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Posted: Sun Dec 18, 2005 11:33 pm
by ppp
Would using patches in problem areas instead of brushes reduce vis
gg Ax, take your time :icon31:
Posted: Mon Dec 19, 2005 12:08 am
by Lenard
I will be checking back shortly...
I am sure ax is far ahead of me, but I just want to make sure o'dium gets proper credit for this. It should be a rather huge map... I am not sure if this thread is as hyped as it used to be though.
Posted: Mon Dec 19, 2005 2:08 am
by axbaby
k i'll release a beta test very shortly in pk4 form.
Posted: Mon Dec 19, 2005 2:42 am
by xchaser
well it is. just remember that if the map is good in all aspects of the game it will be famous once again and you guys will rock.
Posted: Mon Dec 19, 2005 3:53 am
by axbaby
makeing a pk4 .. that may take a bit of time
i need someone to host this now
pm me please
Posted: Mon Dec 19, 2005 4:52 am
by Survivor
axbaby wrote:makeing a pk4 .. that may take a bit of time
i need someone to host this now
pm me please
Try asking Scourge
Posted: Mon Dec 19, 2005 5:03 am
by axbaby
i am still working on it but this is close to the final product as far as i can tell
just a tiny glich near YA "overlap patch at top of jumpad".
i will edit this once i find a file host and provide a link to the file
i have it running great with good fps ..just one more visportal to get right and she's good to go.
i need O'dium to give his blessing to release the next release after this as final.
i need to know
A: is map too bright ??
B: are you getting good FPS
C: any gliches
LINK
http://www.savefile.com/files.php?fid=2127675

Posted: Mon Dec 19, 2005 5:22 am
by Lenard
Someone give him a host...
Posted: Mon Dec 19, 2005 6:03 am
by xchaser
wow I can't wait now someone give the man a host.
Posted: Mon Dec 19, 2005 6:16 am
by axbaby
Posted: Mon Dec 19, 2005 6:40 am
by Lenard
Someone make a server with this on it. NOW.
Posted: Mon Dec 19, 2005 6:42 am
by Tormentius
Lenard wrote:Someone make a server with this on it. NOW.
My server will be running it as soon as the final version is released.
Posted: Mon Dec 19, 2005 7:09 am
by {uZa}FreakOfNature
Here's a direct link to the file:
http://www.xtremedfw.com/fplayer/newmp3 ... tatest.pk4
Right click, save as...
Remember now, some unzip programs (Winzip, etc.) will want to name it to .zip instead of .pk4. Change the setting to "All Files" and rename it to pk4 when you save it.
Posted: Mon Dec 19, 2005 7:11 am
by {uZa}FreakOfNature
BTW, ran through the map. Feels VERY good! Still some frame droppage in several areas though.
On the bright side, I tested it through Q4MAX .7 with Vertex lighting on and it was FAST AND SMOOTH! No slow downs at all.
Posted: Mon Dec 19, 2005 7:26 am
by Lenard
At low quality with everything completely off I get a totally straight 60. At ULTRA with everything on besides AA I get a really solid 60 at ya, the bridge over ra and any and all enclosed corridors. In the main room and right on ra it drops to exactly 30 and does not budge at all, I swear.
The only deviation from this is when I stand directly to the left of and behind the rl. While on low quality I get a significant frame drop for some reason.
The lighting looks ace except in a couple really obvious parts where it is really dark which stand out.
There is a missing tex under the jp to the rg bridge while I was on low quality.
I would suggest clipping off the weapon spawn points because they are annoying and sometimes I get random ramps off of them.
The stairs just go into the walls in a couple places, which looks really wierd. Specifically at the sg under the rl... the one next to the 25 health.
Besides that, I just think that the main jump is a little bland. Being the centerpiece of the map, I feel like it should have some really eyecatching tex work. And umm... that purple shader that runs around the whole map does not line up with it's self in some places. Like, it will stop and keep going somewhere else.
Anyway, it actually looks like a very very quality remake. Once it is completely polished, it should be played almost constantly. I can see this one being one of the most popular maps out there. I am really glad you guys took the time. Good job to both of you.
OH, btw:
3.2 intel pentium d no ht
2 512 sticks corsair ddr2 ram
nvidia 6600 gtoc at 6600
asus p5ld2 mobo
xp pro
Posted: Mon Dec 19, 2005 7:29 am
by Lenard
Also, the map feels almost exactly the same to me as the original, except for the ramp jumping. But, I will get used to that. Really great work on the conversion, o'dium. Oh, but I miss that little ledge right under the rg, because otherwise I can't make the bridge to rail. It is just as hard as the old one to me, but I can't make it now because that is missing.
Posted: Mon Dec 19, 2005 7:49 am
by jester!
Downloading now, 18 megs?

Posted: Mon Dec 19, 2005 7:50 am
by axbaby
k i will look into all you said Lenard
Posted: Mon Dec 19, 2005 10:10 am
by Lenard
I think this could quickly make it to final. Although, I think there were some messed up tex's as well. Lemme see again...
1. This texture is one of a few that stops abruptly or is misaligned.
2. This is one of the many examples of z-fighting/sparklies. I never learned the difference.
3. Obviousley this wasn't fixed when it was changed from a patch. There are several place that were messed up in the switch.
4. I am sure you knew, but this was an example of the messed up shader I am talking about. This part is ok, but the part under the rail walkway is all messed up, probably because of being changed from a curve. That is where most of the messed up parts seem to be. But, there are alot of sparklies and misaligned textures scattered throughout the level.
What I was saying about the dark spots... That sn't true. It seems that it was only a problem on low detail, I don't know why. I ran around in it on high quality with 2x AA and got almost a straight 60 the whole time, only faltering when I went to a new area. The dark spots were no longer noticable.
Posted: Mon Dec 19, 2005 10:28 am
by Oeloe
Lenard wrote:I get a really solid 60 at ya, the bridge over ra and any and all enclosed corridors. In the main room and right on ra it drops to exactly 30 and does not budge at all, I swear.
That sounds like you use vsync (solid 60 or 30 FPS). So the framedrops could actually be smaller in reality if you're really using vsync.
Glitches
Posted: Mon Dec 19, 2005 10:48 am
by Riptide
Not sure if your aware or not. So I took some screenies of couple things I noticed.
As far as fps pretty solid except the areas already mentioned (this was with q4max.07 vertex lightning enabled also the same with r_ambientlightonly with the new xbm.
Pay no attention to how dark my screenies turned out its a lot brighter in game obviously :-)
Posted: Mon Dec 19, 2005 10:55 am
by jagwah
Nice work to all involved, you've got it running pretty smooth, solid 63 droping to 59 in one or 2 places (vq4 1024x768 high detail everything on). There are quite a few texture misalignments, and some glaring texture scale issues where a neighbouring texture is scaled way up compared to its, well, neighbour, quite a bit of z fighting around the place, eg, while standing in front of the hyper blaster, facing the wall, look up and to the right a bit, also in the brown lattice work type beams in the ceiling, if you walk around looking up you will see quite a few places where there is z fighting. If you want I could email you screenies, but most of the stuff is pretty easy to spot if you play with your eyes open
Any way, good work to all, but hope you polish it up a little bit more before final. Now off to try some bots out with it...
Posted: Mon Dec 19, 2005 10:55 am
by Riptide
Also the (3-4?)pipes between rg/ya platform If you insist on them being there (which blocks the old rjing from platform to platform) Please allow movement on top of them as it stands now you can stay on them if you land between the wall and them but soon as you hit a direction you fall... it would be nice to rocketjump from this to either platform.
Posted: Mon Dec 19, 2005 11:12 am
by Lukin
Hmm, there is no r_lightdetaillevel support? Also, some patches looks really ugly - you had 'optimized' them too much

If I find some time today I'll fix this and send you my version.
BTW I think it would be great if the map would be called Q3Wq3dm6, or pro-Q3Wq3dm6. Of course odium is the chief, so his nick should be written with the biggest font on the levelshot
P.S. I really hope the map won't be played on servers :P Or at least won't be 'the one and only' played on servers.
P.S.2 With stair jumping being fixed in new X-Battle maybe removing the clipping over stairs would be a good idea?
Posted: Mon Dec 19, 2005 11:15 am
by Riptide
No there was I think but both r_ambientlightonly and enabling vertex lightning negate any fps gain from that.
Also the whole stair thing please leave it as is, because the new xbattle for one isnt used in ggl/cal/cpl also in xbattle its a votable option which has yet to be accepted by clanbase(americup/eurocup)I would have to say it would be for best to leave it as is.