<!--QuoteBegin--ssjyoda+Jan 4 2004, 10:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssjyoda @ Jan 4 2004, 10:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i thought the cap was 700 now.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Yep, w_poly <= 700 in first person view is the official limit (with averages <= 500).
I've talked with Flay about the entity count again, btw, and he's going to get back to me with a final number. For now, the 3.0 limit is indeed 200 like you said Yoda (not including the exempt entities listed in the Mapping Guidelines).
Hera smacks 1000 wpoly in the marine start though that is the only area. Can i assume from this that single/isolated areas of high wpoly are actually okay, xpcagey? Also the marine start is quite a high combat area as well so i'm guessing that it must be okay in some cases otherwise surely the dev team would have asked him to remove it. *shrug* Idle speculation though i'd like to hear the official line.
<!--QuoteBegin--Mr.Ben+Jan 4 2004, 04:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ Jan 4 2004, 04:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hera smacks 1000 wpoly in the marine start though that is the only area. Can i assume from this that single/isolated areas of high wpoly are actually okay, xpcagey? Also the marine start is quite a high combat area as well so i'm guessing that it must be okay in some cases otherwise surely the dev team would have asked him to remove it. *shrug* Idle speculation though i'd like to hear the official line. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The final call is for the dev team (I'm a PT and work with the team on web projects like the Guidelines, but I'm not a Dev), but I think that some of the existing official maps have been given temporary special exemptions. Flayra has said that getting all of the existing maps under the current specs is a goal for the team, since each limit has been set with performance in mind. If you're submitting for official consideration, I'd recommend sticking with the spec.
Note that this is not the official word from a team member, but it's the sense I've gotten from talking with Flay directly.
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
I rememeber flayra saying that older maps aren't being held as tight to the new guidelines as the news ones cause they were made before the guidelines were changed. So lets hope Nancy still falls into that.
Oh ya, I got the rad file. Had to make a couple of tweaks and add in a texture that you had the name wrong of before but otherwise it was nice. You want me to send it back to you or should I do the rest of the rad myself since there really isn't much more to have changed if anything?
Um... did you try <i>scrolling up</i>? Or maybe going back one page? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Although, its hard to find anything in all the "yay nancy! **bump**!!!11" junk.
Anyways, the status of the new ns_nancy is "so totally close to done" and it is, apparently, in the process of being submitted for 3.0, they're just optimizing it for the 3 people out there who run NS on 486's.
Response back from Flayra: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Wow, thanks Devin! I can't wait to try it out. I'll be sure to put it in the next build, and I'll let you know if there need to be any other changes.
Don't worry about the HLTV overview files, they are no longer used in 3.0.
<!--QuoteBegin--Lazer+Jan 5 2004, 02:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Jan 5 2004, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Response back from Flayra: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Wow, thanks Devin! I can't wait to try it out. I'll be sure to put it in the next build, and I'll let you know if there need to be any other changes.
Don't worry about the HLTV overview files, they are no longer used in 3.0.
Thanks again!
-Charlie<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> today is a great day to be alive.
The map is done now, yes? So, since it's in it's final form, why not release it now? There is no way to know if 3.0 will even come out in january or not, so why make us wait?
<!--QuoteBegin--LagDemon+Jan 5 2004, 03:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LagDemon @ Jan 5 2004, 03:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The map is done now, yes? So, since it's in it's final form, why not release it now? There is no way to know if 3.0 will even come out in january or not, so why make us wait? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It needs playtesting first. Not to mention I use clip brushes on a lot of the map to make skulking easier, but skulks only climb on clip brushes in 3.0. It simply wouldn't be as good in 2.01, plus it gives something to look forward to. Ontop of all this it is <b>not</b> done. I still hav esome minor tweaks to do, easter eggs to add <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> and things like that.
SpoogeThunderbolt missile in your cheeriosJoin Date: 2002-01-25Member: 67Members
<!--QuoteBegin--kann_nix+Jan 5 2004, 03:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kann_nix @ Jan 5 2004, 03:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Lazer+Jan 5 2004, 02:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Jan 5 2004, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Response back from Flayra: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Wow, thanks Devin! I can't wait to try it out. I'll be sure to put it in the next build, and I'll let you know if there need to be any other changes.
Don't worry about the HLTV overview files, they are no longer used in 3.0.
Thanks again!
-Charlie<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> today is a great day to be alive. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Correction:
Today is a great day to have beta access <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
/me rubs hands together in anticipation <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Lazer+Jan 5 2004, 07:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Jan 5 2004, 07:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh ya, I got the rad file. Had to make a couple of tweaks and add in a texture that you had the name wrong of before but otherwise it was nice. You want me to send it back to you or should I do the rest of the rad myself since there really isn't much more to have changed if anything? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Finish it yourself man, I was close enough to being done with it myself.
<!--QuoteBegin--Spooge+Jan 5 2004, 04:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spooge @ Jan 5 2004, 04:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Today is a great day to have beta access <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I was thinking the same thing.
Very awesome work. First map I played NS on way back in beta one..and I cant wait to play on it again. My fondest of NS memories come from that map. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Allow me to just say Thank you to all the people who worked on NS_nancy i cannot wait to play this map in 3.0 it was also the first map i played in 1.04(when i started) and i loved it!!!! Now i can't wait to play 3.0!!
And you guys were afraid you wont make it. Congrats <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
HOORAY FOR NANCY! we are currently discussing ideas with Lazer for the RR secret in #nspt. Some of them are just completely crazy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
GJ Nancy team, can't wait to play it... Although, you guys might want to put some stuff in the expanded part of port.. I know it is there to add space, but its really empty.. unless it has changed since the first beta of the map... Still, gj, great work.. The vent lighting and the overall empty feeling of port engine were pretty much the only problems I had with the ns_nancy_b1. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Heh.. now on to bast and Fenris? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Actually, Bast and fenris wouldn't be all that hard with the right decomplier.. I stumbled across a very effective one a few days ago after one of my clanmates made a claim that they had once gotten a working decompile of Nancy with textures.. Well, he was right. Heh.. that sure could have helped save time =/ So far I have gotten a working decompile + textures of Nancy and Fenris.. Bast is a bit too much of a beast for the program it seems.. But that may be different in a couple versions. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Like all decompilers, this one leaves you with a number of one coloured faces and aaatrigger brushes, but unlike others, this one actually has textures under those one coloured boxes and aaatrigger brushes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> So I guess if you guys, or anyone for that matter wants to try rebuilding Fenris, give me a PM or something and I'll send you a link for the decompiler.. Did I mention it was VERY effective? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Comments
Yep, w_poly <= 700 in first person view is the official limit (with averages <= 500).
I've talked with Flay about the entity count again, btw, and he's going to get back to me with a final number. For now, the 3.0 limit is indeed 200 like you said Yoda (not including the exempt entities listed in the Mapping Guidelines).
The final call is for the dev team (I'm a PT and work with the team on web projects like the Guidelines, but I'm not a Dev), but I think that some of the existing official maps have been given temporary special exemptions. Flayra has said that getting all of the existing maps under the current specs is a goal for the team, since each limit has been set with performance in mind. If you're submitting for official consideration, I'd recommend sticking with the spec.
Note that this is not the official word from a team member, but it's the sense I've gotten from talking with Flay directly.
~ DarkATi
what's the status of this new ns_nancy?
and
will you try to send it in to Flayra so it can be included in ns 3.0?
Anyways, the status of the new ns_nancy is "so totally close to done" and it is, apparently, in the process of being submitted for 3.0, they're just optimizing it for the 3 people out there who run NS on 486's.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Wow, thanks Devin! I can't wait to try it out. I'll be sure to put it in the next build, and I'll let you know if there need to be any other changes.
Don't worry about the HLTV overview files, they are no longer used in 3.0.
Thanks again!
-Charlie<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
At the number of pages in this thread.. yes
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Wow, thanks Devin! I can't wait to try it out. I'll be sure to put it in the next build, and I'll let you know if there need to be any other changes.
Don't worry about the HLTV overview files, they are no longer used in 3.0.
Thanks again!
-Charlie<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
today is a great day to be alive.
It needs playtesting first. Not to mention I use clip brushes on a lot of the map to make skulking easier, but skulks only climb on clip brushes in 3.0. It simply wouldn't be as good in 2.01, plus it gives something to look forward to. Ontop of all this it is <b>not</b> done. I still hav esome minor tweaks to do, easter eggs to add <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> and things like that.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Wow, thanks Devin! I can't wait to try it out. I'll be sure to put it in the next build, and I'll let you know if there need to be any other changes.
Don't worry about the HLTV overview files, they are no longer used in 3.0.
Thanks again!
-Charlie<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
today is a great day to be alive. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Correction:
Today is a great day to have beta access <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
/me rubs hands together in anticipation <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Finish it yourself man, I was close enough to being done with it myself.
~ DarkATi
I was thinking the same thing.
Thanks to everyone who worked on this project
we are currently discussing ideas with Lazer for the RR secret in #nspt. Some of them are just completely crazy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Heh.. now on to bast and Fenris? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Actually, Bast and fenris wouldn't be all that hard with the right decomplier.. I stumbled across a very effective one a few days ago after one of my clanmates made a claim that they had once gotten a working decompile of Nancy with textures.. Well, he was right. Heh.. that sure could have helped save time =/
So far I have gotten a working decompile + textures of Nancy and Fenris.. Bast is a bit too much of a beast for the program it seems.. But that may be different in a couple versions. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Like all decompilers, this one leaves you with a number of one coloured faces and aaatrigger brushes, but unlike others, this one actually has textures under those one coloured boxes and aaatrigger brushes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
So I guess if you guys, or anyone for that matter wants to try rebuilding Fenris, give me a PM or something and I'll send you a link for the decompiler.. Did I mention it was VERY effective? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->