STALIN_BETA released!! feedback+comments welcome


(Fenris) #21

On a side note to my actual comments, couldn’t ETPro’s forcecvar function be used for setting the hunkmegs to appropriate levels ? Or wouldn’t that work ?

Anyway over to my comments “and here’s the votes from Sweden, Germany ten points. L’Allemagne dix points” :banana:

  1. I guess I have some strange settings at the moment as I’m not seeing any snow, and neither did my screenshots get very well, ingame the map looked nice but the screenshots got too dark to be of much use to post. Ah well, guess I’ll have to describe instead.

  2. I’m having some strange FPS drops, just standing looking at my feet I can get 90 FPS, looking up at house A I have the same, then turning around looking at house B or C it can drop to 20 or 30, happens on several places, but one example is the house to the immediate right after you’ve crossed the bridge, 20 FPS, (the house on the left gives 70 FPS)

  3. The house with the cmd post, the cmd post itself is very dark, could almost not see it. Also on the upper floor there’s some glitch in the floor you seem to see through it at some angles. No big deal, maybe a “decimeter” wide so if you don’t find it I don’t think it will matter much.

  4. The house with the fwd spawnflag, doors for midgets ? :stuck_out_tongue:

  5. The bridge itself, taking the time I went around the canal on the farther end, then doubled back to “camp” the allied spawn from the right side of the bridge-ledge, but it’s blocked about one “meter” from the fence so you can’t get through all the way. intentional or glitch ? Could otherwise be a good way for allies to sneak out as well

  6. I notice several door that could possibly have been openable, so you could go round inside the house instead of just on the streets, maybe more complex but also more realistic.

  7. The gate (oooh, I’d have loved to have my screenshots instead of this…) that looks like saloon-doors which only axis can open, imo they should either be openable by all or be of some more robust material (iron gates etc), feels wrong to stand at a swinging saloon gate and not be able to open it :smiley: (regardless of where it leads)

That’s my comments for now, it may sound a bit negative, that’s not the intention, but I have not yet had any opponents to play against so I can only judge the graphics so far.


(Ramoonus) #22

the map looks good
i have weathereffects disabled for effect :smiley: so no snow for me


(Fenris) #23

Almost forgot, when building the cmd post it has the same “error” as ET Assault, i.e. you can start to build it and at that time the area it oocupies is walkable, so if you start building, look around for enemies and then get back to building you can actually walk so close to it as to be inside it when you build it, thereby killing yourself in the process :slight_smile:


(FrontRunner) #24

One thing I noticed is that you can walk through the tree near the allied spawarea.


(FrontRunner) #25

Uploaded it to PCGameMods.Com

Download it here http://www.pcgamemods.com/4215/


(StormShadow) #26

Awsome, thanks FrontRunner… wish i could have done that myself :slight_smile:

Thanks for the comments all, its much appreciated. Ill work on reducing the bsp size (it will probably involve reducing the number of divisions in my terrain) but i think it will work out.

Thanks for the bug reports as well… ive noticed a few myself :slight_smile:

Keep the comments coming! I want every error to be pointed out and fixed for the final.


(SiliconSlick) #27

Nicely packaged… ran my pk3 checker on it and the only
thing that came up was:

----- PK3 - stalin_beta.pk3 -----

stalin_beta.pk3 - File textures/metal_misc/ametal_m03_bak.tga of size 65580 in stalin_beta.pk3 is in conflict with pak0.pk3
stalin_beta.pk3 - Minor warning: same sizes and modification time - EXCESSIVE BLOAT
stalin_beta.pk3 - Minor warning: TOTAL EXCESSIVE BLOAT is 65580 bytes

which is minor compared to some of the maps released by
some of the “expert” map makers in this forum[li].
[/li]
SiliconSlick

[*] see: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&p=61540#61540


(G0-Gerbil) #28

Hahaha! Like you expect people to care about their PK3s? :wink:
Anyway downloading it now, looking forward to it!


(Chruker) #29

Had a run through the map and here are my comments:

Three comments about the files in the pk3:

  • File case. Many of the files in /maps are in UPPER CASE. Case mismatch can lead to file-not_found errors on linux systems. As far as I can see from viewing the bsp file, is that radiant or q3map2 has converted all files to lower case, so just make sure the files are in lower case.
  • maps\STALIN_BETA.srf isn’t needed when releasing maps. Its only used by q3map2 during compile.
  • Also the two *.pcx files aren’t needed unless you’re compiling.

Also here are some of the warnings/errors from ET’s console:
12 of these ‘WARNING: Couldn’t find image for shader textures/metal_misc/ametal_m05’
ERROR No tracemap found for map

And I checked the hunkmegs amount after loading at it was 49 megs, so I don’t know why others get the hunkmegs problem.

As you can see from these pics it isn’t snowing. Correct me if I’m wrong but wasn’t it snowing in one of previous screenshots you posted? Anyway I think it should be snowing, that will give it a better feel.

Perhaps add some humming noise some of the places where there is functioning equipment.

The ice on the river is too transparent. You can easily see the bottom of the river.

Here are some screenshots.

  • There are lots of places you can fly to as specator and see gaps in the map. Here I have moved over the gate by the allied spawn.
  • You may also note the z-fighting in the gate (just top-right of the cross-hair)

  • By flying out along the right side of the river, I could get outside of the city and fly around.
  • While there camera in this picture is inside the playarea, you can see how you can see the sky through the windows to the right.

  • This would never happen in real life. There need to be some support where the cross-hair is. There are other places where the structure wouldn’t handle the strain, but this one is the worst.

  • By the cross-hair there is missing some textures.

  • Another example of z-fighting. Look by the cross-hair. I think you should recheck your map closely for this.

  • z-fighting just above the cross-hair.
  • Also realisticly those woodenfloor planks are way to thick. The floor construction would be so thick but not the individual floor planks (is it called planks?)
  • The one you can walk up is also too thick.

  • It isn’t really visible on the screenshot, but in all the buildings which are intact, the fog is still inside. I think what you need to lookup is fog hull.
  • Also does such a devastated city have electricity?

  • Again electricity
  • The doors seems to short. Make them about 8-16 units higher.

  • Make sure the command map image is filled to the edges, or else its see through.
  • Just fill it out the more of the same city grid pattern.
  • Also the wooden plank which is placed between the two buildings - have a look just below the flag of the forward spawn - it shouldn’t be visible on the command map.

  • Both your command post don’t have clip brushes until you’re finished with constructing them.
  • Also you might wan’t to add a little light in the rooms they’re in. Especially the allied command post is in a really dark room. Perhaps some light that comes on when its build.

  • This ladder is way to thick for being constructed in wood. Perhaps if it was made of bricks :smiley:

  • This is the room by the allied command post. There is z-fighting in the roof.

  • This fence seems to be missing something. Since there isn’t a ladder down to the river I guess its just missing.

  • Again, for a city this devastated, they have some really nice and functioning street lights on every corner.

(Chruker) #30

I complete forgot my subjective opinion of the map. I like it. I like the feel of it. I found loads of places where I could lie with my mobile MG42 and kill numerous enemies who happen to walk into my line of fire :wink:
I’m looking forward to playing it on the servers.


(joop sloop) #31

any chance of releasing that pk3 checker to the public, silliconslick?


(Ifurita) #32

Nice, thorough, constructive feedback Chruker. From his screenies, you also need to align some textures, like the upper door jambs


(SiliconSlick) #33

[quote=“SiliconSlick”]

[li] see: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&p=61540#61540[/li][/quote]

which was in (a most informative) thread (who’s info I’ll need again):

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=3843

but it isn’t there now.

I’ll post that elsewhere.

It did say see: http://www.nd80usa.net/slicks/analyse_pk3s.sh.txt

That’s all I should mention in this thread.

SiliconSlick (not wanting to step on any more toes)


(StormShadow) #34

Great feedback Churker! Ill add most of that stuff to my list :slight_smile:
Although i apprediate realism as much as the next guy, sometimes aesthetics, gameplay, and functionality take the front seat. So no, I wont be removing any lights :slight_smile: Or making my floors thinner :slight_smile: But everything else you mentioned is on my list, particularly the clipping errors and the z fighting errors. Thanks a lot for the thorough feedback.

You other bastards stop hijaking my thread! (You know who you are!!)

New beta planned for next week… get ready :slight_smile:


(Gadler) #35

Looks pretty… nice House-Design (more details on the Streets please).
But… Memory Error (Hunk) !!!


(StormShadow) #36

The hunkmegs error is almost fixed… i cut the number of terrain subdivisions in half, thus giving me 75% fewer terrain brushes. Ive already gotten the .bsp from 22 mb down to about 12, and reduced my total brush count by 30%. Next beta will be hopefully under 14 megs and will not cause a hunkmegs error.

I still have a few scripting ‘errors’ to fix, as well as some minor technical stuff (z-fighting correction, caulking, clipping, texture allignment, etc; etc…) but im expecting a 2nd beta early next week.


(G0-Gerbil) #37

Good work and thanks for listening to the feedback - some people take it a bit personally :slight_smile:


(Fusen) #38

nice finds chruker


Yamaha psr-500m specifications


(hummer) #39

Looks really nice!

As for the hunkmegs thing, I fixed that in my final version of Raiders but using gamemodels rather than models in certain areas… this reduced the the BSP size dramatically… of course, I don’t know how model crazy you were :slight_smile:


(StormShadow) #40

Hmm, how does that work? Arent gamemodels and models essentially the same? Why would they reduce bsp size?

Ill take your word for it that it works and try it out. That combined with reducing my terrain divisions should do the trick :slight_smile: