[OpenSource]Dys_Stronghold b6b - 04/Dec/11

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Re: [New]Dys_Stronghold b5c - 17/Aug/09

Postby icepick66 » Mon Aug 17, 2009 7:15 am

B5C - 17/08/09
+ Fixed a skybox issue with the pillars and coloring
+ Added a 3d skybox for cyberspace, its a bit trippy though so I may reduce the effect!
+ Added a quit button to the gas node
+ Fixed text on gas node teleporter control
+ Added some cyberspace hints on which nodes are open
+ Added a conveyor startup sound
+ Increased brightness in back areas of the factory.

Made sure i packed this version correctly, b5b was a total mess and is broken, so delete that.
Its mostly bug-free now :) but if you find any show stoppers please post below, thanks!
**** Newer version below ****
Last edited by icepick66 on Sun Aug 23, 2009 1:40 am, edited 2 times in total.
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Re: [New]Dys_Stronghold b5c - 17/Aug/09

Postby Neon Girl » Mon Aug 17, 2009 10:02 am

Found another mapping bug D:
On the way to the gas, the stairs that lead into the building, you can get/fall below it. The stairs don't draw and you can only get out if you have leggies.
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Re: [New]Dys_Stronghold b5c - 17/Aug/09

Postby icepick66 » Mon Aug 17, 2009 10:49 am

Bah I did test that but forgot to fix when i found it wasent possible, stupid ledgegrab :(
ill fix next release :) Thankyou <3

EDIT: fixed the link
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Re: [New]Dys_Stronghold b5c - 17/Aug/09

Postby icepick66 » Sat Aug 22, 2009 11:26 am

B5D has been released:

http://icepick66.co.uk/Documents/dys_st ... 5d.bsp.bz2 (9.8mb)

Changelog:
+ Added some colour correction effects in cyberspace
+ Updated a few textures and changed the look of some buildings
+ reduced the cyberspace 3dskybox effect
+ Fixed the bug by punk stairs
+ Fixed decals by the punk road.
+ Fixed a few skybox errors
+ Moved corp o1 turret
+ Added alot of details here and there.
+ Added a glass sheild by door in o1 room

Thanks to afk for the models featured in this version :)
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Re: [Update]Dys_Stronghold b5d - 22/Aug/09

Postby icepick66 » Sun Aug 30, 2009 7:51 am

Video walkthrough is now up, xvid kinda lagged at the end when the audio got out of sync so it cuts off.

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Re: [Update]Dys_Stronghold b6 - 01/Sept/09

Postby icepick66 » Tue Sep 01, 2009 7:30 am

B6 Has been released:

Download: http://icepick66.co.uk/Documents/dys_st ... b6.bsp.bz2

The map is now consistant visualy in most areas, just gameplay tweaks and bugfixes remain.

Changes:
B6 - 1/09/09
+ Fixed a crittical bug that allowed punks to escape the map using a teleporter exploit
+ Added spider trap to market area
+ Changed some textures and added extra detail and size in corp spawn 1
+ Changed final bridge textures
+ Added firewall button to objective 4/5, forces corps to go the long way around to protect their nodes.
+ Fixed the green sewer node screen's height
+ Changed corps spawn 2 roof design
+ Added a last light to the ally so its completly lit now.


FAQ:
Q) What does the riot control node do?
A) Fires 2 spider mines in the market street

Q) What does the firewall do?
A) Its for punks to disable the corps ability to projectile jump to their nodes tipping the cyberspace in their favour.

Q) Where is the moveable teleporter?
A) Its in the punk shop, ontop of the shelves, it has to be enabled via cyberspace first.

Q) How do I hack the blue node?
A) Upon entering the gas node do a 180 turn and hack that ice, to gain control of the elevator, then select account management, the sort the files in the recent local area, then press activate on each account to enable gas for punks. A good tip is to encript the wrong gas account file so the opposition wastes time decripting and finding out its the wrong account :)

Q) How do I do the 4th objective?
A) Simply leave the conveyor on, and fms off, and you'll capture the objective automaticly when the box reaches the emp zone.

Q) What do i do with the vent?
A) Click Disable access if you are a punk, enable access if your a crop

Q) Are any objectives re-capable?
A) Yes, 2nd objective is recaptureable pernamently, but be warned, it only effects where the punks spawn, the punks still can complete the final objectives without owning the punk shop.

Q) First objective is hard?
A) Try to get ontop of the corp spawn first, then grenade spam them as they come out of their spawn. This usualy gives you a window of 30 secs to complete the objective with a decker. You can also try and ninja deck it by traveling though the sewers and remain steathed, hack open the core doors, and close on the other side, if you manage this itll be too late for them to save the core if no deckers are camping the outside room.

Q) Seccond objective is hard?
A) As you enter the punk shop, try to make a dash to the staff only area, once in, no corp can touch you without getting hurt. Then use the teleporter to teleport back into the punk shop behind the enemys.
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Re: [Update]Dys_Stronghold b6 - 01/Sept/09

Postby Zero-Flame » Fri Sep 04, 2009 9:22 pm

This is now on FastDL
WW3|Zero-Flame
Free file hosting at http://Zero-Flame.com
US FastDL @ http://fastdl.zero-flame.com
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Re: [Update]Dys_Stronghold b6 - 01/Sept/09

Postby Agent Wave » Fri Sep 04, 2009 9:59 pm

dys_stronghold_b6 has been uploaded to the Agent server and is callvote-able.
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Join the Phistball Pickup Game steam group! http://steamcommunity.com/groups/DPPG
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Re: [Update]Dys_Stronghold b6 - 01/Sept/09

Postby Dredhorse » Thu Sep 10, 2009 3:49 am

icepick66 wrote:B6 Has been released:

Guess I missed something... just saw your name on FPSBANANA when downloading the steam cleaner..

have to take a look at the map..

OH. btw: I'm normally NOT in these forums anymore, so if you want something from me you need to PM me.
OH. btw: I'm normally NOT in these forums anymore, so if you want something from me you need to PM me.

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Re: [Update]Dys_Stronghold b6 - 01/Sept/09

Postby icepick66 » Thu Sep 10, 2009 5:48 am

Yeah, I did make that :) Need to update it to include dystopia sometime.

Sure, can't imagine needing anything though xD

Thanks!
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Re: [Update]Dys_Stronghold b6a - 15/Oct/09

Postby icepick66 » Thu Oct 15, 2009 9:36 am

B6a is now released:

First mega thanks to neon girl for the map testing support, all these bugs wouldn't of been fixed without it!
The map is more or less bug free, and pretty balanced.

Download:
http://icepick66.co.uk/Documents/dys_st ... 6a.bsp.bz2
(Im not sure if the upload worked as im on a 0.1mbit connection (dont ask))

B6a - 15/10/09
+ Fixed a bug where the teleport would not work in the 2nd round
+ Added more signs to help new players.
+ Added feedback to firewall button
+ Fixed the cliping on the police transport vech
+ Added a direct route to core from sewers, that opens after 8 minutes to keep the map moving.
+ Changed the final room's doors, reduces camping etc.
+ Removed corp turret in their ammo room to make it easier to kill the corp decker.
+ Changed a few textures to even the looks out and added extra detail to back of factory.
+ Fixed the street shield models not changing skin. (also the shield texture is much more obvious)
+ Added no entry signs to induce players the correct way
+ Prevented camping in the core room for corps (zaps energy away).
+ Changed the cyberspace skybox to be less annoying.
+ Reduced core health from 1200 to 800.
+ Fixed env_explosions not killing people in the rubble.


Quick note on the skybox, i gave up trying to fix the lighting blending issues as maxlightdistance is broken.
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Re: [Update]Dys_Stronghold b6a - 15/Oct/09

Postby Neon Girl » Thu Oct 15, 2009 9:54 am

Thnx for the rep :P b6a is on WW3 Customs
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Re: [Update]Dys_Stronghold b6a - 15/Oct/09

Postby ViralHatred » Thu Oct 15, 2009 10:16 am

En route! Looking forward to it!

Yay for finding bugs.

I'll post pics to save explaining. Most were found using Leggies as a light.

But here we go, massive shitpost of stuff. Most are not gameplay affecting.

This sign is semi-transparent, probably due to it being a decal.
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Skybox model in Standard scale looks odd. Place in the skybox.
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Advert without the Advert Sign model looks odd, add the model for greater depth.
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This fence is legbooster jumpable (Dunno if this was intentional)
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Trash Dumpsters still not enterable, suggest making them non solid with invisible brushes, would add a great hiding places/cover. I have one from an old map of mine if you'd like.
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This forcefield looks odd now the others are different.
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This button says door, but you're extending a bridge? Fix please. (Like the new doors!)
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Misc nodraw/leggie bugs. (One bug is above those vending machines)
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Too many props are non-solid, spots immersion, especially when you can walk through lampposts.
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You can fall down and get stuck inbetween these boxes, there is nodraw here. Lucky I had leggies.
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You can semi-block the rotating advert. Not really gameplay affecting.
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Look at me! I'm driving a car! You can hide in the car, guess this could be exploited.
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You can get stuck here by hopping into this gap, and you can't legbooster out, however the room has lots of nice hiding spots!
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You can hide in the trees near the sewer door, tricky to get to, but could make a nice hiding spot.
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Sign/Metal/Whatever it is sticking through the force field post.
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Noticed the minimap was missing texture. I also highly dislike cyberspace from punk jIP one, it's too confusing on the eye, I can understand adverts/companies, but please, less transparency!

Thanks.

End Report.
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Re: [Update]Dys_Stronghold b6a - 15/Oct/09

Postby icepick66 » Thu Oct 15, 2009 4:07 pm

Awesome work, thanks, Ill add a few comments,

This sign is semi-transparent, probably due to it being a decal.
-- its the shopping cart model, cant really fix without removing the sign altogether

Skybox model in Standard scale looks odd. Place in the skybox.

Dident realise it was a skybox model, shall move

Advert without the Advert Sign model looks odd, add the model for greater depth.

--Advert sign model was a bit too large for me to use, ill have a fiddle though.

This fence is legbooster jumpable (Dunno if this was intentional)
--Its shootable too :) break the fence for another route.


Trash Dumpsters still not enterable, suggest making them non solid with invisible brushes, would add a great hiding places/cover. I have one from an old map of mine if you'd like.

--haha their using clip brushes atm, as the collision model propels you 100ft in the air. idk about letting people hide in them, kinda slows down game-play + adds unnecessary brushes. but ill change and test the one in the ally.

This forcefield looks odd now the others are different.
Purly a fps issue, having a refract refract another refract chomped 10fps for me :(


This button says door, but you're extending a bridge? Fix please. (Like the new doors!)
--Heh lazyness with the res files, ill fix.

Misc nodraw/leggie bugs. (One bug is above those vending machines)
--Fixed the vending machine one,
cant fix the spinning neon sign one as theres no way to make it nonsoild without wasting more entities.


Too many props are non-solid, spots immersion, especially when you can walk through lampposts.
--Lampposts have no collision model, not sure to fix as i hate getting stuck in street furniture and having movement inhibited.

Some of the spots you shown are only visible via leg boosting, mostly in minor areas that people wouldn't normally leg boost in, so i haven't fixed most to save on faces and fps. the more obvious areas where you'd try and leg boost are fixed.


You can get stuck here by hopping into this gap, and you can't legbooster out, however the room has lots of nice hiding spots!
-- Fixed

You can hide in the trees near the sewer door, tricky to get to, but could make a nice hiding spot.
-- Fixed

Sign/Metal/Whatever it is sticking through the force field post.
-- haha was waiting for someone to spot this, fixed. (I thought at the time no one will notice XD)

Noticed the minimap was missing texture.
-- my fault, fixed

I also highly dislike cyberspace from punk jIP one, it's too confusing on the eye, I can understand adverts/companies, but please, less transparency!
-- Made one huge building opaque, but ill properly give it a work over tomorrow, but most effects were to hide the basic layout of the cube. I turned down alot of the effect this version, looks like it still needs reducing from the mindfuck it once was xD.


Thanks.

End Report.


Awesome job! great to have such a nit picker once over the map with fresh eyes! as you can probably tell I'm an optimization whore and cut every corner in the book and haven't allowed any room for leg boosting :)

Really appreciate it, and will gladly return the favor when you release your map :)
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Re: [Update]Dys_Stronghold b6a - 15/Oct/09

Postby ViralHatred » Fri Oct 16, 2009 1:12 pm

I like how you're optimising the map as you go, but I have to say, Don't worry too much about going OTT on optimisation, much of it is clever func_detailing and areaportals really.

You have to strike a balance between "YAY FPS" and "YAY DEV TEXTURE MAP".

Nobody likes a bland map, it ruins the immersion, the setting.

Example, these onslaught maps for games, they give you a story, then the world is crafted in a such a way you somewhat believe it, and as a result, you fight for it.
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Re: [Update]Dys_Stronghold b6b - 15/Oct/09

Postby icepick66 » Sat Oct 17, 2009 12:23 pm

B6b has been released, ill upload to zero flame in about 12minutes.

http://icepick66.co.uk/Documents/dys_st ... 6b.bsp.bz2

Changes all include that listed above, 22kb heaver :P
Mini map has been tested and is working now, however there may be packing errors, so if you find any, notify asap :)

Thanks to ViralHatred for the amazing feedback, and neon girl for uploading it within a hour after release!

+rep.

@ Viral
ah its great practice to do it as you go, starting with nodraw and texturing the stuff you need and cheating the engine with fun-details. bad optimization lead to the horrible state it was in during the beta days, and rebuilding everything from scratch. I still have 75% resources left on most things (brushes/faces/models) etc, so I can just keep adding detail, the back ally and crate yard needs some desperate work, just need the time and willing to do it all :) You can probibly notice the slow decline in the detail from the punk spawn as I lost the patience xD.
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Re: [Update]Dys_Stronghold b6b - 15/Oct/09

Postby ViralHatred » Sat Oct 17, 2009 1:50 pm

Well, to tell you the truth, slapping nodraw everywhere does very little to improve performance.
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Re: [Update]Dys_Stronghold b6b - 15/Oct/09

Postby Pyroguy » Tue Oct 20, 2009 7:19 am

Just a little note, that cap on ent-data is a suggestion, not an actual ceiling.
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Re: [Update]Dys_Stronghold b6b - 15/Oct/09

Postby ViralHatred » Tue Oct 20, 2009 7:22 am

Pyroguy wrote:Just a little note, that cap on ent-data is a suggestion, not an actual ceiling.


This man speaks the truth, There is an actual limit, But I can't remember it, but you'll know it when it stops compiling.

I think it was something as high as 4096.
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Re: [Update]Dys_Stronghold b6b - 15/Oct/09

Postby alucard » Tue Oct 20, 2009 10:17 am

ViralHatred wrote:Well, to tell you the truth, slapping nodraw everywhere does very little to improve performance.



Wrong.
This makes a huge difference (red=nodraw):
|..|
|w|
|A|
|L|
|L|
|..||-------------|
|..||func_detail|
|..||-------------|
---------------------
floor
---------------------

while this makes none:

|..||..|
|w||w|
|A||A|
|L||L|
|L||L|
|..||..|
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Re: [Update]Dys_Stronghold b6b - 15/Oct/09

Postby ViralHatred » Tue Oct 20, 2009 11:50 am

alucard wrote:
ViralHatred wrote:Well, to tell you the truth, slapping nodraw everywhere does very little to improve performance.

Wrong.


You're talking of entity brushwork, I am referring to peices touching the void which have their backfaces removed on compile.
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Re: [Update]Dys_Stronghold b6b - 15/Oct/09

Postby alucard » Wed Oct 21, 2009 3:38 am

ViralHatred wrote:
alucard wrote:
ViralHatred wrote:Well, to tell you the truth, slapping nodraw everywhere does very little to improve performance.

Wrong.


You're talking of entity brushwork, I am referring to peices touching the void which have their backfaces removed on compile.


Hence my awesome educational ascii art.
Your original statement is still wrong. No-drawing makes a difference. If you do it right.
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Re: [Update]Dys_Stronghold b6b - 15/Oct/09

Postby icepick66 » Wed Oct 21, 2009 4:45 am

1024 entities is the limit i think the network client can handle (only named enitys are passed though the network client, non named are presumed to be static), ent data is just the names and input/output, 100%+ is beyond the safe zone, and you'll start having some random crashes running on pc's with lower ram.

with nodraw, theres no reason not to nodraw everything, you'll save texture memory, draw caluations, rad compile time etc.
Its true any face touching the void, or another brush is culled, but its sloppy to rely on this (as usually 1/6 faces actually fully meet the culling requirements). & hammer doesn't use the culled version it draws every face to a z limit, your only slowing your editor down by not doing it.


nodraw performance boost is little by comparison, but it all adds up, and makes/breaks a map.
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Re: [Update]Dys_Stronghold b6b - 15/Oct/09

Postby ViralHatred » Wed Oct 21, 2009 11:10 am

I tested a few recompiles, my unoptimised, badly textured maps from when I started compiled faster than my properly optimised, smalled test areas.

:|

I'm confused.
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Re: [Update]Dys_Stronghold b6b - 15/Oct/09

Postby Spire » Wed Oct 21, 2009 12:52 pm

You can safely go a lttle bit beyond 100% ent data in Dystopia without concern. But yeah, like Icepick said, just know that if you take it too far you are entering into some unstable territory.

ViralHatred: The purpose of optimization isn't to give you fast compiles. I woudln't assume that just because your compile is longer your optimization didn't work. Think of it this way: If your optimization is adding more tasks for the compiler to do (like adding hint brushes or area portals), it's probably going to take longer. If, however, your taking away things that it doesn't have to worry about (like using func_detail or nodraw), it's probably going to make it go faster. It all depends on what kinds of changes were made in the map.
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