Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--QuoteBegin-Mendasp+Feb 12 2005, 11:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Feb 12 2005, 11:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Be afraid... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Now there is a man who knows what he is talking about......
After seeing what Medasp has gone through i can't see why anyone would want to remake a map, but good luck to those of you brave enough to try.
Just remember though, Fenris is/was a hugely popular map, so expect some unfair, harsh and downright useless criticism from people who don't appreciate what you are trying to do.
I dont wanna give you it just yet, i think some bits look better because i forgot to add a light:) But some areas are just too dark, so i gotta do another compile. I've pm'd Sir Pepe to see if its alright to go ahead and make some changes to the map._
<!--QuoteBegin-Moconnor+Feb 12 2005, 01:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Feb 12 2005, 01:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I dont wanna give you it just yet, i think some bits look better because i forgot to add a light:) But some areas are just too dark, so i gotta do another compile. I've pm'd Sir Pepe to see if its alright to go ahead and make some changes to the map._ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Cool so we'll be seeing a release soon.
<!--QuoteBegin-Lt Gravity+Feb 12 2005, 10:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Feb 12 2005, 10:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Spacer+Feb 12 2005, 06:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Feb 12 2005, 06:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> JUST DON'T DELETE THE REVOLVING DOOOOOOOOOOOOOOOR! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> this is not the "changes of ns_bast" discussion thread <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Im very curious about what sir pepe will say about this. VERY curious!!! because I cant tell if he will be happy or not. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well he knew that we were remaking Fenris, as I remember he posted in the original thread. But if he thought we'd actually get it finished... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
problems with the map that need to be fixed that i have seen:
- the doors need to have their lip key set, they just go into the walls when they are opened. - there are several surfaces that have null textures inside the map that need to be fixed. - the func_rotating gravity generator with the particles floating to the ceiling, the func_rotating needs an origin brush in both of the entities, or they just use the maps origin and fly all over the map. - the monster_furnature entity needs to be replaced with a cycler entity, the monster_furniture doesnt work in ns. - in marine start, where the hallway leads to nowhere, theres a warning strip on the floor thats out of place, it needs to be deleted and replaced with the floor to look right. - the 1 unit brushes need to be deleted, theres one outside of cargo hive c. - the angled brushes next to the ladder in cargo hive c create hull problems, they block space they arent supposed to. - several of the ceiling lights are worldspawn brushes and cut inth the ceiling, increasing w_polys. - large crates hanging from the ceiling need to be converted into func_seethroughs so they dont block the commanders view.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- the func_rotating gravity generator with the particles floating to the ceiling, the func_rotating needs an origin brush in both of the entities, or they just use the maps origin and fly all over the map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
spacer, your an idiot.
please go back to 3rd grade and learn how to read.
<!--QuoteBegin-GiGaBiTe+Feb 12 2005, 09:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 12 2005, 09:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- the func_rotating gravity generator with the particles floating to the ceiling, the func_rotating needs an origin brush in both of the entities, or they just use the maps origin and fly all over the map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
spacer, your an idiot.
please go back to 3rd grade and learn how to read. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> How do you know he was calling you silly?
read my post before his, i know about the func_rotatings not having origins. hes just trying to **** me off.
and i fixed all of those problems that i saw and sent the rmf to moconnor to get a good looking over. and no i didnt delete any architecture, all of its there.
<!--QuoteBegin-GiGaBiTe+Feb 12 2005, 10:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 12 2005, 10:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- the func_rotating gravity generator with the particles floating to the ceiling, the func_rotating needs an origin brush in both of the entities, or they just use the maps origin and fly all over the map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
spacer, your an idiot.
please go back to 3rd grade and learn how to read. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You might as well go too. So you can learn how to spell.
<!--QuoteBegin-GiGaBiTe+Feb 12 2005, 04:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 12 2005, 04:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> read my post before his, i know about the func_rotatings not having origins. hes just trying to **** me off. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you knew they didn't have origins, why did you compile the map and complain when they started flying around 0,0,0? :|
Also, <b>you're</b>. "You're an idiot". Please don't tell me how to spell when you so very blatantly can't yourself.
Right guys, cut it out NOW, someone just ignore someone else so the arguing will stop and the thread can get back on track please.
-origin prob fixed -most null textures inside the map fixed, i think -im not turning every single light fixture that is touching another world brush into a func_wall, r_speeds are still acceptable and entity count REALLY needs to be reduced. and im not saying that again. -i'll fix turn those crates into seethroughs. -and i'll check up on the other things yoiu mentoned aswell, thanks gigabite_
I normally do not post here anymore... for... uh... reasons. So anyway, I would just like to say damn. Damn this is funny. Jez and Spacer... <3
Favorite quotes so far:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QUOTE <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->(GiGaBiTe @ Feb 12 2005, 10:29 PM) QUOTE - the func_rotating gravity generator with the particles floating to the ceiling, the func_rotating needs an origin brush in both of the entities, or they just use the maps origin and fly all over the map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
spacer, your an idiot. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
please go back to 3rd grade and learn how to read. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You might as well go too. So you can learn how to spell. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ZING!
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QUOTE (GiGaBiTe @ Feb 12 2005, 04:40 PM) read my post before his, i know about the func_rotatings not having origins. hes just trying to **** me off.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you knew they didn't have origins, why did you compile the map and complain when they started flying around 0,0,0? :|
Also, you're. "You're an idiot". Please don't tell me how to spell when you so very blatantly can't yourself. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Moconnor+Feb 12 2005, 09:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Feb 12 2005, 09:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> -im not turning every single light fixture that is touching another world brush into a func_wall, r_speeds are still acceptable and entity count REALLY needs to be reduced. and im not saying that again. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Move them 1 unit away from the ceiling so they don't cut it up.
<!--QuoteBegin-Moconnor+Feb 12 2005, 08:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Feb 12 2005, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> -im not turning every single light fixture that is touching another world brush into a func_wall, r_speeds are still acceptable and entity count REALLY needs to be reduced. and im not saying that again. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ahhh, don't say scary things like that again! If you func_wall anything we're gonna need to be doing some serious reworking of the map because ent count is <b><i>way</i></b> too high already! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
<!--QuoteBegin-GiGaBiTe+Feb 13 2005, 09:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 13 2005, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> no kidding the entity count is off the charts. i counted a couple hundred and got bored.
and i found more problems with map... more null textures where they shouldnt be. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ...
Just type numents in console and you've got the ent count.
<!--QuoteBegin-GiGaBiTe+Feb 14 2005, 07:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 14 2005, 07:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> thats what i used to count the entities, im not that dumb. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> But you said you got bored of counting them <_<
<!--QuoteBegin-Lt Gravity+Feb 14 2005, 01:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Feb 14 2005, 01:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> gigabite you are a kind person in all ways.
btw: checking numbers of entities? there is an option in vhe, think its called "entity report". <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Doing that will <b>not</b> give you an accurate entity count. Lights, light_spots, spawns, info_locations, info_nulls, are only some of the entities that NS doesn't count.
Comments
Now there is a man who knows what he is talking about......
After seeing what Medasp has gone through i can't see why anyone would want to remake a map, but good luck to those of you brave enough to try.
Just remember though, Fenris is/was a hugely popular map, so expect some unfair, harsh and downright useless criticism from people who don't appreciate what you are trying to do.
But some areas are just too dark, so i gotta do another compile.
I've pm'd Sir Pepe to see if its alright to go ahead and make some changes to the map._
But some areas are just too dark, so i gotta do another compile.
I've pm'd Sir Pepe to see if its alright to go ahead and make some changes to the map._ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Cool so we'll be seeing a release soon.
Hell yeah_
this is not the "changes of ns_bast" discussion thread <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Im very curious about what sir pepe will say about this. VERY curious!!! because I cant tell if he will be happy or not.
this is not the "changes of ns_bast" discussion thread <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Im very curious about what sir pepe will say about this. VERY curious!!! because I cant tell if he will be happy or not. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well he knew that we were remaking Fenris, as I remember he posted in the original thread. But if he thought we'd actually get it finished... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
- the doors need to have their lip key set, they just go into the walls when they are opened.
- there are several surfaces that have null textures inside the map that need to be fixed.
- the func_rotating gravity generator with the particles floating to the ceiling, the func_rotating needs an origin brush in both of the entities, or they just use the maps origin and fly all over the map.
- the monster_furnature entity needs to be replaced with a cycler entity, the monster_furniture doesnt work in ns.
- in marine start, where the hallway leads to nowhere, theres a warning strip on the floor thats out of place, it needs to be deleted and replaced with the floor to look right.
- the 1 unit brushes need to be deleted, theres one outside of cargo hive c.
- the angled brushes next to the ladder in cargo hive c create hull problems, they block space they arent supposed to.
- several of the ceiling lights are worldspawn brushes and cut inth the ceiling, increasing w_polys.
- large crates hanging from the ceiling need to be converted into func_seethroughs so they dont block the commanders view.
THAS SILLY.
spacer, your an idiot.
please go back to 3rd grade and learn how to read.
spacer, your an idiot.
please go back to 3rd grade and learn how to read. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
How do you know he was calling you silly?
and i fixed all of those problems that i saw and sent the rmf to moconnor to get a good looking over. and no i didnt delete any architecture, all of its there.
spacer, your an idiot.
please go back to 3rd grade and learn how to read. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You might as well go too. So you can learn how to spell.
If you knew they didn't have origins, why did you compile the map and complain when they started flying around 0,0,0? :|
Also, <b>you're</b>. "You're an idiot". Please don't tell me how to spell when you so very blatantly can't yourself.
-origin prob fixed
-most null textures inside the map fixed, i think
-im not turning every single light fixture that is touching another world brush
into a func_wall, r_speeds are still acceptable and entity count REALLY needs
to be reduced. and im not saying that again.
-i'll fix turn those crates into seethroughs.
-and i'll check up on the other things yoiu mentoned aswell,
thanks gigabite_
Favorite quotes so far:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QUOTE <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->(GiGaBiTe @ Feb 12 2005, 10:29 PM)
QUOTE
- the func_rotating gravity generator with the particles floating to the ceiling, the func_rotating needs an origin brush in both of the entities, or they just use the maps origin and fly all over the map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
spacer, your an idiot.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
please go back to 3rd grade and learn how to read.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You might as well go too. So you can learn how to spell. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ZING!
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QUOTE (GiGaBiTe @ Feb 12 2005, 04:40 PM)
read my post before his, i know about the func_rotatings not having origins. hes just trying to **** me off.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you knew they didn't have origins, why did you compile the map and complain when they started flying around 0,0,0? :|
Also, you're. "You're an idiot". Please don't tell me how to spell when you so very blatantly can't yourself. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Zing zing again, baby!
My pretty minions are all grown up now... awe...
into a func_wall, r_speeds are still acceptable and entity count REALLY needs
to be reduced. and im not saying that again. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Move them 1 unit away from the ceiling so they don't cut it up.
Ahhh, don't say scary things like that again! If you func_wall anything we're gonna need to be doing some serious reworking of the map because ent count is <b><i>way</i></b> too high already! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
and i found more problems with map... more null textures where they shouldnt be.
and i found more problems with map... more null textures where they shouldnt be. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
...
Just type numents in console and you've got the ent count.
btw: checking numbers of entities? there is an option in vhe, think its called "entity report".
But you said you got bored of counting them <_<
just counted 1, 2, 3, 4, ect....
btw: checking numbers of entities? there is an option in vhe, think its called "entity report". <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Doing that will <b>not</b> give you an accurate entity count. Lights, light_spots, spawns, info_locations, info_nulls, are only some of the entities that NS doesn't count.