Helmsdeep BETA 4 + new feature! (+Moria / Minas Tirith pics)


(G0-Gerbil) #1

After a rather long time, I proudly present:

Download: http://www.pcgamemods.com/14159
All screenshots: http://www.pcgamemods.com/14159/a

List of changes would be too huge, but main bits of importance are simply that I lowered memory usage so it runs in default hunkmegs (the previous betas with the crystals didn’t). Took me plenty of time, but I got there in the end, and the visual difference is… nowt.

Some sample pics:

Fort now has statue and crest:

You can now use the roof of the fort (you get there via the Allied Field Op PP in the tower):

Crystals!

And now for the new feature:

Yes, per-map mine-markers. None of this silly asset PK3 nonsense, with my map my mine markers are only used in this map, and won’t conflict with any other map / server graphics.

Fingers crossed I’ve not missed anything obvious, it’s been a while since I did a PK3 build :slight_smile:


(Jaquboss) #2

remap shader?
Lol, maybe it is no problem to do skinpacks in this way too :confused:


(G0-Gerbil) #3

well, that was my first though, but you can’t - you are limited to 15 (16 is the total limit, but apparently ETPro uses 1) remapshaders per map, which isn’t enough to do a reskin - trust me, I tried :frowning:


(Jaquboss) #4

lol , nevermind , i just wondered that FalckonET per-map camo packs were useless
EDIT: Dont look at screens ingame it looks much better …
I love gem veins .
Go Gerbil , go on :slight_smile:
Great work :drink: , finally some map which isnt overbrighted and which doesnt make me feeling that it needs foliage …
BTW: can you make posters at axis spawn func_explosive , I shoot every poster I see …
Edit2: for total reskin you need roughly 2*(( 63+1)+ACC ) , counting only one acc per player it would be 2((6*3+1)+6)) that is 50 , :nag:
however if you want just body skin for one team it is 6 , and for both 12 :cool:


(Codename_Ty) #5

How did you fix the hunkmegs problem? How did you lower the memory required, care to share? :slight_smile:


(G0-Gerbil) #6

finally some map which isnt overbrighted
Yes, I do get a fair amount of complaints that it’s dark :wink:

How did you fix the hunkmegs problem? How did you lower the memory required, care to share
I’ll write something up over the next few days.


(macbeth) #7

How did you fix the hunkmegs problem? How did you lower the memory required, care to share
I’ll write something up over the next few days.

so i prefere wait than this hunkmegs problem will be fixed to put your map in mine rotation
Gerbil i have test your first version a long time ago with u on AZL server (FL and DB server) nice remembers
:notworthy:

|RaR|McBeth
http://www.et-mcbeth.com


([DS]-=Pencil=-) #8

Very Nice!

Here is a mirror from RTCW-Prison: http://rtcw-prison.planet-multiplayer.de/prison/downloads.php?release_id=599


(G0-Gerbil) #9

so i prefere wait than this hunkmegs problem will be fixed to put your map in mine rotation

The hunkmegs problem is ‘fixed’.
I put it in quotes for two reasons:

  1. Someone managed to crash it on a high resolution (1280x1024) by trying to take a screenshot
  2. Slick said it can still sometimes crash on SW rotation but only if his soundpack is also installed
    So far I’ve not had a report of it crashing under normal circumstances, and indeed I played it on shitshort extreme last night with 50+ players with no problems at all.

So, while it’s premature to say it’s gone totally, so far it seems you have to do something non-standard to make it crash.
I will continue to lower the memory requirements for the final version, although I am a bit ??? as to what the real problem is, given:

  1. I use less entities than the official map with the most
  2. I use less hunkmegs than the official map with the most

Given that it’s a memory issue, I guess the best thing for me to do is lower memory requirements, but from what I’ve seen / tested, the map is fine itself on normal / modded servers / campaign rotation.
If you wish to wait, I’ll understand, the previous version did indeed cause a lot of problems, but then it used up something like 65 megs of hunkmegs, whereas this one takes up 48, which is a huge difference, and puts it under the normal config amount of memory required.


(FREAK!!!) #10

hm whats really intresting is for me.

how long did you need to compile?


(G0-Gerbil) #11

A full compile takes about an hour.


(FireFly) #12

I must admit that I’m very, very curious how you managed to create the custom mine-markers, without the use of any pk3 assets or using remapshaders…


(G0-Gerbil) #13

No, I did use remapshaders, my point earlier was you can’t use them to do something like reskin the team because you only get a limited amount of ‘slots’, and tanks etc all take their toll.


(FireFly) #14

Oops, I misread your post, you were talking about using remapshaders on skins instead of mine-markers, my faulty…
Nevertheless this actually is the first map I have seen that has custom made mine-markers, without the use of any pk3 assets, nice job gerbil…


(Jaquboss) #15

I like this map too , as I said most of maps have tend to be overbrighted and has simple lighting , Gerbil doesnt fear using spotlights and he doesnt fear shadows
Also note that it isnt as simple map , there isnt as simple geomethry like in most maps … Gerbil this was surely hard work , didnt it?
BTW: Cant wait for newer Minas Tirith ( looking forward for real texture layout ) and I also like in helmsdeep how the terrain is blended into nothing :smiley: ( looks great )
however clip there is a bit , invisible wall ( maybe leave it how it is , because no obstecatle firs there IMO )
Again for those who are just looking download , much better ingame…


(G0-Gerbil) #16

Gerbil this was surely hard work , didnt it?
Well, I started it just after the film came out, so we are looking at a few year’s worth of work - granted not full-time, but still…
If it’s taught me one thing, it’s:

‘Avoid where possible doing caves’

I did start blending all the seams etc in the caves but gave up and just did the most obvious ones - luckily there’s little light on the cave roofs where the biggest texture break is :slight_smile:
Given I’ve started laying out Moria (don’t worry, haven’t forgotten Minas Tirith, I’m about to start putting placeholder buildings in!), I really think Moria will be less damaged / cavey than I’d originally envisaged, I just don’t have the patience to go through all that again!

In fact, while I’m at it, The very first public sneak peak at Moria :slight_smile:


It’s nothing more than a single pillar repeated, but I feel it gives a suitably ‘epic’ feel, even at such an early stage.


(G0-Gerbil) #17

Gerbil doesnt fear using spotlights and he doesnt fear shadows
Personally given how ET works, I’m suprised there’s not more emphasis placed on actual sneaking around. I’ll continue to keep areas dark in my maps where appropriate - it strikes me as strange that someone spends time lighting their map then goes ‘ambient 20’ or something, not only is it unrealistic, but you reduce the accuracy of the lighting, and you can get far more cool lighting effects when the range is black->white instead of grey->white.
I’ve still got some rather spectacular lighting planned for Minas Tirith if I can pull it off, the likes of which you’ll not have seen before (they would have made it into Helmsdeep if I could be arsed to do any more work on it other than bug fix / memory reduction).
And all hail Moria - land of no airstrikes!


(G0-Gerbil) #18

Here is a mirror from RTCW-Prison: http://rtcw-prison.planet-multiplayer.de/prison/downloads.php?release_id=599
Much appreciated, gracias :slight_smile:


(M8DNephelim) #19

omfg gerb! :stuck_out_tongue:

O_o

can´t wait! :wink:


(Loffy) #20

Mapping at its best.
Gerbum quantum nescesses est = Gerbil maps, the rest tries. Old latin proverb.