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Author Topic: Gauging interest: OpenArena Community Mappack Volume 2  (Read 70900 times)
Gig
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« Reply #25 on: February 18, 2014, 02:13:02 am »

I'm going to give you a reminder, as well. When I, or someone else, says that something "it's not going to be fixed", stop insisting.
Okay, but don't confuse "list" and "recap" with "insist".  Wink
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Gig
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« Reply #26 on: February 24, 2014, 04:33:23 am »

Searching for a small help...

I started working on my OACMP volume 2 map, using GTKRadiant 1.5 (I used Q3Radiant for my previous map)...
There is a thing I don't understand...
I do something that should "group" some brushes (selecting more brushes, then "N", and select something like "func_bobbing" or "func_group")... but then, when I later I select (shift-click) one of the brushes, it immediately selects only it... how to select all the previously "grouped" brushes at once?

Are there other ways to "group" brushes?
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« Reply #27 on: February 24, 2014, 05:05:48 am »

Ctrl + Alt + E. Try that.
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Gig
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« Reply #28 on: February 24, 2014, 05:20:11 am »

Ctrl + Alt + E. Try that.
Works! Thank you!  Wink

I will need some time to get used to the changes from Q3Radiant... (in Q3Radiant, when you shift-click on a brush whish is part of a group, all those brushes are selected at the same time at first, and then you have to press tab key to cicle between them. In GTKRadiant, instead, shift-click selects only one brush, and you have to ctrl+alt+e to have also all other brushes of the group selected).

Just for the record, GTK Radiant "shortcuts list" mentions that command as "Expand selection to entities".
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Gig
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« Reply #29 on: February 25, 2014, 04:46:07 am »

Another issue with GTKRadiant 1.5.

When I do some change to grouped brushes (e.g. "func_bobbing" brushes), for example to add more brushes to the group... or to move some brushes which are part of the group... it causes some error. Everything seems normal in the editor, but when I compile the map and try to load it, OpenArena fails and returns this error message: "sv_setbrushmodel: null".

This seems to be because gtkradiant has somehow "duplicated" the entity, instead of just updating it...
if I open the .map file with a text editor, I can see something like this:
Quote
// entity 25
{
"classname" "func_bobbing"
"height" "10"
}
// entity 26
{
"classname" "func_bobbing"
"height" "10"
// brush 0
{
( 888 864 346 ) ( 888 848 346 ) ( 872 848 346 ) sfx/b_flame-oasago 64 167.3720703125 180 0.125 0.0725445747 0 0 0
( 872 848 322 ) ( 888 848 322 ) ( 888 864 322 ) sfx/b_flame-oasago 64 167.3720703125 180 0.125 0.0725445747 0 0 0
( 888 856 322 ) ( 888 856 346 ) ( 888 864 346 ) sfx/b_flame-oasago 71.732421875 170.6665039063 180 0.0736608505 0.09375 0 0 0
( 884 863 322 ) ( 884 863 346 ) ( 877 867 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 876 863 322 ) ( 876 863 346 ) ( 869 859 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 872 856 322 ) ( 872 856 346 ) ( 872 848 346 ) sfx/b_flame-oasago 71.732421875 170.6665039063 180 0.0736608505 0.09375 0 0 0
( 876 849 322 ) ( 876 849 346 ) ( 883 845 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 884 849 322 ) ( 884 849 346 ) ( 891 853 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
}
// brush 1
{
( 888 1008 346 ) ( 888 992 346 ) ( 872 992 346 ) sfx/b_flame-oasago 64 167.3720703125 180 0.125 0.0725445747 0 0 0
( 872 992 322 ) ( 888 992 322 ) ( 888 1008 322 ) sfx/b_flame-oasago 64 167.3720703125 180 0.125 0.0725445747 0 0 0
( 888 1000 322 ) ( 888 1000 346 ) ( 888 1008 346 ) sfx/b_flame-oasago 71.732421875 170.6665039063 180 0.0736608505 0.09375 0 0 0
( 884 1007 322 ) ( 884 1007 346 ) ( 877 1011 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 876 1007 322 ) ( 876 1007 346 ) ( 869 1003 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 872 1000 322 ) ( 872 1000 346 ) ( 872 992 346 ) sfx/b_flame-oasago 71.732421875 170.6665039063 180 0.0736608505 0.09375 0 0 0
( 876 993 322 ) ( 876 993 346 ) ( 883 989 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 884 993 322 ) ( 884 993 346 ) ( 891 997 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
}
[...]
Do you notice? It somehow "duplicated" the group. Entity 26 is the "correct" group (includes brushes), while Entity 25 is a "ghost" group: it has got no brushes, so the game does not know how to manage it.
To solve the issue, I have to locate and manually delete the lines about the ghost group with the text editor. Then I can re-open the map in Radiant.

This is very annoying even now that the map has got very few entities. Does anyone know some solution/workaround to prevent this from happening?
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Neon_Knight
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« Reply #30 on: February 25, 2014, 05:25:47 am »

AFAIC, Setbrushmodel Null is normally caused by an empty brush-based entity, normally func_*.

In that part of yours, the first func_bobbing is empty. If you want to duplicate the func_bobbing, you have to select the brushes manually, either by selecting them at hand in a 2D view or by using the Entity list. If you use Ctrl+Alt+E it also selects the func_bobbing entity. It shouldn't be selected.
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jangroothuijse
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« Reply #31 on: February 25, 2014, 01:22:24 pm »

I've made something; i can't promise i'll finish it anytime soon; but its basically a floor plan that needs a theme (now consists of 3 textures and a sky...). I don't know if this is wanted here, but i'm basically inviting anyone who feels like it to try and theme it. Perhaps a way for people to start mapping?

It already has most items (but lacks ammo) and has bot support (decent bot support even). So please, if you have a nice idea, finish it. If you need some support (it has many patches...if you want me to change them, split them, etc..), please PM me.

In the meantime, its playable.

http://jan.groothuijse.net/img/jx1b1-13q.pk3


edit: no it does not have a dead-end, it has an unmarked teleporter: just walk into the wall...
« Last Edit: February 25, 2014, 01:31:16 pm by jangroothuijse » Logged
Neon_Knight
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« Reply #32 on: February 25, 2014, 01:43:21 pm »

I've made something; i can't promise i'll finish it anytime soon; but its basically a floor plan that needs a theme (now consists of 3 textures and a sky...). I don't know if this is wanted here, but i'm basically inviting anyone who feels like it to try and theme it. Perhaps a way for people to start mapping?

It already has most items (but lacks ammo) and has bot support (decent bot support even). So please, if you have a nice idea, finish it. If you need some support (it has many patches...if you want me to change them, split them, etc..), please PM me.

In the meantime, its playable.

http://jan.groothuijse.net/img/jx1b1-13q.pk3


edit: no it does not have a dead-end, it has an unmarked teleporter: just walk into the wall...
if you don't mind, I'll do. The three maps I'm making will take some time to get a good look and a proper item placement. In the meantime, I will texture this. What do you think?
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jangroothuijse
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« Reply #33 on: February 25, 2014, 02:17:51 pm »

if you don't mind, I'll do. The three maps I'm making will take some time to get a good look and a proper item placement. In the meantime, I will texture this. What do you think?

Unless you're being sarcastic, cool! I've tried to make better brushwork, no more overlap nor using subtract and all non-visible (with curves off) faces are caulked. If there still are issues, please let me know...
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Neon_Knight
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« Reply #34 on: February 25, 2014, 02:34:27 pm »

NOT AT ALL! It wasn't sarcasm at all.
I really feel that I haven't really contributed anything to the previous pack.
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Akom74
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« Reply #35 on: February 25, 2014, 03:03:30 pm »

NOT AT ALL! It wasn't sarcasm at all.
I really feel that I haven't really contributed anything to the previous pack.

You don't have to blame yourself, time is our big enemy  Tongue
I think you don't have to change or modify other maps, but you have to make your map as all we do.

By the way, map's optimization is welcome  Grin

Wink
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jangroothuijse
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« Reply #36 on: February 25, 2014, 04:07:33 pm »

NOT AT ALL! It wasn't sarcasm at all.
I really feel that I haven't really contributed anything to the previous pack.

You're being an IT project leader, whose personnel is unpaid, not formally trained for the job and generally unreachable; yet somehow you manage to ship a product, you should be proud, you contributed more than enough.

It would be awesome if you did something with this map, but please don't let it take away time from your other maps.

« Last Edit: February 25, 2014, 04:47:44 pm by jangroothuijse » Logged
Gig
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« Reply #37 on: February 26, 2014, 03:34:34 am »

Jan's map looks nice. I quickly tired it, and it has got that "Jan's style"... It looks like oajgdm3 with a little of oajgdm2.
I suppose this can work.  Smiley
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Gig
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« Reply #38 on: February 26, 2014, 03:52:58 am »

A few ideas for potential OACMP Volume 2 maps (if someone else is able to do them...):

- A "cockroach" map, where you are small and you are in a giant room with normal-but-enormous tools (example: reqkitchen)
- A "cell-shaded" (cartoon style) map, like 13island. (I don't know how, but they even managed to change the rocket explosion into cartoon style -see attached screenshot-... only when playing on that map!)
- A pirate ships-themed map (example screenshot from a Moixie's post).
- A rooftops map where it is easy to fall down, but in that case you don't die, you just are teleported elsewhere.
« Last Edit: February 26, 2014, 11:06:35 am by Gig » Logged

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grey matter
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« Reply #39 on: February 26, 2014, 08:39:40 am »

- A "cockroach" map, where you are small and you are in a giant room normal-but-enormous tools (example: reqkitchen)
There's also reqbath and most of the World of Padman maps (unfortunately there's a lack of proper official screenshots).
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Akom74
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« Reply #40 on: February 26, 2014, 11:49:25 am »

A few ideas for potential OACMP Volume 2 maps (if someone else is able to do them...):

- A "cockroach" map, where you are small and you are in a giant room with normal-but-enormous tools (example: reqkitchen)
- A "cell-shaded" (cartoon style) map, like 13island. (I don't know how, but they even managed to change the rocket explosion into cartoon style -see attached screenshot-... only when playing on that map!)
- A pirate ships-themed map (example screenshot from a Moixie's post).
- A rooftops map where it is easy to fall down, but in that case you don't die, you just are teleported elsewhere.

Gig, map's ideas are listed here Tongue
http://openarena.ws/board/index.php?topic=4646.0

By the way, the mappack will be created from mapper chioces and creativity, imho.

Wink
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« Reply #41 on: February 26, 2014, 01:22:37 pm »

If there's going to be a 'rats'/'runtfest' style map there could be some care taken into texture switching, for example make all the books use the same texture image and carefully use scale/align values to match each book cover and etc...  usually the #1 complaint is the performance because of the vast areas required to be rendered, though there definitely is room for optimization without much loss, even compared to those old 2000/2001 era maps.  

also we'd have to avoid brands or even parody of brands. so if there's ,for example a cereal box...... it should be just text of "CEREAL #1" and "CEREAL #2" etc. You get the idea.

and finally, anyone ever played Battle Bugs?  100% of that game was just area domination over food, so doing such a map to support domination would be a shoutout in itself



I think the pirate ship stuff could turn into airships still, the helicopter airship variety rather than the zeppelin type, so there's more vertical air room and less curves to render..
« Last Edit: February 26, 2014, 01:30:32 pm by fromhell » Logged

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
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« Reply #42 on: February 27, 2014, 09:42:37 am »

If i'm not wrong, tomorrow it's the final date for the release of Volume 1.
In the meantime the official topic for Volume 2 will be opened ?

Wink
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Neon_Knight
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« Reply #43 on: February 27, 2014, 10:03:33 am »

This is the official topic for OACMPv2.
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« Reply #44 on: February 27, 2014, 10:16:03 am »

This is the official topic for OACMPv2.

"Gauging interest"  Huh Huh

Ok, no problem.... Tongue.....

Wink
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Gig
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« Reply #45 on: February 27, 2014, 10:24:16 am »

I had the dame dubt up to some days ago. Now I suppose NK will update the title of the thread when we will pass from a phase to the next one.

About V1, I hope for another test version.

Ps: about a potential Cockroach map, of course we would have the additional problem of not being able to use pictures of existing products, because they are copyrighted.
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Neon_Knight
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« Reply #46 on: February 27, 2014, 10:25:58 am »

It's the same procedure as with OACMP1. Once the first beta is released, the title of the topic will be changed.
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« Reply #47 on: February 27, 2014, 10:33:50 am »

It's the same procedure as with OACMP1. Once the first beta is released, the title of the topic will be changed.

It's ok for me, but please delete (if you want or can) the stuff that not involve the "Testing the maps for Volume 2".

Wink
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Gig
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« Reply #48 on: February 27, 2014, 10:40:25 am »

It's ok for me, but please delete (if you want or can) the stuff that not involve the "Testing the maps for Volume 2".

What? I do not understand...
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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
Neon_Knight
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« Reply #49 on: February 27, 2014, 10:43:12 am »

Sorry, I don't have deleting rights. :/
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