1.0x Maps In 1.1x

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
<div class="IPBDescription">compatible?</div> I'm just wondering if some, or any, of the current ns 1.0x maps will work in ns 1.1 without having to be changed. If they do need to be changed, is there a spec out there for those changes?

Comments

  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    Wow i never thought of that. Thats a damn good question.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    And a sneaky way to find out about 1.1 changes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Need? Probably not.

    Will be for the hell of it? Most Def.
  • Vash7h3StampedeVash7h3Stampede Join Date: 2003-02-28 Member: 14140Members
    edited February 2003
    Very Sneaky! I wanna know 2! I think that 1.1 will have all our favorites in it by default. If they have to do any changes, maybe they will just do them and put the new versions in the installer. I hope that we can still use our favorite custom maps though! Like ns_atomicmass !Eye Candy!
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited February 2003
    eclipse will be updated in many ways.
    Use the search function. Expect much!

    In my opinion <b>EVERY oficial map should be recompiled</b> (and rebuild) with XP-cageys compile tool updates and <b>get opt_plns.exe used on them</b>.
    - They make the mapfile much smaller without any loss! (opt_plns.exe makes the map geometry 2-8 times smaller by deleting unused planes from void)
    - They kill ALL sticky corners were you get stuck at so many walls as skulk. (this works soo good that it will reballance the game)
    - And They make it possible to use more detail in MANY ways (optimized compile tools).
    - EVERY NS map has some big gfx error here and there...

    Any reasons why not to decrease filesizes (ans so load time) of maps?
  • KillymageeKillymagee Join Date: 2002-11-01 Member: 3136Members
    edited February 2003
    Vash I'd change your sig before the mods nuke it its wayyy to big.

    I *think* it has to be 400 wide max and 75 high max.
  • VecdranVecdran Join Date: 2002-11-01 Member: 2323Members
    <!--QuoteBegin--Kenichi+Feb 28 2003, 08:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ Feb 28 2003, 08:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow i never thought of that. Thats a damn good question. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Not really. Pretty all releases of games include compatibility for old maps.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    edited February 2003
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    I hope map makers won't have to make to many changes to make 1.0 designed maps to work in 1.1 but who knows?
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    <!--QuoteBegin--Ollj+Feb 28 2003, 09:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Feb 28 2003, 09:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> eclipse will be updated in many ways.
    Use the search function. Expect much!

    In my opinion <b>EVERY oficial map should be recompiled</b> (and rebuild) with XP-cageys compile tool updates and <b>get opt_plns.exe used on them</b>.
    - They make the mapfile much smaller without any loss! (opt_plns.exe makes the map geometry 2-8 times smaller by deleting unused planes from void)
    - They kill ALL sticky corners were you get stuck at so many walls as skulk. (this works soo good that it will reballance the game)
    - And They make it possible to use more detail in MANY ways (optimized compile tools).
    - EVERY NS map has some big gfx error here and there...

    Any reasons why not to decrease filesizes (ans so load time) of maps? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Seconded, very strongly. If the mappers are tweaking anyway, PLEASE have them do this. It would be very nice for all us skulks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • NumbersNotFoundNumbersNotFound Join Date: 2002-11-07 Member: 7556Members
    <!--QuoteBegin--coil+Feb 28 2003, 04:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Feb 28 2003, 04:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> * Hush! * <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Bah. I missed the juicy little tidbit.
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