UNDER DESTRUCTION V16 is available for download!Download here:
http://digilander.iol.it/flagraiders/files/temporary/z_udestruction-version16.pk3Link may not be active forever - This is a complete package: you don't need to have previous versions installed.
Changelog against
Version 15 (by the way, version 15 has been downloaded only once. Bad.... I hoped in more feedback, also considering that it changed the "ruined house" part gameplay considerably.
V14 has been downloaded three times instead (still few)):
- Reworked the columns in the "city entrance" area (look at the screenshot in my last post before this one).
- Placed a wood board to seal one of the windows on the middle floor of the "ruined tower", hoping to make it a little easier to defend the flag/dd point when fighting against human player (it looks like bots were not smart enough to shoot at you from outside the building, but humans may have been). Again, look at the screenshot in my last post before this one. Pelya, what do you think about that?
- Added the "!gametype" key to three spawn points, to disable them in "double domination" mode (I had the impression there were too many of them near to the "A" domination point).
- Some little texture fixes/changes.
- A few fixes to the README file.
- README file renamed from UDESTRUCTION_README.txt to OACMPDM10_README.txt. (Note: .bsp, .aas .map, levelshot and .arena files in the package still use UDESTRUCTION name).
- Slightly moved the white flag in OneFlag mode. Now it's a few meters more near to the hall of columns.
I hope this is the final version... however let me know about issues.
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Neon_Knight, you can use this file to re-package the map:
- All needed files are included (.bsp, .aas, .jpg, .tga, .wav, scripts): discard everything from before and use this stuff (IIRC, in OACMP1 RC1, a couple of "old" un-used sound files ended up in sound/gig01 folder: it has to contain 2 sound files only).
- About sources, the .map file is included in the V16 package... while all sources of textures and sounds (.XCF, .PSD...) are inside the 28.8 MB file you find here:
https://dl.dropboxusercontent.com/u/60263008/OA/Under_Destruction_texture_sources.zip (which you probably already have...)
- I don't know which will be the "final" name for each map
readme file in the OACMP package: of course you can rename "OACMPDM10_README.txt" to what you need. Note: in case the final "short name" of the proper map will be changed to something different than "OACMPDM10", the readme file will need to be updated.
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Now, what else do we need to complete OACMP?1) A small texture fix from
Moixie, for his DM map (on the floor of the "middle ring"? See
here)
2) Some fixes from
Jan... what they were? Missing ambient music in some map? Adding some machinegun bullet boxes in lateral tunnels of the CTF map? Fixing some brush/texture misalignment in his DM1 map (see
here)? Adding "surfaceparm nomarks" or "sufaceparm noimpact" in the shader of the white teleporter corridors of DM1 map? Are we sure all shader conflicts were already fixed? I suppose you should look back the forum for several pages...
3) Maybe we have never tested Akom's ctf map after he changed the skybox?
4) Updating README files included with all the maps. IIRC, infos in some of them are really outdated, and maybe some of them have no readme file at all yet.
5) Who has not yet posted his own source images (.xcf, .psd, etc.) should do.
6)
Double-checking .arena files, to be sure all maps are shown for the gametypes they should work flawlessy. Last time I checked,
I noticed some maps were uder-used: example.... in RC1,
all DM maps from Akom are listed for "ffa lms tourney"
only.... not listing oa_akomdm3 for Elimination and TDM is bad!!!!!!!! Reminder: there are no particular problems in listing a map for modes such as Elimination, LMS, TDM...
7)
Decide the final names to use... as I told months ago, instead of names such as "OACMPDM01", I would really prefer "
OACMPDM1" ("trimmed"). Other ideas included names such as "OACMP1DM01" (restarting from OACMP2DM01 for next year's OACMP2 package) and "OACMPDM001". Which one to use?
8) Creating two packages, one in .pk3 format with the maps and everything required to play, and another one which will include all sources (to save
many MB of size in the .pk3).
The .pk3 should contain a text file (the main Readme should be adapt) containing a link to download the "sources" package.9)
Please read this post (and
the following ones?) for some other things I noticed when RC1 was made, and that should be checked for the final version (adding map rotation scripts, readme files Windows/Linux format, a strange file position for a sound from Akom...).
10) Some levelshots to be changed (e.g. were taken with 2D active, or with modified FOV)?
11) After the "final" package has been done, a few extra days for testing it before saying it's officially released (if you prefer, also an RC2 may fit).
12) Something I may have forgot?
... something like "how's going with GPL compliance of ANY extra stuff used in the package"? Everything's okay? Are there some textures we don't yet know if are allowed or not??? GPL compliance IS a main goal of the mappack!
PS: I don't remember... maybe some "detail textures" tests have been made for OACMP? Were they part of RC1? Could someone tell me how we were going with them? I don't remember...