pukka3tourney2 Beta

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Todtsteltzer
Posts: 93
Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

sumatra wrote:
Todtsteltzer wrote:Hmm, is it just me or does this map scream for a shotgun? ;)
Thought about that, I think it's not necessary. But where would you have put it though? I want to keep the Plasma, it's very helpful in this map IMO...
^misantropia^ wrote:
Todtsteltzer wrote:Version 2, only upper RL:
LG on current spot of lower RL
SG on current LG spot
I like that one. But I also see a (CPMA) problem here: player 1 does a run from MH to RA in under five seconds and grabs the RL and RG along the way, meaning player 2 is now stuck with the inferior YA, LG and SG (PG?).
Ok, forget my comment about the shotgun. I played the map in CPMA (and had to realize again that I'm just too old for this kind of fast gameplay :icon32:) and although it would be nice to have a SG for vQ3, you're right that it's not necessary for CPMA.

Any progress?
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

@TodtsteltzerIf you like to play this map in vq3, I'll do an extra itemset for you with SG, with only one RL and other minor adjustments.
The only issue I see by playing it vanilla is the crates on the container at upper YA. Do you play it via OSP? IIRC there is the option to callvote4 a map-cfg, right?

Progress goes like this: Small things to fix, design a ncie item-layout, for vq3 and cpma as well, release it final.

@misantropia: I still don't understand where to put
"vertexremapshader" "NORMALSHADER;VERTEXSHADER"

Where NORMALSHADER is the lightmapped shader and VERTEXSHADER is the, well, vertex shader
Add a key/value pair to worldspawn for every shader you want remapped but give every key a unique suffix (e.g. vertexremapshader01, vertexremapshader02, etc.).
those lines.

:icon31:
Todtsteltzer
Posts: 93
Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

sumatra wrote:@TodtsteltzerIf you like to play this map in vq3, I'll do an extra itemset for you with SG, with only one RL and other minor adjustments.
The only issue I see by playing it vanilla is the crates on the container at upper YA. Do you play it via OSP? IIRC there is the option to callvote4 a map-cfg, right?...
Thanks, but there's no need to make an extra itemset for vQ3, because you can't vote mapcfgs in OSP (or any other vQ3 mod I know) ;).
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Todtsteltzer wrote:
sumatra wrote:@TodtsteltzerIf you like to play this map in vq3, I'll do an extra itemset for you with SG, with only one RL and other minor adjustments.
The only issue I see by playing it vanilla is the crates on the container at upper YA. Do you play it via OSP? IIRC there is the option to callvote4 a map-cfg, right?...
Thanks, but there's no need to make an extra itemset for vQ3, because you can't vote mapcfgs in OSP (or any other vQ3 mod I know) ;).
thats probably one of the biggest disadvantages of OSP regarding CPMA... :icon23:

Do you generally think it would work in Vanilla?
If so I would like to do an extra pukka3tourney2-VQ3 Version.
I want to satisfy many quakers ;)

..and sometimes even I play vanilla, just for fun..

sumatra
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

sumatra wrote:@misantropia: I still don't understand where to put
"vertexremapshader" "NORMALSHADER;VERTEXSHADER"

Where NORMALSHADER is the lightmapped shader and VERTEXSHADER is the, well, vertex shader
Add a key/value pair to worldspawn for every shader you want remapped but give every key a unique suffix (e.g. vertexremapshader01, vertexremapshader02, etc.).
those lines.
Open your map in Radiant, select a brush that is not part of a func_group or trigger_* entity and press N to bring up the entities screen. Add a key vertexremapshader with the value textures/sumatra/sometexture_lm;textures/sumatra/sometexture_vertex

textures/sumatra/sometexture_lm is the shader you want to use in lightmapped mode while textures/sumatra/sometexture_vertex is meant for (obviously) vertex lighted mode. If you are going to remap more than one shader, don't use vertexremapshader (keys have to be unique) but vertexremapshader01, vertexremapshader02, etc instead.
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

makes things clear, thanks a lot !!!

sum
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

sumatra wrote:
Todtsteltzer wrote:
sumatra wrote:thats probably one of the biggest disadvantages of OSP regarding CPMA... :icon23:
For mappers perhaps. OSP players are missing out on good netcode, the ability to change game modes without map restarting, no 125 fps dependance, etc etc. I guess 9 out of 10 OSP server admins has never tried a (recent) release of CPMA. :shrug:
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

The physics are so different though... Whatever happened to "an object in motion stays in motion"?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

You can just use VQ3 physics in CPMA (/callvote gameplay VQ3).
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Lenard wrote:Whatever happened to "an object in motion stays in motion"?
Friction.
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

HAH friction wouldn't allow you to totally change direction in the air. Also, lots of cpma'ers don't like playing in vq3 physics so they won't vote it.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

lenard, same thing is possible in vq3, just to a much lesser extent, besides, quake 3 isn't really good grounds for debate about realistic physics.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

..and this thread isn't a good ground to debate different games/mods either.
It's just to discuss my map :icon31:
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Good point(s).
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Todtsteltzer
Posts: 93
Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

sumatra wrote:...
Do you generally think it would work in Vanilla?
If so I would like to do an extra pukka3tourney2-VQ3 Version.
I want to satisfy many quakers ;)

..and sometimes even I play vanilla, just for fun..

sumatra
IMO your map plays great in vanilla (you may get stuck at the crates on the container at upper YA but they are not a big problem with 125+ fps ;)). When playing with four bots I made more frags with the shotgun (after I changed the item layout) than any other weapon, because there were a lot of face to face situations (which may not happen that often in tourney). That was the reason for my question about the SG.

Edit: There's a missing nodrop brush in this slime pool (entrance to RA area):
[lvlshot]http://www.todtsteltzer.de.vu/feedback/pukka3t2/pukka3t2_05.jpg[/lvlshot]

I tried to make an item set for FFA (vQ3?!) with RA/YA/MH/Quad and 1 RL. Maybe you want to give it a try: pukka3t2_todt.zip

Edit 2: I just noticed that the weapons stay in all slime pools so I think you made this intentionally. May cause some problems with the bots though.
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

I think the itemset should work, but I was wondering how many players this map could handle. Thought about a max of 4 pl.
Should be fun, ye, but if I do a vq3-Version of this map, I want to do just one. So don't you think it might be more rewarding to design it for 1on1 play?
On the other hand I couldn't create any working 1on1-set for vanilla with only 1 RL and RA,YA,MH theme yet.
I'm still on it. I'll tell you when I got it.

But I still like the idea of designing a special Vanilla Version.
Played it few times against bots, plays well.
I want to finetune the container/crate-situation though...

More to come.

sum
Post Reply