teuthonia_b1 testversion available


(Teuthis) #1

the testversion of teuthonia_b1 is available on request. Note that it is purely for testing purposes, it is not supposed to be released officially yet. I made the following changes:

  • we now have a truck barrier
  • there is a new tunnel System with a second bank entrance
  • tank stops one spline earlier to allow better planting of the Dynamite
  • moved tank barrier a bit further up so that the tank doesn’t enter the bank Yard and can thus not shoot into the axis spawn.
  • spawn times set to 12sec Allies and 18 Sec Axis
  • new balcony near bank to allow sniping
  • lots of more models (thanks Thunder)
  • lots of new obstacles near Axis spawn 1 and 2
  • made new ways down the railing to allow Players and bots to jump down
  • fixed the script Errors and missing texture warnings

there are some blending textures that don’t align well. I’m working on this for the final release.

Please send me your Feedback per pm here. If possible include a screenshot

I send out the link to download to a couple of interested Player. If you didn’t receive a pm from me and want to test the testversion, please send me a pm.

Please do not share the pk.3 file as it is not supposed to be the next official Version. I just want to get a Feedback about this Version and then I prepare the final official release.

big Thanks To Mateos and Thunder for their help and all the models.

hope you enjoy the map. I think the many valuable suggestions improved the map considerably


(Micha) #2
  • Isn’t it better to put the readme file into main instead of maps folder?
  • You can look into the truck at first allies spawn. Just crouch infront of it
  • You can gltich into the palm at B3 (the big area after allies spawn). Stand between palm and wall to do so
  • You can gltich into the wooden wagon at C5/6 (near tank). I mean the axe from the wheels.
  • Tank is flying at E5 (see screenshot)
  • Wall bug at the mg42 (see screenshot)
  • I suggest to clip the hill and the walls on the opposite of the balcony (make them not accessible)
  • The vase at the cornor in the bank isn’t static (you can go into it)
  • The sandboxes in the bank area aren’t static (same as the vase)


Nice work, I like how you filled the empty big areas. Also the new cave looks nice.


(Teuthis) #3

Thanks Micha, all easy to fix. The MG Turms Out to be a pain. If I Put it lower the MG Shakes Once you use it, also if you don’t Shoot. I had also a MG in the New Tunnel Directly when you Come out of the Bankdoor 2. this was so shaky that I removed it. So the MG was either flying or sharing. Tried also with and without tripod.

Still scratching my Head about Those Cutted Textures. I see this also in Other Maps and Even in goldrush. I Hope I can find a Way to minimize this Problem.

Thanks for Taking the Time.


(Teuthis) #4

For all the Folks currently Testing teuthonia_b1, please send you comments until Friday, August 29th. I want to get the Official next Version Out next Weekend.


(macbeth) #5

it is with nq 123 the mines flag problem with the map b1 cuz with silent mod works perfect
@Teuthis I answered to your pm


(macbeth) #6

we had the server crashed again with this crash log

19:29:00 -8<------- Crash Information ------->8-
19:29:00 Please forward to No Quarter mod team.
19:29:00 ---------------------------------------
19:29:00 Version: noquarter 1.2.3 Dec 20 2008 Linux
19:29:00 Map: teuthonia_b1
19:29:00 Signal: Segmentation fault (11)
19:29:00 Siginfo: 0xff9add5c
19:29:00 Code: 1
19:29:00 Faulting Memory Ref/Instruction: 0xa376732
19:29:00 DSO Information:
19:29:00 0xf7770000 (unknown)
19:29:00 0xf775f000 /lib32/libdl.so.2
19:29:00 0xf7739000 /lib32/libm.so.6
19:29:00 0xf75f1000 /lib32/libc.so.6
19:29:00 0xf776f000 /lib/ld-linux.so.2
19:29:00 0xe5d47000 /lib32/libnss_compat.so.2
19:29:00 0xe5d30000 /lib32/libnsl.so.1
19:29:00 0xe5d26000 /lib32/libnss_nis.so.2
19:29:00 0xe5d1a000 /lib32/libnss_files.so.2
19:29:00 0xe5d14000 /lib32/libnss_dns.so.2
19:29:00 0xe5d00000 /lib32/libresolv.so.2
19:29:00 0xe2112000 /usr/lib32/libstdc++.so.6
19:29:00 0xe20f5000 /usr/lib32/libgcc_s.so.1
19:29:00 0xe2208000 /yyyy/xxxxx/noquarter/qagame.mp.i386.so
19:29:00 Stack frames: 0 entries
19:29:00 Backtrace:
19:29:00 -8<--------------------------------->8-

19:29:00 Attempting to clean up.
19:46:29 -8<------- Crash Information ------->8-
19:46:29 Please forward to No Quarter mod team.
19:46:29 ---------------------------------------
19:46:29 Version: noquarter 1.2.3 Dec 20 2008 Linux
19:46:29 Map: oasis
19:46:29 Signal: Segmentation fault (11)
19:46:29 Siginfo: 0xffd46fbc
19:46:29 Code: 1
19:46:29 Faulting Memory Ref/Instruction: 0xa376732
19:46:29 DSO Information:
19:46:29 0xf771e000 (unknown)
19:46:29 0xf770c000 /lib32/libdl.so.2
19:46:29 0xf76e6000 /lib32/libm.so.6
19:46:29 0xf7582000 /lib32/libc.so.6
19:46:29 0xf771d000 /lib/ld-linux.so.2
19:46:29 0xe5cd9000 /lib32/libnss_compat.so.2
19:46:29 0xe5cc2000 /lib32/libnsl.so.1
19:46:29 0xe5cb7000 /lib32/libnss_nis.so.2
19:46:29 0xe5cab000 /lib32/libnss_files.so.2
19:46:29 0xe5ca5000 /lib32/libnss_dns.so.2
19:46:29 0xe5c91000 /lib32/libresolv.so.2
19:46:29 0xe20ad000 /usr/lib32/libstdc++.so.6
19:46:29 0xe2090000 /usr/lib32/libgcc_s.so.1
19:46:29 0xe22c6000 /yyyyy/xxxxx/noquarter/qagame.mp.i386.so
19:46:29 Stack frames: 0 entries
19:46:29 Backtrace:
19:46:29 -8<--------------------------------->8-

19:46:29 Attempting to clean up.


(Teuthis) #7

. well I tested on myself the !unmute command without an etkey and the server crashed so it is not the map
but the command for this buggy NQ mod

I tested on our silent server and here the mines flag for allies is oki
for the next release can u please have the mines flag fixed for nq?

I don’t think it’s the Map. No One Else Reports this Problem and according to you the Crashs Are Not restricted to the Map. I did. Not get any error Message in the radiant nor a Warning when I compiled so I Really See Notting I can do Here.


(macbeth) #8

we will test again with the final release , keep the good job


(diaboliksmart) #9

Please, where to find omnibots-file for this promising map ?
(yes, some servers still run some bots xD)

Thx in advance :slight_smile:


(Teuthis) #10

[QUOTE=diaboliksmart;508817]Please, where to find omnibots-file for this promising map ?
(yes, some servers still run some bots xD)

Thx in advance :)[/QUOTE]

this version was only a test version, it is not officially released. The purpose was to optimize the gameplay without flooding the community with too many versions, which is basically annoying and will distract people. Therefore I prepared this version b1 for test purposes only. the results will now be used to prepare the final release. The final version will be released this weekend. Hopefully some skilled people here will take care of the waypoint file for the bots. Maybe Micha is so nice and takes the map under his umbrella :slight_smile:


(Micha) #11

I will do the waypoints for this version. I just wait till Teuthis is ready to release it to public then I will start to make it. Doesn’t take long tho :slight_smile:
You will find the waypoints here and on official omnibot forum.


(TomTom7777) #12

Sent you a PM on a couple of minor bugs this morning.
The double “Get the Gold” announce I see now is in one place (trigger blow_doors)
The mine flags issue I have never seen in FritzBot
BTW your BSP file has a duplicate entry for world spawn (throws an error in the bsp reader I use)
first one

{
"classname" "worldspawn"
"gridsize" "128 128 128"
"_mingridlight" "48"
"_minlight" "15"
"_color" "0.95 0.95 1.0"
"_blocksize" "1024 1024 1024"
"mapcoordsmins" "-4032 5888"
"mapcoordsmaxs" "3968 -2112"
"_minvertexlight" "20"
"_ambient" "8"
"targetname" "yard"
}

And the duplicate entity is before the speakers and after the last item e147 info_notnull

{
"classname" "worldspawn"
}

Whether the duplicate is a problem outside of bsp readers I don’t know. Never saw any other map bsp duplicate a classname and key value before.


(Teuthis) #13

Thanks for all the valuable comments TomTom. I have no clue how to find this Second World spawn. Usually there should only be One entry. Anyone an idea of how to find and delete the false entry?


(Mateos) #14

Heh, got back from vacation the day after the limit x) Will play it anyway :slight_smile:

Edit:
Z-Fighting inside the well near the Tank on a side, between water and border.
Several locations on the terrain where the textures and the lighting aren’t smoothed, do you have the terrain cut into several func_groups or entirely in the worldspawn?
Where you have the waving white stuff, you could add ambient sound, like on Oasis :slight_smile: Would add to the atmosphere!


(Teuthis) #15

2nd worldspawn found and deleted

nice to have soemthing like an entity list :slight_smile:


(Teuthis) #16

[QUOTE=Mateos;508916]Heh, got back from vacation the day after the limit x) Will play it anyway :slight_smile:

Edit:
Z-Fighting inside the well near the Tank on a side, between water and border.
Several locations on the terrain where the textures and the lighting aren’t smoothed, do you have the terrain cut into several func_groups or entirely in the worldspawn?
Where you have the waving white stuff, you could add ambient sound, like on Oasis :slight_smile: Would add to the atmosphere![/QUOTE]

actually ungrouping and regrouping the func_groups helped in some Areas but some textures are still cut, despite being one connected entity. however, it helped in some Areas at least.

thanks a lot


(Teuthis) #17

Hope You had a Great Time and Recharged the batteries


(phisherman) #18

[QUOTE=Teuthis;508818]this version was only a test version, it is not officially released. The purpose was to optimize the gameplay without flooding the community with too many versions, which is basically annoying and will distract people. […] The final version will be released this weekend.[/QUOTE]I recommend you not to release a final version two weeks after the initial release. You have not yet found all the bugs, and you will introduce new ones with a new release. While you are still feeling motivated to work on the map, only make beta releases. A clear version history is not confusing, whats confusing is you releasing a final version and three days later a “final 2” version because of a dealbreaker bug. The day will come where you will resent working on the map, and that is the day of the final + source release.