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Author Topic: [MAP] OA_akomctf4  (Read 34213 times)
Suicizer
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« Reply #50 on: February 16, 2014, 12:10:30 pm »

So... How to delete that old jumppad texture? Anyone knows how it is called =S?
Opening the map in the editor, it seems Akom used "sfx/bounce_concrete" for jumppads. I found it in oasfx.shader (from OA 0.8.1): it looks like that invokes "textures/sfx/bounce_concrete.jpg" and "textures/clown/circ4glow.tga".
Maybe some of your third-party .pk3 files contains a "textures/sfx/bounce_concrete.jpg" file?

So, how to delete this old texture?
Please do me a favor and don't tell me to delete all .pk3's once more -.-
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« Reply #51 on: February 16, 2014, 12:34:43 pm »

The standard way is to move all your extra pk3 to another folder, then back to their original position at trunks (I don't know how many you may have.. if you have 100 pk3, you may try with chunks of 10 files), and test until you find which one is causing the issue (after finding the problem is in a certaing chunk of 10 pk3, refine the test within those ten).

Alternate way: you already know a texture filename which is conflicting... so you can open your extra pk3 files with a zip manager, and browse or search inside each one for that specific texture. When you will have found that, you should have found the conflicting pk3. Maybe some tool allows to perform a search inside multiple pk3/zip at the same time (would really be a time saver)... I don't know now.

Don't forget both homepath and basepath.
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« Reply #52 on: February 16, 2014, 12:56:57 pm »

Sometimes a missing bracket in a shader file can blow it all to hell.  This was particularly annoying in the careless early days of Q3 editing in 1999-2000.
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Akom74
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« Reply #53 on: February 16, 2014, 03:03:51 pm »

So... How to delete that old jumppad texture? Anyone knows how it is called =S?
Opening the map in the editor, it seems Akom used "sfx/bounce_concrete" for jumppads. I found it in oasfx.shader (from OA 0.8.1): it looks like that invokes "textures/sfx/bounce_concrete.jpg" and "textures/clown/circ4glow.tga".
Maybe some of your third-party .pk3 files contains a "textures/sfx/bounce_concrete.jpg" file?

So, how to delete this old texture?
Please do me a favor and don't tell me to delete all .pk3's once more -.-

For true, you don't need to delete nothing, just copy/paste you OA0.8.8 folder to another folder, for example C.\programs\OA0.8.8  to  C:\OA0.8.8 and in this folder delete all the extra PK3 and just maintain the PK3 with the map you need to test.

I have 3 or 4 folders with OA installed Tongue Tongue
one for the packs extracted
one for the editor
one for try the maps
and one for the cleaned release Tongue

Wink

EDIT: @Suicizer: Don't be mad Tongue i think to change the jump pad in the next release with one from my own and this issue will disappear Tongue  Wink
« Last Edit: February 16, 2014, 03:56:18 pm by Akom74 » Logged

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Gig
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« Reply #54 on: February 17, 2014, 02:14:55 am »

For true, you don't need to delete nothing, just copy/paste you OA0.8.8 folder to another folder, for example C.\programs\OA0.8.8  to  C:\OA0.8.8 and in this folder delete all the extra PK3 and just maintain the PK3 with the map you need to test.
That way allows to get a clean "basepath" (installation) folder. To also have a clean "DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Homepath#Configuration_files_and_automatic_downloaded_files_path]homepath" (settings/autodownloaded files) folder, you may create a new shortcut which would launch "openarena.exe +set fs_homepath c:\alternatepath" (check DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Homepath#Can_I_change_the_directory_to_where_configuration_and_autodownloaded_files_are_saved.3F]here for more infos). When launching the game from that shortcut, you would use a different "homepath" than your usual one.
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Akom74
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« Reply #55 on: February 28, 2014, 01:15:48 pm »

Hello OA people  Grin

Here is the Final (i hope) release of oa_akomctf4:
Download Link:
Code:
https://app.box.com/s/og674t6sv6z6ptsruu95

Some screens:

       

Updates:

- Changed the bases brushes following some suggestion by Suicizer.
- Added OA logo in each base, remaked from scratch.
- Added new texture and effect for jumppads. Do you like it ?
- Some minor other changes.
- Added two plasmagun ammo that was missing in prewious version, nobody noticed it (me too)  Tongue  Huh


Bugs:

- BOTs sometime don't return the enemy flag, but not all BOTs.
-  Huh    (tell me)

Wink
« Last Edit: February 28, 2014, 01:18:37 pm by Akom74 » Logged

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Gig
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« Reply #56 on: March 03, 2014, 01:26:49 am »

Nice!  Smiley I like it!

Just a few (minor) things:
- First screenshot: isn't this side too dark?
- Second screenshot: it's not so clear what this poster shows (oacmpdm9 maybe?)... maybe replacing it with another view?
- Third screenshot: what about making these OA logos slowly rotating?
- I still have some dubt about those "rail camping" areas...


PS: I still don't get how to reach the BFG...
« Last Edit: March 03, 2014, 07:37:53 am by Gig » Logged

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Akom74
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« Reply #57 on: March 03, 2014, 10:50:30 am »

- First screenshot: isn't this side too dark?
- Second screenshot: it's not so clear what this poster shows (oacmpdm9 maybe?)... maybe replacing it with another view?
- Third screenshot: what about making these OA logos slowly rotating?
- I still have some dubt about those "rail camping" areas...

PS: I still don't get how to reach the BFG...

- It's dark as the light make it  Cheesy ...but not too dark.
- If you look at the original map's paint (see screenshot), this one is awesome  Tongue
- If i make it rotating the texture go where it want, make a try.
- Camping areas are the same for each team, maybe i can delete one railgun per base.

- Now it's easyer to get the BFG, if you look well you can go in the BFG room from upside and from lateral passages. By the way it has difficult to take, remember that is a powerful weapon, the BOTs also get it and shoot me many times  Tongue Tongue .

Wink
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Gig
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« Reply #58 on: March 03, 2014, 11:22:00 am »

- If you look at the original map's paint (see screenshot), this one is awesome  Tongue
Excuse me, which screenshot? Maybe you forgot to attach one to your post?
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Akom74
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« Reply #59 on: March 03, 2014, 01:22:47 pm »

- If you look at the original map's paint (see screenshot), this one is awesome  Tongue
Excuse me, which screenshot? Maybe you forgot to attach one to your post?

Whoops  Tongue Roll Eyes



 Wink
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fromhell
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« Reply #60 on: March 03, 2014, 01:29:13 pm »

The OA signs do not need to spin. Doing a bunch of func_rotating could introduce more traffic


I also think the screenshots of the other maps as wall pictures are fine
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Akom74
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« Reply #61 on: March 03, 2014, 01:58:20 pm »

The OA signs do not need to spin. Doing a bunch of func_rotating could introduce more traffic


I also think the screenshots of the other maps as wall pictures are fine

Thanks Fromhell  Grin Grin

I also remember to all that once the map will be officially released, under OACMP Volume 2 i think, everybody can modify and change whatever he/she want.

By the way, what about the new jump pad ? Like it ?

Wink
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fromhell
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« Reply #62 on: March 08, 2014, 12:38:34 pm »

I finally got around to playing the map


There's also a couple of places where it could be optimized.  The windows in the bridge could become a double plane with a translucent window texture, without clipping while the old bars could remain as clipbrushes.

Making a skyroom or skymodel could benefit both performance and appearance too.  I have some sort of idea (a city?).   Though that would mean having to prototype something in QuArK, and the dreadful setup process to get QuArK working O_O


Also i'm moving your thread.. It's no longer an idea when it's a reality Tongue
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Suicizer
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« Reply #63 on: March 08, 2014, 04:29:14 pm »

I finally got around to playing the map


There's also a couple of places where it could be optimized.  The windows in the bridge could become a double plane with a translucent window texture, without clipping while the old bars could remain as clipbrushes.

Making a skyroom or skymodel could benefit both performance and appearance too.  I have some sort of idea (a city?).   Though that would mean having to prototype something in QuArK, and the dreadful setup process to get QuArK working O_O


Also i'm moving your thread.. It's no longer an idea when it's a reality Tongue

Wut? I've used QuArk twice to convert .wad textures into .jpg and it's setup isn't that bad as I remember.
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Akom74
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« Reply #64 on: March 10, 2014, 03:46:20 pm »

I thought that QuArK is more like UTeditor than like Radiant editors  Tongue Grin
http://quark.sourceforge.net/

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Neon_Knight
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« Reply #65 on: March 10, 2014, 04:38:39 pm »

QuArK works for all the games it supports, like the Radiant editors do. Sadly, there's no official OA pack, I suppose. :/
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« Reply #66 on: March 16, 2014, 04:54:32 pm »

Here's a few vintage PC screenshots in parts of the map.

The weird colored screenshots are experimental paletted texturing support which IS faster on Voodoo2
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Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
wing0
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« Reply #67 on: April 03, 2014, 05:49:36 am »

Too much text, too long didnt read Cheesy

To my excuse I was not able to read the numbers for the different pages ;-)

To topic:
The map is great! - besides maybe for competitive stuff.
I checked and checked and it is great!
The ways can easily be memorized.
The more I think of the ways you arranged the map the more I like it.
Having five ways into the entry hall is great and the way the ways in are 'composed' is great!
There are two "not snipeable from above" ways and you can sneak behind the rail-spawn-points (aka rail-camper places).

Everything great with one "But":
You need to use jumppads three times to capture.
The jumppads are really sniper friendly and two spawnpoints of rails are in sight.
The angle will push the carrier into the void when using two of the three pads.
You can also camp on the top and defend the flag with rail very well.
You just need to hear from which side the attacker is coming (jump-pad sound) and use one of the 10 slugs you positioned there.
(10 slugs = 15 seconds when 'auto'-shooting until the next slugs spawn).

My suggestions to improve the map:
-Take the slugs off the top.
-Incorporate a 'save but slow' way to the top.
-Include a way up there that includes a RJ/GJ/PC or something like that. There are many red 'awnings' that want to be used!
'Unforseen' ways to conquer the flag are the best.
Some "inspiration":
https://www.youtube.com/watch?v=s904z7Dj3i0

-Rotate the 'air vents' facing each other so that you can use them for fastcaps (jumping on them, accelerating in direction of slope)

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Akom74
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« Reply #68 on: May 04, 2014, 02:07:54 pm »

I'm not going to modify the map. As it is, the map is like the UT3 original, in gameplay and item placement, the architecture it's  similar a lot.

It will be proposed for the OACMP Volume 2 as it is with the other maps.
If someone want to modify it, he can do what he want, the map it's released under GPLv2.

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Suicizer
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« Reply #69 on: May 05, 2014, 01:49:24 am »

I'm not going to modify the map. As it is, the map is like the UT3 original, in gameplay and item placement, the architecture it's  similar a lot.

It will be proposed for the OACMP Volume 2 as it is with the other maps.
If someone want to modify it, he can do what he want, the map it's released under GPLv2.

Wink


Thanks for saving me the time to play UT3 if all their maps are like this.
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Akom74
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« Reply #70 on: May 05, 2014, 11:45:33 am »

I'm not going to modify the map. As it is, the map is like the UT3 original, in gameplay and item placement, the architecture it's  similar a lot.

It will be proposed for the OACMP Volume 2 as it is with the other maps.
If someone want to modify it, he can do what he want, the map it's released under GPLv2.

Wink

Thanks for saving me the time to play UT3 if all their maps are like this.

 Huh Huh ....sorry, i don't think i've understood well  Embarrassed

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Neon_Knight
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« Reply #71 on: May 05, 2014, 02:35:09 pm »

He assumes every UT3 map is like your map. Tongue
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Akom74
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« Reply #72 on: May 05, 2014, 02:46:10 pm »

He assumes every UT3 map is like your map. Tongue

But this it's not true !! I don't think Suicizer mean this. He have looked at some video of UT3 on the internet for sure, why have he to write this wrong thing ? ....i'm confused....  Huh

 Smiley
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Neon_Knight
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« Reply #73 on: May 05, 2014, 04:13:55 pm »

Perhaps he's being sarcastic. I don't know.
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Suicizer
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« Reply #74 on: May 05, 2014, 10:58:42 pm »

Perhaps he's being sarcastic. I don't know.

Sadly I wasn't.

I have to agree wing0 when it comes to the gameplay and flow of the map.
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