Seven_dc's Forum Damage 1024^3 mapping competition 2004


(Red*Uk) #281

1024Comp04.pk3 - *** Shader Warning: Could not locate shader textures/SD_1024/1024_lightning1 referenced in ***

is mine and …
1024Comp04.pk3 - *** Shader Warning: Could not locate shader textures/ctf_bunker/cm_safe" referenced in ***
1024Comp04.pk3 - *** Shader Warning: Could not locate shader textures/ctf_bunker/jl_fog referenced in ***
1024Comp04.pk3 - *** Shader Warning: Could not locate shader textures/ctf_bunker/jl_fog" referenced in ***

I seen a few of yer post about this pk3 tester but i dont understand how it work’s or how bad the error’s are?? could some give me a easy explaination???

Ps: sorry to throw a prob in the comp thread :wink:


(seven_dc) #282

Oh crap.

Sorry [TFA]Violator your map file has gone past some mental filter of mine. damn…

@SiliconSlick

I did not clean other participants map just focused on mine :slight_smile:

Let me question this bloat about my map

1024Comp04.pk3 - ** Image Warning: UNABLE TO LOCATE textures/sfx/fog_grey1.tga IN scripts/thecave.shader **

weird?!? Well who needs fog image anyway if it works.

1024Comp04.pk3 - ** Image Warning: UNABLE TO LOCATE textures/thecave/rockeditor.tga IN scripts/thecave.shader **

The script shouldn’t check qer_editorimage etries in shaders they are just for editors. Well if we want to be nice
the map pack would include this.

*** Shader Warning: Could not locate shader textures/thecave/fog" referenced in ***

??? There is that shader at top of thecave.shader?!?!

Ok next release will be as clean as possible. right guys?


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(joop sloop) #283

*** Warning: Missing scripts/kadesh.shader - Shader File ***

uh? I did add that one, right? goes to check

Heh I haven’t got a kadesh.shader at all, I once made a texture directory called joopsloop, instead of a directory just for my level… should I fix that?


(Violator) #284

ok map is recompiled as ‘vio_ascend’ - will be in the post 2nite.


(seven_dc) #285

nice work [TFA]Vialator! I think we can start sorting out these bugs by using SiliconSlicks help.

Shoud the next (final map pack) conflict with the older one? I mean should we all rename our maps
so the new and old one can coexist? i thought that is would be nice if everyone would spent few hours
or even half an hour and add/remove/alter little bit of the details so when you play you know it is the other version.
The gameplay IMHO should not be touched.

@joop sloop

I do not think that is a problem. There is no need for shader -file. Do not fix anything before SiliconSlick can provide why map should have shader file?!?!


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(SiliconSlick) #286

All the warning are just things you should double-check.

Image and Shader Warnings like “fog” and “hints” and “noclip”
and the like that only used at compile time aren’t really needed.
I just haven’t come up with a definitive list of them yet so
I can update the script to ignore them. If you are sure
they are not needed, then don’ t worry about it.
If you aren’t sure, ask, and someone will figure
it out (my script is mostly based on feedback from
map authors in this fourm).

Same goes for Models like “barrel_side” and “barrel_top”.
If it is a misc_model (or was it misc_gamemodel) then it
is only needed at compile time and not needed in the
final pk3.

seven_dc, the bloat I was primarily addressing
are these lines:

  • Minor warning: models/mapobjects/props_sd/fuel_can.tga - same sizes and modification time - EXCESSIVE BLOAT *

those can easily be trimmed out.

Violator, I’d definitely worry about the Sound Warning but
you can probably ignore the Shader Warnings.

More details on the script can be found here:

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=6735

SiliconSlick


(SiliconSlick) #287

For your custom textures, having them in a “joopsloop” folder
is fine so long as you never change those textures when making
another map. However, I’d recommend naming the shader after
the map because if you make another map and make a
slightly different joopsloop.shader for it, it will conflict
with your first map.

In general, things that are specific to the map should
be named kadesh.whatever and things that you might
want to use again in the future (without alteration)
should be named joopsloop.

If you have no real plans to use those textures in the
future, I’d go ahead and change textures/joopsloop
to textures/kadesh.

At least, that’s my $.02. Some of the more experienced
mappers might have better suggestions.

SiliconSlick


(Violator) #288

@SiliconSlick

Fixed the sound thing - my sound script had two old sounds in it I was using any more :slight_smile:

@seven_dc - new version is up, will pm link (map is not in there this time - will send separately ;o) )


(MindLink) #289

Ok now, how are things planned to continue? (voting and all that stuff)


(seven_dc) #290

@Violator

Thx I got your map.

I think I set up a thread for that. Or maybe we wote in this thread. either way I set up a template that anyone can copy as basis of their vote. I think the vote should be in text format like. name 3 best maps for playability.

But I want to see how things develope and give the maps more time to played. I kind of sad to see the servers empty. :frowning:
I would like too some top hardcore clan to test the maps.


Glass bong


(SiliconSlick) #291

Same here… what’s up? These are fun maps… everyone should
come play them.

SiliconSlick


(G0-Gerbil) #292

Possibly because it’s a 20 meg download and in-game downloading aborts on a map change, which happens a lot given the short time limits.
IMO the in-game download system is crap - you’d be better off pushing to an HTML redirect where they can grab at their leisure.
Not that I can recall how the ND80 servers are set up, since I didn’t have to download them this way obviously.

To be honest, I’d kill the LMS server (not a game mode many people play), and possibly the SW one too - people like campaigns and XP save :wink:
It’d also mean the people who do try them out will be funnelled to the ‘correct’ mode (objective) - I’ve seen some of you guys on there, but people tend to arse around (knife fights, stacking etc) which is not really what it’s about - I know I just want to ‘play’ the maps as they were intended to be played - nothing else really matters.

Of course, then you might want to get rid of the campaign and just do plain SW mode with XP reset between rounds, but the public just lurves… XP, since they seem to have the opinion that XP somehow relates to skill (when you are a maxxed out medic / engy and can’t be killed, for example - that’s not skill, that’s just patience).

Besides, it’s not a final yet. Also you might well see them start cropping up on clan servers for small practices. The other thing, once these maps are ‘final’, is to approach some of the leagues that run 3 vs 3 competitions - not sure, but clanbase might etc - my knowledge of what’s what in the world of clan play is not great, apart from watching the inevitable formation->folding cycle with the usual scepticism.

Let’s get the maps finished and see where we go from there.


(SiliconSlick) #293

Well, the SW is set up for rapid advancement…
5, 10, 15, 25 points for each of the 4 levels respectively.

I figured better to have all three for comparison. Wanted
to make sure LMS got some testing. I could probably toss
the campaign server, but its nice for those who want to
learn the maps.

Didn’t know that a map changes disconnected the download
when getting it from a WWW site (instead of from the game
server).

SiliconSlick


(seven_dc) #294

Hi,

I think it is time to start voting… I know people don’t have enough experience of gameplay.
But I think we mappers can test the maps out. maybe announce here when we have time to
test the maps out by bigger group. we could use GMT time so everyone knows when to play.
to check what GMT time is in your timezone use: http://www.timezoneconverter.com/

Rules of voting:

  1. Votes are given in one post. one post per registered forum damage user.
  2. Anyone can vote.
  3. Mappers participated to combo cannot vote their own maps.
  4. Voting happens by giving maps name in 3 (three) categories
  • Best looking
  • Best playing
  • Most original idea

Example vote:

  • Best looking
    themap1
  • Best playing
    crocery1
  • Most original idea
    hackNslash

Gm foods


(G0-Gerbil) #295

I assume mappers who entered can’t vote for themselves? :wink:


(DG) #296

Any guesstimate timescale for the actual final version map pack?


(Violator) #297

y - my final final version should be in there now (with the bloat removal and sound fix) but how u other chaps doing?


(joop sloop) #298

Lets get this show on the road :slight_smile:

All we need is a new thread to get the voting started I think?


(G0-Gerbil) #299

I’ll get a fixed version of mine sorted in the next few days, didn’t realise we were just supposed to send 'em along :slight_smile:


(seven_dc) #300

This is kind left in air assuming people will play the maps like hell.

I have fixed mine… umm sort of. I do not exatly know whats wrong with my map, but I have
fixed the fogclipping bug and added net in my bunker passage so no one can jump inside windows without
building the bridge. Then I must edit my shader not to give warnings. Is there something else wrong?

What are you guys editing?

@Go-Gerbil

No no-one decided we must fix those maps right away. [TFA]Violator is just a fast individual. :slight_smile:


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