Do you know if it's possible, for a player, to view or not a texture or a shader (I'm not technical, don't know what is the difference)?
We can use an already exist texture (or whatever) on something, and calculate a variant like in grey/green or grey/red from this texture.
And, this new texture can be visible only by Aliens in low light, or by H with helmet. May be when compute the texture we use the light level to se the transparency for this texture, with a little glow. Needn't high definition.
We already have something that make navmesh, why not this too?
And, if it's implies to change the map and it's not compatible, will be a problem for few map only, isn't it?
Statistics: Posted by SuperDupont — Tue Jul 04, 2023 11:51 am UTC
The tool may be used for generating random maps for various testing (like bot testing), but also as a basis for a generating terrains that may be reusable in other maps.
Known bugs:
q3map2
bug (I myself had to modify the stock thunder
and spacetracks
maps “that worked before” and use the same alphagen mechanism to make them compile properly…);Known limitations:
q3map2
compute pass can be very slow.Some example of seeds:
392021412
: Reproduces both « stuck egg in geometry » and « telenode auto destruction on spawn » Unvanquished bugs, also feature a terrain shape that is bad for gameplay because of featuring a large central open area;945780912
: Produces working default alien and human bases, with a more interesting terrain shape that requires to walk around hills, if we move the default bases to not be that close together and not be seen from each other at map load.Statistics: Posted by illwieckz — Mon Apr 17, 2023 9:05 pm UTC
I guess if you're updating the map, you'll need to put up an updated file then sooner or later :)
Done ;)
And yeah, most "P v E" setups seem to make the Overmind ("OM") [or ReactorCore ("RC") for versus Humans] undestroyable by putting it somewhere the players can't get to :P .
or display it prominently behind glass
sorry, just saw you have the updated Version on the other thread.
np,lol
(Maybe you could edit your first post in this thread and add a link to the other thread, so people that stumble into this one know about the other one :P ).
good idea!
I don't know how many players you had in mind for the map when you made it
well 6 or 7 ...
not a lot XD
But cool that you're happy !
I agree with you
Statistics: Posted by PhantomFang — Sun Apr 09, 2023 11:51 am UTC
https://gitlab.com/xonotic/netradiant/-/issues/183
Statistics: Posted by illwieckz — Thu Apr 06, 2023 12:20 am UTC
PhantomFang:
I'm fine, thanks :).
Just a clarification or two by me - when I said "Layout", I meant the geometry of the map (so the shape of the areas you walk through and such - thats what I like) - just saying that because I noticed "Layout" can also mean how the buildings are placed (I don't have a strong opinion on how that is currently set up).
I guess if you're updating the map, you'll need to put up an updated file then sooner or later :). And yeah, most "P v E" setups seem to make the Overmind ("OM") [or ReactorCore ("RC") for versus Humans] undestroyable by putting it somewhere the players can't get to :P .
P.S. - Just noticed - I wrote "so maybe not bad compared to what you expected" - but I think I meant "maybe more than you had intended the map for / expected" :P. ( I don't know how many players you had in mind for the map when you made it).
But cool that you're happy !
(If you hop on Sweets server - "Map&Tactics Testing EU" -> , I'm sure you could play a game on it too!).
Edit: - sorry, just saw you have the updated Version on the other thread. (Maybe you could edit your first post in this thread and add a link to the other thread, so people that stumble into this one know about the other one :P ).
Statistics: Posted by SeanCJ — Tue Mar 28, 2023 6:03 pm UTC
How are you?
we were about 7 or 8 players (so maybe not bad compared to what you expected?)
I hope there will be a lot of players, but I didn't expect there to be 7! I'm happy :D
I liked the layout
Great!
and for me personally the playing time was okay
it's good that you liked the playing time, afterwards, it can be "regulated". For example by using the number of bots in A and possibly by adding in H
but towards the end of the game someone killed the Overmind so we were only fighting dretches - which seemed a bit "not quite right".
Not cool, that kind of ruins everything... :D
But I don't know, maybe that's how you wanted it to go of course!
I didn't want it to go like this...
So I hastened to put a window preventing it from being destroyed :D
It's indeed a pity that there is no more overmind... In addition, in version 6.6, there are boosters for the As and therefore you need an overmind at all costs otherwise they are weakened
Statistics: Posted by PhantomFang — Tue Mar 28, 2023 9:59 am UTC
I don't know how many "free evos" sweet had (or has) set up on his server
2 free morph points for aliens every 20 seconds. 200 credits for humans every 120 seconds.
Statistics: Posted by Sweet — Tue Mar 28, 2023 9:52 am UTC
I played a game today on your new map (aka - this one :P ) on Sweets Server. we were about 7 or 8 players (so maybe quite many compared to how you planned it?). Also, mostly players knowing what they are doing, I guess :P.
We were mostly pretty systematic, so we made pretty short work of the many eggs :). I did enjoy the layout, and for me personally, the shortish playing time was ok (I'm not a super-fan of the dretch-storm / mission-mantis style maps, so maybe I am happy if they don't play for too long :P).
I don't know how many "free evos" sweet had (or has) set up on his server, but towards the end of the game, someone killed the Overmind so we were only fighting dretches - which felt a little "not quite right". But I don't know, maybe this is how you wanted it to work of course!
If you have any specific questions, I'll be happy to answer (as best as I can :P ).
Otherswise, thank you for your work, and nice map and contribution to the community!
Statistics: Posted by SeanCJ — Mon Mar 27, 2023 10:02 pm UTC
In NetRadiant, from the “File” menu, select “Pointfile”, this would load the .lin
file and show you a kind of line you will follow, it will show you what path the map compiler used to find the leak. Edit: In fact NetRadiant does it automatically.
Note: I added some code markup to your comment, you can do the same by placing ``` before and after your text, this way:
Code:
```blabla```
Statistics: Posted by illwieckz — Sat Mar 25, 2023 1:02 pm UTC
Code:
=== running build command ==="/home/Grise3/Téléchargements/netradiant_1.5.0-20220628-linux-amd64/q3map2" -fs_pakpath "/home/Grise3/Téléchargements/netradiant_1.5.0-20220628-linux-amd64/gamepacks/unvanquished.game/" -fs_pakpath "/home/Grise3/.local/share/unvanquished/base/pkg/" -v -connect 127.0.0.1:39000 -game unvanquished -fs_basepath "/usr/lib/unvanquished/" -fs_homepath "/home/Grise3/.local/share/unvanquished/" -fs_game pkg -bsp -leaktest -custinfoparms -meta -maxarea -samplesize 8 "/home/Grise3/.local/share/unvanquished/pkg/map-eggs-master.dpkdir/maps/eggs-master.map"Connected.threads: 4Q3Map - v1.0r (c) 1999 Id Software Inc.Q3Map (ydnar) - v2.5.17n-git-d9338309eNetRadiant - v1.5.0 Jun 28 2022 11:54:30Your map saw the pretty lights from q3map2's BFG--- InitPaths ---VFS Init: /home/Grise3/.local/share/unvanquished//pkg/VFS Init: /usr/lib/unvanquished//pkg/VFS Init: /home/Grise3/.local/share/unvanquished/base/pkg/--- BSP ---Leaktest enabledCustom info parms enabledCreating meta surfaces from brush facesMax Area face surface generation enabledLightmap sample size set to 8x8 unitsentering scripts/custinfoparms.txtentering scripts/shaderlist.txtentering scripts/shaderlist.txt (2)entering scripts/shaderlist.txt (3)entering scripts/shaderlist.txt (4)entering scripts/shaderlist.txt (5)entering scripts/shaderlist.txt (6)entering scripts/shaderlist.txt (7)entering scripts/shaderlist.txt (8)entering scripts/shaderlist.txt (9)entering scripts/shaderlist.txt (10)entering scripts/shaderlist.txt (11)entering scripts/shaderlist.txt (12)entering scripts/shaderlist.txt (13)entering scripts/shaderlist.txt (14)entering scripts/shaderlist.txt (15)entering scripts/shaderlist.txt (16)entering scripts/shaderlist.txt (17)entering scripts/shaderlist.txt (18)entering scripts/shaderlist.txt (19)entering scripts/shaderlist.txt (20)entering scripts/shaderlist.txt (21)entering scripts/shaderlist.txt (22)entering scripts/shaderlist.txt (23)entering scripts/shaderlist.txt (24)entering scripts/shaderlist.txt (25)entering scripts/shaderlist.txt (26)entering scripts/shaderlist.txt (27)entering scripts/shaderlist.txt (28)entering scripts/shaderlist.txt (29)entering scripts/shaderlist.txt (30)entering scripts/shaderlist.txt (31)entering scripts/shaderlist.txt (32)entering scripts/shaderlist.txt (33)entering scripts/shaderlist.txt (34)entering scripts/shaderlist.txt (35)entering scripts/shaderlist.txt (36)entering scripts/shaderlist.txt (37)entering scripts/shaderlist.txt (38)entering scripts/shaderlist.txt (39)entering scripts/shaderlist.txt (40)entering scripts/shaderlist.txt (41)entering scripts/shaderlist.txt (42)entering scripts/shaderlist.txt (43)entering scripts/shaderlist.txt (44)entering scripts/shaderlist.txt (45)entering scripts/shaderlist.txt (46)entering scripts/shaderlist.txt (47)entering scripts/shaderlist.txt (48)entering scripts/shaderlist.txt (49)entering scripts/shaderlist.txt (50)entering scripts/shaderlist.txt (51)entering scripts/shaderlist.txt (52)entering scripts/shaderlist.txt (53)entering scripts/shaderlist.txt (54)entering scripts/shaderlist.txt (55)entering scripts/shaderlist.txt (56)entering scripts/shaderlist.txt (57)entering scripts/shaderlist.txt (58)entering scripts/shaderlist.txt (59)entering scripts/shaderlist.txt (60)entering scripts/shaderlist.txt (61)entering scripts/shaderlist.txt (62)entering scripts/shaderlist.txt (63)entering scripts/shaderlist.txt (64)entering scripts/shaderlist.txt (65)entering scripts/shaderlist.txt (66)entering scripts/shaderlist.txt (67)entering scripts/shaderlist.txt (68)entering scripts/shaderlist.txt (69)entering scripts/shaderlist.txt (70)entering scripts/shaderlist.txt (71)entering scripts/shaderlist.txt (72)entering scripts/shaderlist.txt (73)entering scripts/shaderlist.txt (74)entering scripts/shaderlist.txt (75)entering scripts/shaderlist.txt (76)entering scripts/shaderlist.txt (77)entering scripts/shaderlist.txt (78)entering scripts/shaderlist.txt (79)entering scripts/shaderlist.txt (80)entering scripts/shaderlist.txt (81)entering scripts/shaderlist.txt (82)entering scripts/shaderlist.txt (83)entering scripts/shaderlist.txt (84)entering scripts/shaderlist.txt (85)entering scripts/shaderlist.txt (86)entering scripts/shaderlist.txt (87)entering scripts/shaderlist.txt (88)entering scripts/shaderlist.txt (89)entering scripts/shaderlist.txt (90)entering scripts/shaderlist.txt (91)entering scripts/shaderlist.txt (92)entering scripts/shaderlist.txt (93)entering scripts/shaderlist.txt (94)entering scripts/shaderlist.txt (95)entering scripts/shaderlist.txt (96)entering scripts/shaderlist.txt (97)entering scripts/shaderlist.txt (98)entering scripts/shaderlist.txt (99)entering scripts/shaderlist.txt (100)entering scripts/shaderlist.txt (101)entering scripts/shaderlist.txt (102)entering scripts/shaderlist.txt (103)entering scripts/shaderlist.txt (104)entering scripts/shaderlist.txt (105)entering scripts/shaderlist.txt (106)entering scripts/shaderlist.txt (107)entering scripts/shaderlist.txt (108)entering scripts/shaderlist.txt (109)entering scripts/shaderlist.txt (110)entering scripts/shaderlist.txt (111)entering scripts/shaderlist.txt (112)entering scripts/shaderlist.txt (113)entering scripts/shaderlist.txt (114)entering scripts/shaderlist.txt (115)entering scripts/shaderlist.txt (116)entering scripts/shaderlist.txt (117)entering scripts/shaderlist.txt (118)entering scripts/shaderlist.txt (119)entering scripts/shaderlist.txt (120)entering scripts/shaderlist.txt (121)entering scripts/shaderlist.txt (122)entering scripts/shaderlist.txt (123)entering scripts/shaderlist.txt (124)entering scripts/shaderlist.txt (125)entering scripts/shaderlist.txt (126)entering scripts/shaderlist.txt (127)entering scripts/shaderlist.txt (128)entering scripts/shaderlist.txt (129)entering scripts/shaderlist.txt (130)entering scripts/arachnid2.shaderentering scripts/atcs.shaderentering scripts/karith.shaderWARNING: Unknown surfaceparm: "solid"WARNING: Unknown surfaceparm: "solid"WARNING: Unknown surfaceparm: "solid"entering scripts/nexus6.shaderentering scripts/niveus.shaderentering scripts/transit.shaderentering scripts/tremor.shaderentering scripts/uncreation.shaderentering scripts/common.shaderentering scripts/common-trem.shaderentering scripts/titan.shaderentering scripts/displays.shaderScript file scripts/misc.shader was not foundentering scripts/plant_life.shaderentering scripts/water.shaderScript file scripts/models.shader was not foundentering scripts/atcszalpha-b2.shaderScript file scripts/common+.shader was not foundentering scripts/tremor_bygucior.shaderentering scripts/atcsbygucior_final.shaderentering scripts/mixbygucior.shaderentering scripts/acidcave.shaderentering scripts/analmango.shaderWARNING: Unknown surfaceparm: "solid"WARNING: Unknown surfaceparm: "solid"entering scripts/analmango_pre.shaderentering scripts/antares_pk02.shaderScript file scripts/ix.shader was not foundScript file scripts/moria.shader was not foundScript file scripts/tim.shader was not foundScript file scripts/trem2.shader was not foundScript file scripts/stone.shader was not foundentering scripts/arachnid2_custom.shaderentering scripts/arachnid2_ex.shaderentering scripts/arachnid2_pk02.shaderentering scripts/arachnid2_trak5.shaderentering scripts/atcs-x.shaderentering scripts/atcshd.shaderentering scripts/chasm_custom.shaderentering scripts/1984.shaderentering scripts/bluefreeze.shaderentering scripts/jajsundown1.shaderentering scripts/mario.shaderentering scripts/rain.shaderentering scripts/test3.shaderentering scripts/lilacisles.shaderentering scripts/vort.shaderentering scripts/waterfall.shaderentering scripts/Reise.shaderentering scripts/elbrus.shaderentering scripts/hip_grimm.shaderentering scripts/nateleaf.shaderScript file scripts/nateshader.shader was not foundentering scripts/thermal.shaderWARNING: Unknown surfaceparm: "solid"WARNING: Unknown surfaceparm: "solid"WARNING: Unknown surfaceparm: "solid"entering scripts/cardigan_skies.shaderentering scripts/mp_awup.shaderentering scripts/kat1024.shaderentering scripts/xrain.shaderentering scripts/terrain_example.shaderentering scripts/mp_whirlpool.shaderentering scripts/church.shaderentering scripts/foolsgold.shaderentering scripts/ancient_remains.shaderentering scripts/test.shaderentering scripts/bedtime.shaderWARNING: Unknown surfaceparm: "solid"entering scripts/Lights.shaderentering scripts/FirstContactfinal.shaderentering scripts/initiation.shaderentering scripts/dsi_textures.shaderentering scripts/Bridge_apart.shaderWARNING: Unknown surfaceparm: "solid"entering scripts/exploit.shaderentering scripts/jota.shaderentering scripts/fastround_bygucior.shaderScript file scripts/ptcs.shader was not foundScript file scripts/ptcs_xmas.shader was not foundentering scripts/mtcs_b5.shaderentering scripts/plantia8.shaderentering scripts/multiplant.shaderScript file scripts/nateleaf1.shader was not foundScript file scripts/natestah.shader was not foundentering scripts/catalyc.shaderentering scripts/ctcs.shaderScript file scripts/mars.shader was not foundScript file scripts/frozen.shader was not foundScript file scripts/iceflow.shader was not foundScript file scripts/ingar-textures.shader was not foundentering scripts/forlorn_custom.shaderentering scripts/forlorn_elypeaks.shaderentering scripts/forlorn_pk02.shaderentering scripts/forlorn_yughues.shaderentering scripts/fortification.shaderentering scripts/freeway_custom.shaderentering scripts/gloom2.shaderentering scripts/q3map2_gloom2beta2.shaderentering scripts/hangar28_custom.shaderentering scripts/hangar28_ex.shaderentering scripts/hangar28_pk02.shaderentering scripts/paint7.shaderentering scripts/paintfactory.shaderentering scripts/parpax_custom.shaderentering scripts/parpax_evillair.shaderentering scripts/parpax_ex.shaderentering scripts/parpax_exm.shaderentering scripts/parpax_pk01.shaderentering scripts/parpax_pkw.shaderentering scripts/parpax_space.shaderentering scripts/perseus_custom.shaderentering scripts/perseus_env.shaderentering scripts/perseus_ex.shaderentering scripts/perseus_pk01.shaderentering scripts/perseus_pk02.shaderentering scripts/perseus_q4power.shaderentering scripts/plat23_custom.shaderentering scripts/plat23_pk02.shaderentering scripts/plat23_space.shaderentering scripts/camera.shaderWARNING: Unknown surfaceparm: "glass"entering scripts/ptcs_easter.shaderentering scripts/station12.shaderentering scripts/rsmse.shaderentering scripts/rush-station.shaderentering scripts/rushmode3b3.shaderentering scripts/sokolov.shaderScript file scripts/atcs3.shader was not foundentering scripts/spacetracks_custom.shaderentering scripts/spacetracks_models.shaderentering scripts/spacetracks_pk02.shaderentering scripts/spacetracks_space.shaderentering scripts/spacetracks_trak5.shaderentering scripts/stahl.shaderentering scripts/stalkyard.shaderentering scripts/station15_custom.shaderentering scripts/station15_models.shaderentering scripts/station15_pk02.shaderentering scripts/thunder_custom.shaderentering scripts/thunder_ex.shaderentering scripts/thunder_lightning.shaderentering scripts/hip_inter.shaderentering scripts/gatekeeper.shaderentering scripts/mariosky.shaderentering scripts/usstremor.shaderentering scripts/vega_custom.shaderentering scripts/vega_models.shaderentering scripts/yocto_custom.shaderentering scripts/yocto_ex.shaderentering scripts/yocto_q4power.shaderentering scripts/zeldaworld.shaderentering scripts/kt_moai.shaderentering scripts/stasis.shaderentering scripts/tremulous_compat.shaderentering scripts/shared_ex.shaderentering scripts/shared_pk01.shaderentering scripts/shared_pk02.shaderentering scripts/shared_space.shaderentering scripts/shared_tech.shaderentering scripts/shared_trak5.shaderentering scripts/shared_vega.shaderentering scripts/shared_ambient_blood.shaderentering scripts/shared_ambient_soda-machines.shaderentering scripts/acid_tube.shaderentering scripts/arm.shaderentering scripts/barricade.shaderentering scripts/booster.shaderentering scripts/drill.shaderentering scripts/eggpod.shaderentering scripts/hive.shaderentering scripts/leech.shaderentering scripts/medistat.shaderentering scripts/mgturret.shaderentering scripts/overmind.shaderentering scripts/reactor.shaderentering scripts/rocketpod.shaderentering scripts/spiker.shaderentering scripts/telenode.shaderentering scripts/trapper.shaderentering scripts/builder.shaderentering scripts/human_bsuit.shaderentering scripts/human_light.shaderentering scripts/human_medium.shaderentering scripts/human_naked.shaderentering scripts/jetpack.shaderentering scripts/level0.shaderentering scripts/level1.shaderentering scripts/level2.shaderentering scripts/level3.shaderentering scripts/level4.shaderentering scripts/blaster.shaderentering scripts/chaingun.shaderentering scripts/ckit.shaderentering scripts/firebomb.shaderentering scripts/fire.shaderentering scripts/flamer.shaderentering scripts/grenade.shaderentering scripts/lcannon.shaderentering scripts/lgun.shaderentering scripts/mdriver.shaderentering scripts/prifle.shaderentering scripts/psaw.shaderentering scripts/rifle.shaderentering scripts/rocket.shaderentering scripts/shotgun.shaderentering scripts/shared_colors.shaderentering scripts/shared_ej01-clean.shaderentering scripts/shared_ej01-ice.shaderentering scripts/shared_exm.shader 3600 shaderInfo--- LoadMapFile ---Loading /home/Grise3/.local/share/unvanquished/pkg/map-eggs-master.dpkdir/maps/eggs-master.mapentering /home/Grise3/.local/share/unvanquished/pkg/map-eggs-master.dpkdir/maps/eggs-master.mapLoaded image: "textures/shared_tech_src/floortile1a_d.crn"Loaded image: "textures/shared_pk02_src/floor06b_d.crn"Loaded image: "textures/shared_pk02_src/rock01_d.crn"Loaded image: "textures/shared_pk01_src/trims01b_d.crn"Loaded image: "textures/shared_pk01_src/trims01b_a.crn"Loaded image: "textures/shared_trak5_src/glass_d.crn"Loaded image: "env/shared_space_src/sky15_up.webp" 148 total world brushes 6 detail brushes 0 patches 125 boxbevels 0 edgebevels 219 entities 708 planes 0 areaportalsSize: -2816, -1976, 256 to 312, 1440, 648--- ProcessDecals --- 0 decal projectors--- CreateMapFogs --- 0 fogs############### model 0 ###############block size = { 1024 1024 1024 }Entity 218, Brush 0: Entity leakedBSP bounds: { -2816.000000 -1976.000000 256.000000 } { 312.000061 1440.000000 648.000000 }Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }--- PatchMapDrawSurfs ------ FaceBSP --- 849 faces 592 leafs--- MakeTreePortals --- 0 tiny portals 0 bad portals--- FilterStructuralBrushesIntoTree --- 142 structural brushes 281 cluster references--- FloodEntities --- 340 flooded leafsentity reached from outside -- leak detected--- LeakFile --- 3 point linefileMAP LEAKED
Statistics: Posted by PhantomFang — Sat Mar 25, 2023 12:38 pm UTC
and so if I do: map:release, will he make me a map with the "right number" of FPS?
Yes, here is a rebuild of the 1.1 version you posted on chat:
https://dl.illwieckz.net/b/unvanquished ... repack.dpk
You'll see the performance is OK. I used the “Map: Release” option.
If that produced a .lin
file as you said on chat, that means something didn't worked as expected.
Can you paste somewhere the content of the NetRadiant console?
Statistics: Posted by illwieckz — Sat Mar 25, 2023 12:30 pm UTC
That's because you likely used map build options only meant for prototyping.
In the NetRadiant build menu, select the entry “Map: Release”, it will produce an optimized map and proper lighting.
and so if I do: map:release, will he make me a map with the "right number" of FPS?
Statistics: Posted by PhantomFang — Sat Mar 25, 2023 11:37 am UTC
my map have only 60fps
That's because you likely used map build options only meant for prototyping.
In the NetRadiant build menu, select the entry “Map: Release”, it will produce an optimized map and proper lighting. This will take some time.
That's because producing a release build can take some time there are options to quickly produce a loadable map, just to check it in engine, but for distributing a map one must do a release build.
Statistics: Posted by illwieckz — Sat Mar 25, 2023 11:30 am UTC
so I made a map called "Eggs master",
the drill's emplacements is inspired on Kai's maps :
and the other he's inspired on deretchstorm...
But I have a problem :
my map have only 60fps, even if there are only 10 entities...
And that is a really problem because I want to have 200 eggs...
screenshots :
Statistics: Posted by PhantomFang — Sat Mar 25, 2023 10:54 am UTC
Statistics: Posted by Tom — Sun Feb 12, 2023 4:50 pm UTC