1944 Nordwind 2


(Tardis) #81

[QUOTE=Mateos;385271]
Replaced TruckYard_Gate by cm_truckyard_gate, no change. I’ll keep it because it is as important as the Gold Rush Bank Doors. Strange is appears fine on compass, but in limbo only if the console has been in front of it :/[/QUOTE]

If you had the customimage on it will work in limbo - this is same as specs hence why it dont show up :wink:

BTW I did not know about using a shader for the icons Nice :cool:


(Mateos) #82

Added, no change… The Bank Door on Gold Rush just have both custom<team>image on same entity, and it shows up correctly…


(Tardis) #83

Stange :o might be a script problem don’t know…

Let me know what you do/did to fix the problem


(Tardis) #84

Was editing my own customaxisimage and customalliesimage try it with spawnflags 3 on the trigger_objective_info :wink:

you should not need the customimage ether unless your replacing a stock dino / heath/ammo ect icons :wink:


(Mateos) #85

Already the case, since both Axis and Allies boxes are ticked :slight_smile:

The Gtk help part says customimage is to define an icon for both teams, and it will overrides the team-individual ones. Radar has a custom pic for both doors and both teams: Allies have dynamite icon and Axis have door icons. I can’t figure out why on Gold Rush there’s both and with same icon, would have been easier to put a single line… Thanks for advice :slight_smile:


(Tardis) #86

Any News on working out your bugs ?


(Mateos) #87

I’m adding ambient sounds. As it needs PVS, I had to improve the VIS blocking… Added some Caulk brushes in the mountains/hills, divided by 2 the amount of portals, VIS takes less than one minute now. But still few issue about how work the custom Hint portals… The ones I had seems to cut the structural stuff:
http://www1.picturepush.com/photo/a/7129979/img/Wolfenstein-Enemy-Territory-Mapping/Hint-cut-too-much.png

I tried to drag edges of the wall and ceiling together on top and bottom on one side, maybe portals like patches have a 0 value for Z, so it was between 2 structural brushes…Still have them cutting structural walls.


(Mateos) #88

[QUOTE=Mateos;347571]Just one issue, recurrent in all the parts I used it:

It Gtk it is perfect, I made it to fit so you have the edges on top/bottom/left/right instead of a simple cube. And in game? Cylinder. Why? :/[/QUOTE]

I will start by answering myself, maybe it will be of any use someday: this part, copy/pasted from Fuel Dump, is a cylinder. And cylinders are auto-shaded, that’s why I have always it like this. Thanks to Obsidian (Here is the thread).

I am optimizing the map with Hints, and I noticed an issue I’m afraid I can’t fix, but I will ask: I have reached the goal of stable 125 FPS almost everywhere, with a -VIS under 1 minute on Core2Duo 2.20 GHz. The only problematic location is on the right of the Allied Spawn: 100-110 FPS, 70 000 verts. As some remember, I use the foliage shader. If I do /r_drawfoliage 0, 125 FPS, 30 000 verts. So you may have guessed: can I have 125 FPS with the foliage technology on? I tried some cuts with Hint, few locations are displayed even if you can’t draw a direct line from the leaf node in which I am and the leaf node displayed: behind a caulk wall, from void to an horizontal Hint face. If I have to give up the foliage, so it will no more need optimization.

This said, still few things to sort out for atmosphere and graphic quality, and it is done. If some wants screens from a particular location, just ask :slight_smile: Or if you want me to add something it’s alright as well.

Edit:
Forgot to ask if it’s possible to use the _decal entity on the terrain? I would like to use a bush texture on the base of the mountains… _decal, blending (If so, how?), copy/paste bottom triangles and retexture?


(Mateos) #89

The map itself is almost finished. There’s only one thing left to do: the command map. I tried my luck on GIMP, the last attempt was going fine until I get even less free time to finish it… So I uploaded the Tracemap, the Gimp XCF, and the Gimp palette I made and I was going to use to color it. If some forum visitor has the time to finish/make it from Tracemap, please do! I will try to finish the 1944 Nordwind waypoints and convert them for my version 2.

The link:


(Tardis) #90

I had a quick go at it when I had some spare time. :wink:
The command map all depends on what you are after, I like this way :wink: but its your map

I used Jasc Paint Shop Pro 9




(Mateos) #91

I like the second a lot! Will try to resize it up to 512x512 and add more cold colours, I hope it will make it :slight_smile: And also to make the road continue on the left behind mountains, and some leveling…


(Mateos) #92

Here it is! Made from your CM with some GIMP tools:


Any advice to make it better? :slight_smile: Before colours.


(Tardis) #93

You should try Jasc Paint Shop Pro 9 it has a lot of fetuers that gimb does not have :wink:

I cleaned it up for you so less pixelated :cool::wink:



(Mateos) #94

Thanks again! Here is the final result:


Thanks to this GIMP plug-in I found:
http://registry.gimp.org/node/25434

Seems it can do it for sandy maps as well :slight_smile:


(Mateos) #95

Alright, released a First Playable 3 clan-only… which will be on the clan public pub server in the next month rotation.

Here is the changelog, close to complete, if you have some free time left to spend:

-------------------------------------------------
 Further development
-------------------------------------------------
> First Playable 3
- General
	* Added Axis Win animation.
	* Added various ambient sounds.
	* Added few big bushes for gameplay.
	* Added a new Command Map (Thanks Tardis!).
	* Lanterns and lights are now solid, making metal sound while shot.
	* Added some details, such as decals (Paper, bushes on walls, leakings).
	* Added the locations file, adapted from antman's 1944 Nordwind locations file.
	* Added Truckyard icon on the Command Map (Thanks IndyJones for the tutorial), as well as a Tank Hint on it and debris.

	* Lightmaps are 512x512 now.
	* Revised shaders quite a lot.
	* Fuel dumps provide the fuel for poels.
	* All buildings receive electricity from cables now.
	* Tweaked some textures so they make better shadows.
	* Removed the ambient lighting from Worldspawn, reworked lighting by the way.
	* Truckyard door is again Covert-protected, and the related room totally remade.
	* Replaced brushworked ramps by cylinders (Auto Phong Shading), and clipped them.
	* Players can't be stuck in windows or on buildings, some Clip added on these locations.
	* Disabled the first Allied spawn when Truck past the barrier to be sure no one spawn there, even new players joining.
	* Tweaked the .PCX so the Foliage is better reparted on the grass texture around the road and mountains...
	* ... But finally removed the Foliage shader and placed manually models like in original one, some to avoid spawnkill, some for quality.

- Objective Narrative & Mecanisms
	* Removed the Cracked Wall.
	* All events have wm_announce for bots easy scripting.
	* Reorganized the ojective narrative, based on Gold Rush objdata file.
	* The Allied Team Door of the Truckyard turns into normal door when Tank has destroyed the Gate.
	* Added the Warehouse Gate icon on Command Map for Allies, so they know if it is destroyed or not.
	* Made and added VO sounds for both teams to help following the objective. Used one or two from other maps
	 (Radar Summer VO for Tank Damaged for example), most of them are done with default VO edited with Audacity.
	* First Truck Barrier materials will appear during 5 seconds at the underconstruction state, so if somebody is there when
	  Tank has past it, he will notice something will happen very soon to him, and he have time to move out before the thing happens.

- Tank & Truck Related Stuff
	* Fixed Tank Build position.
	* Added Tank turret animation.
	* Added a second Truck Barrier.
	* Objective 2 cameras follow the Tank.
	* Objective 4 cameras follow the Truck.
	* Added some trigger_hurt from Tank cannon to Truckyard Gate, and around Truckyard Gate itself.
	* Added a Tank Barrier, barrier itself and materials can be used by both teams in a way or an other ;)
	* Tank breaks a wooden barrier near the Warehouse Gate while turning, for realism, like walls in Gold Rush.
	* Tank and Truck will stop often, since more splines have been added, and spline controls (+14 for Tank, +35 for Truck).

- Optimization
	* Caulked more surfaces.
	* Reduced Tiny Portals (51/72 -> 49/70).
	* Added some more Hint/Skip brushs.
	* Optimized T-Junctions (Thanks ailmanki for the link, and Ifurita for the tutorial, see link at the bottom).
	* Put a lot of Caulk structural brushes inside the mountains and hills: two times less portals, quick -VIS, more FPS.

> First Playable 2
- Fixes
	* Sky can be seen through windows now.
	* The ice pond is now solid, and slicks.
	* Fixed solid and build decays on the Tank.
	* Fixed/Added some texture and model shaders.
	* Fixed the custom generator skin not appearing with MD3 Viewer.
	* Fixed Warehouse Gate dynamite icon not disapearing while destroyed.
	* Fixed Warehouse Spawn not appearing (Forgot to edit the team_WOLF_objective in the script), and the possibility to move on.

- General
	* Retextured the terrain, so the snow_dirt fits the road.
	* Truck Barrier buildable on map start fixed, and is available earlier.
	* Roofs makes clanky foot steps noise, some textures make gravel noise.
	* Modified the ammo/health house near the Truck Barrier: Axis can no longer shoot from it to Allied Spawn;
	  Moved the back entrance to the left and replaced it by a non-breakable window: Axis can see Allies but can't shoot them.

- Optimization
	* Filled buildings with some Structural Caulk brushs to reduce the amount of portals generated.
	* Turned some objects into Detail brushes, cut with Clipper Tool many more.

- Additions
	* Added a tapir.
	* Added foliage (Shader + Manual placement) and trees.
	* Added some stuff around the map (Trucks, crates, ...).
	* Added a quick access to the top of the Tank Depot for Allies (New stairs).
	* Added the road for the Jagdpanther and Truck, using same textures as original map.
	* Added Clip brushes under tables and other objects, and behind Tank Depot, to avoid stuckage.
	* Added platforms and doors arount dumps for gameplay and realism (3 dumps, no access to have safety check?).

- Tests
	* Bumpmapped textures (Failed).
	* _lightmapscale 0.125 or 0.01 on some surfaces.
	* Added a test Hint brush in Axis Spawn, and few others.
	* Restored the original skybox, it seems to give the map a better atmosphere, with the Wurzburg Radar shader.



> First Playable 1
- General
	* Removed some Sky brushes in the middle of the map.
	* Smoothed hills, made some ones climbable.
	* Added some terrain modifications, like retexturing and new mountains.
	* Fixed spawn flags on Command Map, and some other icons.
	* Max players height is limited by a Clip brush to avoid trickjump.

- Tank
	* Fixed sound.
	* Fixed animations (STill need to add turret rotation and Tank firing).
	* Smoothed rotations.

- Truck
	* Fixed Truck running through the Truckyard Gate. It will wait for the Tank.
	* Added smoke while damaged.

- Axis Spawn
	* Axis are no longer spawning out of the building to avoid spawnkilling.
	* Increased interior size.
	* Added up to 32 spawn points.
	* Enlarged the two existing exits to let 2 players exit at once, to avoid play block
	* Added a third exit.

- Barn
	* Increased a lot it's size, and added some lighting inside.
	* Added an access to health and ammo cabs by a ladder.
	* Opened the house to let players get in. It has destructible windows.
	* Added a spawn for Allied team, available when the Truck past the Truck Barrier.
	* Roofs are slicked.

- Tank Depot
	* The Neutral Command Post has been changed to an Allied Command Post.
	* Increased the size of the Allied Spawn.
	* Openings are now windowed, non-destructible.
	* Enlarges the exit, put a double-Allied door, both doors open at once, and is Covert-Op protected.

- Allied Spawn
	* Increased a lot its size, by 3.
	* Added some interior models and tables.
	* Added up to 32 spawn points.
	* Windows added, also non-breakable.
	* Added a tree in the front, to avoid spawnkill: Allies can exit safely their spawn.

- Warehouse
	* Increased a lot the spawn area.
	* Lighted some rooms.
	* Opened new room, with an Axis Command Post, commanding the Warehouse Spawn for Axis.
	* Added up to 32 spawn points.
	* Added a Cracked Wall objective for Allies, for a quick access to Axis Command Post.
	  Beware: Axis will have a sneaky way while opened also...

- Truckyard
	* Players no longer can trickjump Truckyard: they get hurt by barrier, and if they jump they're more injured...
	* Improved lighting.
	* Retextured the inside.
	* Added RaybanB and Avoc waving grass just in thsi area for now.
	* Gold Bars stealing will be announced correctly now.
	* Roofs are slicked.
	* Door is Covert-Op protected, will remove it in next version, since Truck bug is fixed.

- Allied Front Bunker
	* Made it accessible.
	* Protected by an Allied Door only, Covert-Op protected.

- Truck Barrier Materials
	* No longer buildable on map start, Tank runs through it.
	* Appears when Tank past it.
	* It has now a Blue Flag.

The map will be available to play there:

http://et.trackbase.net/index.php?mod=serverinfo&idx=13240

If you can give it a try (Or two :P), feedback/suggestions/criticism/bug-exploit-glitch reports are all welcome, as long as they’re argued :slight_smile:


(jemstar) #96

Looks great Mateos!!

I would love to try it out sometime, is it still on your server??

Jem.


(Runeforce) #97

http://forums.warchestgames.com/showthread.php/32311-RELEASE-1944-Nordwind-2-0


(Mateos) #98

Thanks for interest, and thanks for quick link :slight_smile:

Had exam whole day. Whole day for 20 minutes…


(jemstar) #99

Thanks for the link Lakersforce and thanks for the map Mateos!!! And it comes with omni-bot 0.8 nav/ways/goals Woohooo!!! Will be on my server this weekend!!!


(Mateos) #100

Thank you very much :wink:

If you have any feedback don’t hesitate!

For the ones who have already gave feedback:
I haven’t tested whole map yet, but the vehicles shouldn’t be dark when entering the tunnel by the east, and I can’t get better alpha shadowing even with all stuff at maximum (Shaders/Compilation args)… And I will make the barriers among the road destructible by explosives if I can, to not block too much movements.

For corners too dark, I will try my luck with spot lights, to avoid the light bulb rendering a shadow all around it.

I’m a bit busy with exams, but they’re over!

I’ve also an other map in starting blocks, I just need to polish waypoints.