}] !Gunther! » Thu Sep 06, 2012 2:24 am

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.
Throw away?
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

User avatar
yalt.
Banned
Posts: 48
Joined: Thu Aug 09, 2012 3:40 pm

#7 Post by yalt. » Thu Sep 06, 2012 8:10 am

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.
Tremulous has a default hunkmegs of 128. Why? I have no idea...

User avatar
Iltavuo
Server supporter
Server supporter
Posts: 176
Joined: Sun Mar 07, 2010 11:10 pm
Location: Finland
Contact:

#8 Post by Iltavuo » Thu Sep 06, 2012 9:08 am

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)?

User avatar
[{USATREM}] !Gunther!
Dragon
Dragon
Posts: 755
Joined: Thu Mar 24, 2011 2:00 am
Location: United States of America
Contact:

#9 Post by [{USATREM}] !Gunther! » Thu Sep 06, 2012 12:17 pm

yalt wrote:Hunk meg things
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?

(I can see the trollfaces popping up now..)
tremulous |ˈtremyələs|
Adjective
Definition:
1. shaking
2. quivering slightly

User avatar
Lancer
Tyrant
Tyrant
Posts: 807
Joined: Sun Jun 26, 2011 8:46 pm

#10 Post by Lancer » Thu Sep 06, 2012 1:07 pm

Some people are too dumb to upgrade their hunkmegs in config =}
Care to check out Jucaspel?

http://on.fb.me/16BFTKE

User avatar
Iltavuo
Server supporter
Server supporter
Posts: 176
Joined: Sun Mar 07, 2010 11:10 pm
Location: Finland
Contact:

#11 Post by Iltavuo » Thu Sep 06, 2012 3:08 pm

Setting /com_hunkMegs 512 shouldn't affect your fps at all as far as I know, unless you manage to run out of ram. You can get 4 Gt with 20€ so it shouldn't be a big problem. Even my budget computer in 2002 had more than 1Gt.

User avatar
yalt.
Banned
Posts: 48
Joined: Thu Aug 09, 2012 3:40 pm

#12 Post by yalt. » Thu Sep 06, 2012 4:10 pm

Some people are too dumb to upgrade their hunkmegs in config =}
thats the main problem. Rota told me to fix this hunkmeg problem otherwise it will not be on RCZ-server.
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...

User avatar
Spl@
Server supporter
Server supporter
Posts: 313
Joined: Tue Apr 12, 2011 12:30 am
Location: Camping at base somewhere in England

#13 Post by Spl@ » Thu Sep 06, 2012 7:44 pm

FWIW, it's fine in Unvanquished if I increase MAX_PATCH_PLANES. (I'd remove those lighting effect images, though. I don't think that they add anything much.)
Oh look. Killed again. Back to the tent…

User avatar
yalt.
Banned
Posts: 48
Joined: Thu Aug 09, 2012 3:40 pm

#14 Post by yalt. » Fri Sep 07, 2012 12:20 am

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.

User avatar
Iltavuo
Server supporter
Server supporter
Posts: 176
Joined: Sun Mar 07, 2010 11:10 pm
Location: Finland
Contact:

#15 Post by Iltavuo » Fri Sep 07, 2012 10:12 am

Yeah, the area is too big for 1hp/s loss. I'd love to see the layout become a bit more complex though, it might make the map more alien friendly ( note, I've not played any games on this map so I might be wrong and it might allready be biased towards aliens ).

Post Reply