[MAP]Outer_Space


(-SSF-Sage) #81

If I don’t remember awfully wrong, sometimes you can fix this kind of bugs by changing the func_grouping. Try ungroup the whole doorway and try putting it in one group. And then separately. IIRC putting the whole thing in one group has fixed some cases for me.

If still not, just try doing some small edits. Any kind of edits. Even moving a vertex just a bit has fixed one of the many light bugs we’ve encountered with Capuzzo. Light bugs (and fixes) are unbelievable and impossible sometimes.


(UJERebel) #82

[QUOTE={SSF}Sage;225806]If I don’t remember awfully wrong, sometimes you can fix this kind of bugs by changing the func_grouping. Try ungroup the whole doorway and try putting it in one group. And then separately. IIRC putting the whole thing in one group has fixed some cases for me.

If still not, just try doing some small edits. Any kind of edits. Even moving a vertex just a bit has fixed one of the many light bugs we’ve encountered with Capuzzo. Light bugs (and fixes) are unbelievable and impossible sometimes.[/QUOTE]

I don’t think this will work because func_group 's are only for radiant and the map maker, they don’t exist in ET, and i don’t then they don’t even reach the compiler…

But you can try, something will work finally =D

(i’m not putting your idea down, just my opinion :wink: )


(Pegazus) #83

It does work :slight_smile:
So it’s worth the try.


(dwe_flame) #84

i will give it a go once i got the current compile done. (where i have split it into 2 different textures)


(UJERebel) #85

[QUOTE=Pegazus;225815]It does work :slight_smile:
So it’s worth the try.[/QUOTE]

I was just wondering, HTH could that work, i never tried so i can’t telll if it works, but just weird that it would work from my view, but shall we not ruin this topic :slight_smile:

We’ll see what the test brings :wink:


(dwe_flame) #86

well to be honest, i never made use of groups :stuck_out_tongue:
but i will give it a go.
just not sure what to include and exclude in such a group in this case ? i will just give it a go :slight_smile:


(-SSF-Sage) #87

I think the compiler should put those faces on the same lightmap page if they are groupped. There is actually more functionality with func_groups than easier selecting in radiant. From patches, to lightmap stuff, to terrains (both pcx and alphamod), to autoclip etc. So you actually can change the compiler output with func_group. However it’s not very well documented. :frowning:

But whatever the reason is in this case, it has worked before, and it might work again. Would be the first thing I would try. Some houses in Capuzzo had light leaking through the roof, and it was fixed by groupping the whole house into one group. And similar cases with the same fix.


(dwe_flame) #88

ok its now running another compile where all the shipp hull parts set are as a fun_group.
strange enough (or i must be mistaking, what also is very possible) during the passageportalflow part it found less numbers?
But then again, i could be mistaking on that.

would it also be worth trying to set a smaller gridsize or _Blocksize in worldspawn ?

or just lower the _lightmapscale on that func_group ?


(dwe_flame) #89

[QUOTE=dwe_flame;225833]ok its now running another compile where all the shipp hull parts set are as a fun_group.
strange enough (or i must be mistaking, what also is very possible) during the passageportalflow part it found less numbers?
But then again, i could be mistaking on that.

would it also be worth trying to set a smaller gridsize or _Blocksize in worldspawn ?

or just lower the _lightmapscale on that func_group ?[/QUOTE]

mm guess it was just me :stuck_out_tongue:
dint work either =(


(UJERebel) #90

[QUOTE=dwe_flame;225837]mm guess it was just me :stuck_out_tongue:
dint work either =([/QUOTE]

just add another brush inside the other brush, and hope this first brush will sdtop the light.

You tried this one too?


(dwe_flame) #91

jup.
doesn’t work either.

so far the only working solution that i found is removing that light that is in that door.
only the visible faces have a texture. all inside is caulk.

in my last test now i did some more moving around with my brushes. seems to have also some effect now =)


(dwe_flame) #92

ok all right :smiley:
go it now for like 90% fixed.

still a few strange spots left, but with some work i think they can be fixed
in the end it helped to just change the way where the structural bruses were, and i merges together some brushes where there was a ceiling where another brush was used as a floor above it.


(dwe_flame) #93

also updated first post in this thread

=======================
MAP RELEASED!!

Download link:

note: omnibot 0.71 files are included in the download

Readme file:



First of all,
Thanx for playing my map!



-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-=-Main info-=-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

Mapname: Outer_Space
Version: 1.0.0
Date: halfway may 2010
Gametype: Objective
Mapmaker: 1869*_Flame    a.k.a Dante
Website: www.1869clan.tk
e-mail: [email]1869clan@aqua-page.nl[/email]

NOTE: PLEASE DO NOT EDIT THIS MAP AND/OR PK3 WITHOUT PERMISSION!!

- you can use any textures you like, most of them are from Internet anyway.
- you can use any of the .wav sounds if you like. all are made by myself and therefore free to use.
- NOTE: Tesla model is from www.blackrayne.net. any credits should to here for this model.
  use of this model in other maps only when you follow the rules that are on the specific website.

-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-Installation.-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

-install on local machine:
	
1. Download the Outer_Space.pk3 file
2. Put the pk3 file into your "etmain" folder  (usually can be found at: "C:\Program Files\Wolfenstein - Enemy Territory\etmain\")
3. start the game
4. open console with the ~ key (left from the 1 and up the TAB key)
5. type /g_gametype 2  (it will tell you it will be set on restart, DONT restart)
6. type /map Outer_space
7. play!


-install on a server:

1. Download the Outer_Space.pk3 file
2. Put the pk3 file into the "etmain" folder
3. if needed, add to your fastdownload server
4. add map "Outer_Space" to your maprotation.cfg (or other depending on mod)
6. (re)start server
7. play and have fun!

-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-=-Objective-=-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

Note: Axis team is attacking, Allies are Defending.

Axis Objectives:
- Axis will spawn in their attack ship, and need to destroy the East and West Energy crystal to open the portal
- Once the portal is open, axis will spawn in front of it. Now they need to destroy the Door to the power crystal
- Additionally the Axis team can destroy the Side wall to get a extra route trough the sewer to get to the door.
- Once the door has been blown. they way is open to destroy the Power crystal.
- Additionally the Axis team can try to build the neutral command post.
- Additionally the Axis team must blow up the power crystal defenses.


Allied Objectives:
- Allies need to prevent the Axis team from opening the portal, by preventing the East and West energy crystal getting blown up.
- Additionally the Allied team can construct the protection MG on the main deck.
- if the Axis succeed opening the portal, the Allies must prevent the Door to the power crystal to be blown up.
- If the Axis team sill is able to succeed, the allies must prevent at all cost that the power crystal gets destroyed.
- Additionally the Allied team can build a command post.
- Additionally the Allied team can build power crystal defenses to slow down the axis attackers.


-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=Special Thanks!=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

- MickyP for helping me with the Omni-Bot waypointing and scripting

- www.gs4you.de for my Sponsoring my servers!

- Splashdamage community

you, for taking your time to read this read-me,
never thought someone would be reading all of this. =)

-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-=-=-Other-=-=-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

- nothing left to say i guess,

-end of readme file-


omni-bot readme file:


First of all,
Thanx for playing my map!



-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-=-Main info-=-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

Waypoint files for map: Outer_Space
Waypoint Version: 1.0.0
Omni-bot version: 0.71
Date: halfway may 2010
Waypointer: 1869*_Flame    a.k.a Dante
Website: www.1869clan.tk
e-mail: [email]1869clan@aqua-page.nl[/email]

NOTE: feel free to improve the .way and/or the .gm file even more. only requirement will be thay you will sent me a copy of the new version too. please comment changes with //your-name
-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-Installation.-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

-install on local machine and/or Server:
	
1. go to the folder ....\Omni-Bot\et
av\
2. drop here the .gm and .way file
3. start the map and add the bots


-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-=-Objective-=-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

Note: Axis team is attacking, Allies are Defending.

Axis Objectives:
- Axis will spawn in their attack ship, and need to destroy the East and West Energy crystal to open the portal
- Once the portal is open, axis will spawn in front of it. Now they need to destroy the Door to the power crystal
- Additionally the Axis team can destroy the Side wall to get a extra route trough the sewer to get to the door.
- Once the door has been blown. they way is open to destroy the Power crystal.
- Additionally the Axis team can try to build the neutral command post.
- Additionally the Axis team must blow up the power crystal defenses.


Allied Objectives:
- Allies need to prevent the Axis team from opening the portal, by preventing the East and West energy crystal getting blown up.
- Additionally the Allied team can construct the protection MG on the main deck.
- if the Axis succeed opening the portal, the Allies must prevent the Door to the power crystal to be blown up.
- If the Axis team sill is able to succeed, the allies must prevent at all cost that the power crystal gets destroyed.
- Additionally the Allied team can build a command post.
- Additionally the Allied team can build power crystal defenses to slow down the axis attackers.


-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=Special Thanks!=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

- MickyP for helping me with the Omni-Bot waypointing and scripting.

- www.gs4you.de for my Sponsoring my servers!


-=-=-=-=--=-=-=-=--=-=-=-=-
-=-=-=-=-=-Other-=-=-=-=-=-
-=-=-=-=--=-=-=-=--=-=-=-=-

- Check www.1869clan.tk for any updates on the map and/or waypoint files



Screenshots:









(IndyJones) #94

no single offence, but i’d rather play this map in portal than et. :stuck_out_tongue:


(dwe_flame) #95

its not a typical desert or snow ET map for a change :stuck_out_tongue:


(IndyJones) #96

it doesn’t have to be desert or snow to fit et :stuck_out_tongue:


(dwe_flame) #97

well at least its something original :stuck_out_tongue: and we know the discussions about that hahah lol lol

well it supprts also those starwars mods and stuff like that =)


(Darkix) #98

Well here’s my review. Going from the top of my list;

The intro to the map has grammar errors. Axis should be capitalized, so should the beginning on the last (or second to last) sentence.

Like I said before, the hallways just look so empty. There’s really nothing in them.

When you blow up the West Crystal, it says ‘West Energy Crystal’, but on the East Crystal it says ‘East Portal Crystal’.

The voices are just… iffy. Not MY taste, but that doesn’t mean it’s not everyone’s. It just might be hard to hear them when you’re shooting.

The bottom of the map is quite a small fall. If you made it a longer fall, it would look and feel more realistic.

That’s pretty much it that I caught, it was a very very good map with good detail, good luck with it (:


(dwe_flame) #99

[QUOTE=Darkix;226333]Well here’s my review. Going from the top of my list;

The intro to the map has grammar errors. Axis should be capitalized, so should the beginning on the last (or second to last) sentence.

Like I said before, the hallways just look so empty. There’s really nothing in them.

When you blow up the West Crystal, it says ‘West Energy Crystal’, but on the East Crystal it says ‘East Portal Crystal’.

The voices are just… iffy. Not MY taste, but that doesn’t mean it’s not everyone’s. It just might be hard to hear them when you’re shooting.

The bottom of the map is quite a small fall. If you made it a longer fall, it would look and feel more realistic.

That’s pretty much it that I caught, it was a very very good map with good detail, good luck with it (:[/QUOTE]

about the voices, im very sure you must heard that wrong. cus i recorded them myself :stuck_out_tongue: and have heard hem like 25 over and over again :stuck_out_tongue:

about the hallways, some parts may feel a bit empty, some other parts dont.
but to be realistic. how many hallway you know are all stacked up with crates ?
for me, it just doesnt feel right to fill everything up, just to… fill it up.
when it comes to taking cover. i think there is loads of tactical spots. really have tryed to take that in account.

about the fall. i totally forgot about that xD i wanted to make it deeper.

well who knows in the future i just drop the source or make a final 2 is there are a lot of points that need improvements


(stealth6) #100

I just downloaded it to hear the sounds since I like hearing custom ones :smiley:

I must admit they are very original and the most sound good, but some are too distorted that I really have to concentrate to understand them. But nice map and i am glad that you said in the readme that people can use the textures since I like spacey textures :smiley:

EDIT: hehe your dutch accent is still clear though despite the voice changing stuff :smiley: