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Author Topic: islandctf4 alpha 3  (Read 10485 times)
sago007
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« on: February 17, 2009, 05:31:44 am »



http://files.poulsander.com/~poul19/public_files/islandctf4a3.pk3

Revived from svn. Does no longer use alpha mapping but works with vertex light.

Bot support is limited to Double Domination (this might be a game bug). At least on of the bot clusters is broken.
« Last Edit: June 20, 2010, 07:47:04 am by sago007 » Logged

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andrewj
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« Reply #1 on: February 17, 2009, 07:22:06 am »

I need a simplified version to create an aas-file from and that is not done yet.
How does that work?  I thought the aas file had a checksum and would only work with the bsp it was generated from.

Looks nice btw.
« Last Edit: February 17, 2009, 07:24:59 am by andrewj » Logged
Neon_Knight
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« Reply #2 on: February 17, 2009, 07:46:19 am »

I took a look at the Terrain manual on GTKR1.5 help files, it says that bot support can be possible but a thing to bear in mind is the careful placing of clusterportals.
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sago007
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« Reply #3 on: February 17, 2009, 08:36:51 am »

How does that work?  I thought the aas file had a checksum and would only work with the bsp it was generated from.
There is some guides out there on how it is done. The method includes the bspc option fixaas and clearing some bytes from the aas-file with a hexeditor.

It doesn't sound easy but at least it is possible.
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jute
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« Reply #4 on: February 18, 2009, 11:10:39 pm »

This map looks really nice.
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fromhell
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« Reply #5 on: February 19, 2009, 02:56:51 am »

looks like the terrain blending is completely nixed and there is no smooth shading Sad
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kit89
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« Reply #6 on: February 19, 2009, 05:31:47 am »

I found a good technique when compiling for bot support in large open maps.

What you want to do is create massive bot clip walls. For this map I'd say 2 is good. Creating 3 sealed sections.
Then cut out entrances for where you want the bots to walk through to get to each section. After that full each entrances with a cluster-portal brush.

Make sure the walls reach across the entire map as one small gap will cause this technique to not work.

This works well as it reduces the amount of nodes the bots can see at one time, improving performance.

I read this in a tutorial somewhere, but I've been unable to find it again.

Also recreating the map in simple geometry using bot-clips will also help. Smiley
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epicgoo
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« Reply #7 on: February 19, 2009, 06:01:49 am »

it would look a lot better with terrain blending
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sago007
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« Reply #8 on: June 25, 2009, 12:58:46 pm »

Alpha 2 up.

Changes:
Runes (2 of each)
Bot support. Well for Double Domination at least.
Towers to mark the bases

I had to compile a new version of bspc to create the aas-file. The memory limit is hardcoded in bspc.
While the map is meant for 8 vs. 8 more than 3 bots per team will eventually crash the server.
At least one clusterportal is broken meaning that the biggest cluster has nearly 1800 areas. Before I created clusterportals the size was 7700 areas and caused cpu problems on my 6400+ Athlon X2.

No terrain blending. People who want it should be welcome to find a way to compile it in. The necessary files is on the svn and they make absolutely no sense to me.

The screenshot is from alpha 1. I might update it later.
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Neon_Knight
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« Reply #9 on: June 29, 2009, 06:09:35 pm »

Have you tried to look things on this page?

http://www.simonoc.com/pages/articles.htm

Maybe these can help you with this map.
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cosmo
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« Reply #10 on: June 30, 2009, 02:09:11 am »

simons howto is helpful but there are more possibilities.
I found more things regarding to alphablending on splashdamage.com and used it on oa_koth2 and ctf_inyard.
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swizzler
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« Reply #11 on: June 30, 2009, 08:24:15 am »

Alpha 2 up.

Changes:
Runes (2 of each)
Bot support. Well for Double Domination at least.
Towers to mark the bases

I had to compile a new version of bspc to create the aas-file. The memory limit is hardcoded in bspc.
While the map is meant for 8 vs. 8 more than 3 bots per team will eventually crash the server.
At least one clusterportal is broken meaning that the biggest cluster has nearly 1800 areas. Before I created clusterportals the size was 7700 areas and caused cpu problems on my 6400+ Athlon X2.

No terrain blending. People who want it should be welcome to find a way to compile it in. The necessary files is on the svn and they make absolutely no sense to me.

The screenshot is from alpha 1. I might update it later.

good sir, may I ask what you used to make the terrain on this map?
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sago007
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« Reply #12 on: April 23, 2010, 09:00:59 am »

Just found some new compile switches that makes the map look a little better:


The bsp stage needs "-np 179" and the light stage needs "-shade".

The compile switches is the only difference since the first screenshot.

The changes can also be applied to textures but I have still not bothered looking into textures.

The map is still a bit bare. Maybe one should just build two large castles in each end?

Quote
good sir, may I ask what you used to make the terrain on this map?
Found it on svn.
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fromhell
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« Reply #13 on: April 23, 2010, 05:26:01 pm »

OOOOOOOOOOOOooooooooooooooooooooooooooooooooooooooooooooooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOo!!!!!!!!! So that's the secret to defaceting!
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
pulchr
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« Reply #14 on: April 24, 2010, 08:44:36 am »

sock has some articles on his site. check out the chapters there - lots of good info.
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sago007
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« Reply #15 on: June 20, 2010, 07:46:56 am »

Updated. Now you can try it with the new compile parameters.

Bots sometimes seems to hover because they move on a simplified version and in Alpha 3 the problem is worse but it saves a considerable amount of resources. And they still have there problems with CTF and such. They can get to both bases but it is hard for them.
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