Praetoria Mission 3: Supersonic - WIP


(.Chris.) #21

Them tables look familiar, only notice a year later…

Must say though, you really know how to make a great looking map. Do you make all your own textures and models? Some serious skills.


(Diego) #22

Ha. Yes, Chris, those are your tables and buffet lines. I’ve got a bunch of Train prefabs in there and pulled a few bits and pieces from the stock maps to fill things out a bit. If I don’t have credits listed when I release the beta, I’ll make sure to have them done by the final.

Some textures I make, some I have modified from other, ehem, resources. I make most of my models unless someone else has already made a good one. I think I’m probably using the keycard model from dubrovnik.

For this map, I have a kind-of dummy npc character. He is just a script mover. I pulled a static character model out of RTCW and then posed him like a drunk.passed out at the table. That was probably the biggest pain in the butt.

It is scripted so that the axis team kill their own commander, they take a spawn penalty. If the allies kill him, the axis get a spawn bonus. Takes a lot to kill that guy right now so I’ll probably take his health down.


(Nordwolf) #23

Can we get an update on the status of the map? :smiley:


(Dragonji) #24

Is there no FPS issue in your map? I’m asking cause I remember that Praetoria 1 was terrible optimized unfortunately…


(Diego) #25

Terrible framerate is really relative to your computer. But I agree the design did not leave much room for FPS improvements. The third map is actually larger than praetoria 1 and would probably have a framerate just as bad, but I have tried to compensate for that with a dense fog. The layout is also a little better at blocking vis. Mission 3 also uses even more textures than the first 2. So it’s kind of hard for me to judge since I’ve upgraded my computer.

I haven’t really been working on this map at all. But it is fully playable. Maybe I should just go ahead and release what I have as a Beta to see how it plays out.


(Dragonji) #26

I think that the computer based on C2D 2x3,2GHz and Radeon HD4850 should be just good for such game as Enemy Territory to play it without any issues with stable 125 FPS on low/medium graphics settings :slight_smile:


(Mateos) #27

Core 2 Duo 2.20 GHz and NVidia GeForce 310M, and I have over 70 average FPS… Check if under 7 you have Threaded Optimization Off.


(Dragonji) #28

I am playing on XP. And average FPS is even bigger on my machine, but I was talking about places on the map where FPS drops to 50 and lower!


(Mateos) #29

You have not default values in the buffer size and color thing? When I switched to 24bits and 32bits, I had better FPS and no drops, I don’t know why, but it worked on Adlerhorst and Baserase 2.


(Diego) #30

Wow, it has been a long time since I’ve posted anything in here. I really lost interest in working on this map because my friends and I have become just too busy at work to do anymore testing. I have not played ET at all since last year. I am making plans to format my hard drives and upgrade my computer in a couple of months. I really don’t want to go through the headache of getting all my mapping directories and compile scripts and tools functioning again after I do that.

With that in mind, I don’t want all that work that I’ve done to go to waste, so I have been seriously working on this map for the last couple of weeks. I can only spare a few hours on the weekend to do the work. But I’ve made a good pass at bug fixes and getting all my ambient sounds in the map. Since I am not going to attempt a 4th map, I have found a way to squeeze a bit of the final runway location into this map. It won’t really be a playable area because it will technically be out of the bounds of my command map. But having that final destination for the escort will round out the trilogy. I could make the command map bigger, but this is the largest map I have made and the details on the command map are small enough.

So, now that I have set myself a deadline, I can’t upgrade my computer until I finish this map. I going to work really hard to get a release out by Thanksgiving. As a bonus. I have a Night time version of Praetoria One that I finished a couple of years ago and just never released. So I’m going to get that one out there for you as well. I’m going to make that one a single-layer command map since some servers still having trouble with error messages with the dual-layer command map in the original version.

Once I have all those things uploaded, I’ll see if I can dig up any unused bits and pieces for any remaining mappers that want to use them. One thing comes to mind: In an earlier version of Praetoria One, I had the caves filled with Toxic gas and you needed to repair a pump to get the gas out. The scripting worked quite well, but the objective was too hard for the allies on that map.

I’ll try to update this page with some new screenshots since I have changed quite a lot since I started this thread.


(.Chris.) #31

Legend.

Good luck, know what you mean about upgrading and moving stuff over, taken me about 4 months to muster up the effort to transfer all my mapping files from my old drive.


(stealth6) #32

[QUOTE=.Chris.;407243]Legend.

Good luck, know what you mean about upgrading and moving stuff over, taken me about 4 months to muster up the effort to transfer all my mapping files from my old drive.[/QUOTE]

Honestly it’s not really that much work. Copy paste to external HDD, install new OS, install latest radiant (etjump’s version), copy and paste from external HDD, done.

Without counting the time to install a new OS I guess it would take under an hour.


(.Chris.) #33

Not everything is in one directory though. Plus you have other tools to install and their files, then you have other games you map for. I don’t own an external HDD either :(. It’s not fun finding everything from the past 5 years you’ve used to make maps. :slight_smile:


(Mateos) #34

+1 about the copy paste, works well from XP to 7 and 7 to 7 ^^

Thank you for the update, since you have a dead line I’ll put one on mine as well…

If you need help, just ask :slight_smile: More for testing I guess, you’ve by far more mapping skills than me x)


(FireFly) #35

Good to hear that you decided to finish & release the final chapter of Praetoria. Can´t wait to see some of the new screenshots.

However… I also remember that I made silly a deal with you: The deal was that If you released “Praetoria Mission 3: Supersonic” I would release an updated version of my “Castle Eltz” map.

http://forums.warchestgames.com/showthread.php/28976-Pirates-beta-Four-Release#6

Me and my big Mouth…Well, Unfortunally for copyright reasons I cannot do this, but let’s adjust our deal ( in my favour ofcourse) : Instead of of an updated castle eltz map, I could create a brand new map from scratch… :slight_smile:


(Mateos) #36

o.o

Some bright stuff in sight :smiley:


(Diego) #37

[QUOTE=FireFly;407778]Good to hear that you decided to finish & release the final chapter of Praetoria. Can´t wait to see some of the new screenshots.

However… I also remember that I made silly a deal with you: The deal was that If you released “Praetoria Mission 3: Supersonic” I would release an updated version of my “Castle Eltz” map.

http://forums.warchestgames.com/showthread.php/28976-Pirates-beta-Four-Release#6

Me and my big Mouth…Well, Unfortunally for copyright reasons I cannot do this, but let’s adjust our deal ( in my favour ofcourse) : Instead of of an updated castle eltz map, I could create a brand new map from scratch… :)[/QUOTE]

I wasn’t going to hold you to that. But if you insist… :wink:

I really liked the gameplay objectives that you had in Castle Eltz. You should be able to use all of the stuff you did in the town. I would assume that it would be easier to just re-work the castle into something else without having to build an entirely new map.

Quick update on mine:
I have all of the objectives updated. I’m starting to get those safe-malloc errors in my lighting compile. But it worked ok last night. I’m hoping to get a few guys together at work to test it to make sure it does not go into an instant max_gamestate error. I have a habit of building maps that do that. :(.

I updated my command map last night to include the small airfield area so that you have a final destination that isn’t a tunnel door. But that extra stuff is more for wrapping up the campaign and doesn’t add too much to the gameplay. So that will be the first thing I rip back out if I get too many errors.


(Diego) #38

Ok. Just about finished with this one. Trying to get a few people together at work to give it a test with the new entities in place. Gameplay has not changed since we tested it last year. I’ve just been fixing bugs and putting in the final entities that give it a little more bling. If we can’t get enough free time to test it, I’ll have to dump it on you guys to give it a shot.

Hoping it can at least be played on a 16 man server without a gamestate error. I’ve never been able to get together more than 12 during our tests.

I was going to update the screenshots, but I can’t remember how to take them without all the HUD graphics in there.


(stealth6) #39

cg_draw2d 0

might also need cg_crosshairsize 0 if I remember correctly


(Mateos) #40

From my screen.cfg, to take a clear screenshot:

set clearshot
cg_crosshairSize 0;
cg_draw2D 0;
cg_drawgun 0;
wait 50;
autoscreenshot;
echo ^3Screenshot pris!;
cg_crosshairSize 32;
cg_draw2D 1;
cg_drawgun 1;
bind k "exec screen.cfg";

One more cvar for gun, or maybe it’s something duplicated?