Praetoria Tease


(shagileo) #21

ujiyyyyyyyy

I love those skyboxes !
Great atmosphere


(nUllSkillZ) #22

Looks amazing.
Very good.


(Avoc) #23

Looking forward. Praetoria 1 was a great inspiration for me personally :slight_smile:


(Diego) #24

Thanks. The guy who runs our server at work is going to set up etpub for me so I use some of it’s debugging commands to try to track down what is causing my Game State error. I’m really hoping that I don’t have to compromise the tank upgrader system.


(Pegazus) #25

I have one question more about the tank.
Does it still have that nifty texture it had? With flames. :wink:


(nukits) #26

w00t , Nice sky and shaddres , good job !!!


(Diego) #27

You mean this one? :slight_smile:


(shagileo) #28

That’s the one :stroggbanana:

However, I imagined them a bit bigger :smiley: (like all awesome things) (well it has been some time since I’ve seen the first screenshots so… damn imagination)


(Pegazus) #29

yes i do mean it and I love this texture, i am crazy about flames :claps:


(Pande) #30

uh… lighting lighting lighting!


(Diego) #31

LoL. Settle down, Beavis.

I just didn’t compile the lights before I grabbed that screenshot.


(Diego) #32

Mission Two update:

I’ve managed the bring down the Gamestate from 72% to 58% without compromising the objectives. I’ve also managed to work out quite a few bugs that I didn’t even know I had until I started this process. Hopefully, our next tests are successfull. Otherwise, I’ll have to start removing some of the more objective centric items. In the meantime, here are some more screenshots.

Power Generator model (Built this one to use in the Praetoria One optimization pass)

Gun Controls model.
Satchel charge will take it down. And the Tank 6 shooter will blast away most of the bunker protecting them. Right now, Tank can withstand 6 direct hits. But that can be altered in the script to adjust for gameplay.

Tank Upgrader Model. The console displays the current upgrade. Axis can interrupt the process.

Get in the upgrade pit to install each class’ upgrade.

Fully upgraded Tank.

Tank Destroys the Depot Gates. (I’ve still got some structural work to do in here).

Steal 2 Cans of Fuel for the Tank

Escort the Tank to the Exit Tunnel


(system) #33

Diego, one word, “awesome”.


(Pytox) #34

Awesome models :smiley:


(shagileo) #35

Looking swell

Very high tech stuff going on there


(S14Y3R) #36

Good God, Release this please asap! Fucking wild man! Can’t wait to scrutinize your scripting, heh heh.


(Diego) #37

I’m getting closer. I don’t get a gamestate error in the latest tests so my optimizations have been paying off. We had about 12 players in the map today. But, I’ll probably still kill a few more minor entities just for good measure. Right now, we are working out a few minor bugs and trying to find a good balance with spawn times and locations.

But since everyone seems to agree these beta tests need to be isolated from each other, I’ve got some work to do to make that happen before any release can become public.


(S14Y3R) #38

Right on, going public can be a stress, for sure. But; “I’ve got some work to do to make that happen before any release can become public.” makes alot of us anxious for a run, and totally willing to help with anything that pops up, right guys?

That’s what we’re all here for in the end, besides the scrutinization of peers, is the finalization of a peer’s work that helps most, eh?

I learn more from others than myself, because i dismiss my own questions for being stupid…


(Diego) #39

Just a quick update:

We’ve had some really great tests on Mission Two lately. This weekend I fixed what will hopefully be the last bugs with the Gun Controls for the Anti-Tank gun. Today’s game was only 5 on 5 but was extremely intense. I’ll have to make a few minor tweaks after this week’s test, and then update the command map. Once that is done, I just need to isolate the map from the shared pk3 file. This won’t technically be a Beta release since I’ve tested it so heavily.

This weekend I also started on the Mission One compatability update. I’ve got it isolated as stand-alone map that doesn’t share resources with the other missions. I’ll be working on it this week to add the gamestate improvements to it that I’ve developed for mission two. I’m going to re-release two versions of this one. The second version will be a nighttime version that uses a thicker fog. I imagine most servers will run that one since it will give a much needed fps boost to the map on slower computers.

I’ll get back to work on Mission 3 once these are released.


(stealth6) #40

sweetness
:stroggtapir: