Taking the plunge: Byzantine-B2, public beta


(G0-Gerbil) #21

BTW just to say I did have a look at your map - didn’t want to appear ungrateful after practically forcing you to find an alternative host.

Completely forgot about it though cos of work and stuff - will try to get back to you with proper comments in the next few days - but I liked what I saw mostly, even as I got lost :slight_smile:


(Ifurita) #22

NP, I PM’d you with a new version. Figured that while ‘public’, I wanted to limit the distribution somewhat so that I could catch the more embarassing errors before the rest of the world.


(Computertech) #23

Ifurita: i know it can be fixed, SD uses the same technique on Goldrush and I can fire from the bank courtyard over the buildings and into the courtyard where the ammo/health racks are.

Goldrush has no walls of sky, just ceilings of sky. As how it was made…tunnels, basically hallways with a sky as the ceiling. The perfect way to make a map. By deleting the “sky wall” and adding sloping ceilings on both sides of the barrier you want would probably solve your solution and might improve the fps rate.

How I read from Sock and other mappers, having a large sky room with buildings inside it = failed map. Good luck.


(SCDS_reyalP) #24

I suggest you actually look at the map before you make statements about how it was made. :moo:


(Computertech) #25

Actually i have, including very slowly moving around it and looking very carefully at how it was structured floating around. I know the courtyard is a ceiling sky, slopes up over the bridge then back down.
The roads and alleys are ceilings of sky. Only the tower is unique (forgot how Sock said it was designed/made). It’s posted in the forums on the contruction of this map. I thought it was good reading. Guess you missed it.
http://www.splashdamage.com/forums/viewtopic.php?t=4994

Also saw some drawing pics of the making of Goldrush, but forgot where I saw them at.


(Caesar) #26

I just uploaded this map on my web page and you can download it if you click HERE. No registration is required.Enjoy:-)AVE!


(Ifurita) #27

Actually, you should probably pull that version down as it is WAAAAAAAAAAAAY out of date. I should have another version (b6a) available for public dissemination tonight or tomorrow


(Caesar) #28

Ok tommorow evening I shall change file and put newly one:-)


(G0-Gerbil) #29

Erm I doubt it on both accounts.
Mainly because you are 100% wrong.

I’d post a screenshot but to be honest can’t be bothered - fire up goldrush in radiant and see for yourself :slight_smile:


(SCDS_reyalP) #30

:weird:
I suggest you look more carefully at the goldrush.map
:moo:


(Computertech) #31

I opened the editor with goldrush. The tunnel sections are a bit larger than guessed though. I do admit there are sky walls. Though not tall at all. Looks to be in an angle that mortar does NOT hit the sky wall sections nor goes through it. I guess it would take some interesting angles to hit them. I might try, though the height needed to hit most of it might be a problem.
There are TONS of hint brushes, skip brushes, clip brushes. Clip brushes surrounding the map about one floor up. Then Hint brush is above (about one floor above the clip brush) that but BEFORE the sky starts. Sections of the city are “roomed”. Not one big sky box. So i do stand corrected on the wall skybox. I wonder what the the Skip brush is for? I also see hints cutting across the map vertically. Looks like a crap load of work to make a similar map.
Interesting that they extended the sky slightly upwards. I guess what Sock said (and the thread about goldrush) are actually a bit wrong. Sorry, I guess i’m from the old school, the typical rooms with ceiling skys. I guess the Hint brush changes that.


(G0-Gerbil) #32

The sky brushes / mortar have nothing whatsoever to do with hint brushes, clip brushes, skip ones, or whatever, so sadly again you are wrong on that inference.

I think you need to re-read the thread you refer to and check you get it - it’s not Sock’s understanding of goldrush that’s at fault here :wink:

Having said that, I’ll be interested to hear back the results of your mortar + funny angles test, because it’s made me think of another issue, so let us know please :slight_smile:


(Computertech) #33

The sky brushes / mortar have nothing whatsoever to do with hint brushes, clip brushes, skip ones, or whatever, so sadly again you are wrong on that inference.

Actually you stuck your own foot in your mouth. I didn’t anything about the hint brush vs the mortar. I just said the hints are made below the sky. I’ll post once I can find a good sky wall to try to hit. Be interesting if they stop or not…

Update: mortar goes through fine. I notice that some skywalls have a large gap between them and some that don’t. One skywall I found has sky on both sides, but one side has a clip brush all over it, the other side doesn’t. I guess set up a test map just like goldrush including brushes.


(G0-Gerbil) #34

What you actually said was:

Now quite apart from the fact that the whole discussion we’ve been having is about mortars / sky walls, you stated that the hint brush changes the ‘typical rooms with ceiling skys’ idea. Which it doesn’t, so you are wrong in that context too :wink:

Anyway, cheers for letting me know about the mortars - is a bit of a relief :slight_smile: It makes me wonder how the code handles a mortar going into a sky wall and through the void to re-appear on the next skywall.

Is it possible that it’s fine as long as there’s no other blocking brush in between - maybe another (redundant) boundary caulk brush or something? Without knowing the code I can’t say how it handles this - personally I’d hope (IE it’s how I’d do it) that once a mortar or something goes into a sky wall, it carries on being process but without collisions until it comes out of another sky wall - everything in between is ignored. But it’s entirely possible that that’s not the case.


(Computertech) #35

I’m am from the “old school”. Simple box building. The hint brush helps divide/make boxes. The Hint brushes break it down to sections. Changes the way you can make the map look, but still boxed. Have to change my thoughts how it’s done now. I know the clip with no texture just means invisible wall. One that is beside a texture means no friction. Since there doesn’t seem to be a purpose of having a clip brush on the skywall (since noone can get up there, including spectator) it MIGHT have something to do with the mortars. As for the sky with a large void behind, it is caulked inside.