Question For Flayra
Lord_Requiem
Join Date: 2002-11-20 Member: 9481Members
<div class="IPBDescription">Regarding the original NS 4mb texlimit</div> Is this still in effect for map submission guidelines for Feb 14 or not? I noticed you said in a post in the thread about the maps that NS didnt support software rendering (something Ive never heard from anyone before, everyone claimed NS WAS supporting software hence the 4mb texture limit which was severely limiting to mappers since the maps are so bloody complicated), and also in your updated mapping guidelines you do not mention any texture limit at all.
Inquiring minds...
Inquiring minds...
Comments
<i>"Maps should have a maximum of a 4mb texture limit, anything over the limit is very unlikely to be selected . . . ."</i>
He must be the mapper most far away from this.
I like the 4mb limit and have no problem with it.
Try and stay under 4. It is possible.
If you do go near/over the 4mb texture limit, go through the official wads with wally, find textures that are 192x192 or 256x256 and that are included in your map. Use an image editor to re-size it to 128x128 then put them in your own wad. Will bring the texture limit down loads, so really there is no need to increase the texture limit.
Requiem: Don't retaliate. Don't comment back, just get a mod or admin to give him a few swift slaps. Also andromeda was a mighty fine map, my top 3 played custom maps are Ns_Lost, Ns_Europa and Ns_Andromeda. So if Ollij thinks your maps aren't good, he's far from it.
Andromeda wasnt, at least not in its current incarnation.
As for the texture editing solution, that is a very eloquent solution to the problem, but there is a flaw in it: Reducing the textures causes them to lose quality as well. How do you prevent that?
Now, I come from HLDM mapping and my motto has always been: Make it run on the minimum spec PC (200mhz, no Vid Accel). However, Natural Selection won't work on the lowest end PCs. It will run, but it won't be playable. Now someone mentioned staying at 4 megs because it allows room on an 8 meg card for the additional textures need by NS. I challenge that thinking, because I frankly don't think NS would be worth playing on a system with such a low-end card. Not even if it's plugged into a P4-2.0 ghz PC. One res node and your playing on a Viewmaster. To say that your trying to stay backwards compatable is a little bit of a misnomer, since NS isn't as backwards compatable as you are trying to be.
Basicly, what I'm saying is that the original texture limit (2mb) was set to acomidate for the lowest of low-end PCs. The Zoners limitation (4mb) took into account that hardware had advanced to the next level (Voodoo2/3 & TNT). Natural Selection is designed for the next level after that (GeForce+). Why not act like it?
GSH
edit - I might want to stress again, to keep it under the 4mb texture limit make the texture the smallest possible size, usually with a 256x256 wall it looks almost the same on a 128x128 texture size, floors dont always seem to work out
But I wouldn't say NS supports software mode for anything playable.
The alpha's aren't masked, there's no cursor in command mode, buildings are sometimes fullbright and slightly translucent (the alien Hive Sight upgrade thingie effect gone haywire), and the sprite health-rings warps around oddly deformed because they're not put through perspective correction. It works for testing your map, thus I do very much so like having software mode available, but I wouldn't say it works for actual gaming.
Also I've made levels before that uses up more than 4 meg (6 or 7 I think I hit), and I do so very much belive even software mode handled that just fine?
Still, it's Their™ game, I assume they have tested things, or have some higher purpose, for this 4 meg limit -- If the time comes my vote likely goes to having the limit removed, but until then I for one will just happily accept that we can not only enjoy NS, but also map for it <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--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-->Holy moley, I had no idea there were going to be this many submissions for v1.1. Don't fear, there will be an opportunity to add new maps with every client side update, which will probably be every couple months or so (just a guess). Be sure to read my map submission guidelines when submitting them to me! Also, it would be quite helpful for you to include the HLTV .tga and .txt file as well (no .bmp overview is needed <b><i>because NS doesn't support software rendering</i></b>). If anyone needs info on generating these files, have a look at this HLTV document that comes with the HL 2.3 SDK. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
...
The plot chickens!
err..thickens..
Still hanging around for some answers from a Higher Source on this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Try and stay under 4. It is possible. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
um, i don't think that model skins and texture limits go into the same RAM area, do they? because if so you would have LESS than 4mb of texture for sofeware mode users, since you need to keep space for the models. besides models are only loaded in during GAME, so the compilers would not report their skin size anyway.......
IIRC (and i don't always), models and their skins count only against the ~0.5M limit for ALL entity precache data, just like sprites and WAVs. not sure about SKY backgrounds, where they go.....
ChromeAngel are you trying to in-advertantly tell us that the Playtesters have actually got a RC capable of Software Rendering?
That does not mean it won't be added, but I know it can't be high on the priority list.
I am assuming here that the screwy uk and eu laws apply directly to pci slotted graphics cards...I to am in uk but I am one of the lucky (yes I said lucky and mean it) who have a Geforce4 ti4600 (agp)
Now I am not asking that NS is made to my specs but I would like to see it climb out of the 4Mb range and if this is due purely to graphic cards and not the half life engine as I was lead to understand then why not have a pole built into the front end of the instalation (or use the results freely available from the half-life one) This will show that nowadays only a very small percentage of users have a low spec machine. Most are as mention in previous post are well into the geforce class of card. Whilst I too would hate to see a gamer slip off the end of the technology chain it surely must be better than holding back the maps to keep a few people hanging onto their old machines. I was fortunate (as well as lucky enough) to be able to spend a lot of money on my PC and would like to see my favourite game not slip into low spec obscurity for the sake of the few.
Before you all flame me I would like to say I used to have an old 286 machine and needed to upgrade to 486, then needed to upgrade to pentium( for internet play), then needed to upgrade purely for the art of gaming. I have paid my dues to the makers of PC's over the years and know it can be hard to upgrade but surely we can't allow something as good as NS be held back forever.
Of course this may all become academic when (eventually) Half-life2 comes out. After all it too will probably have a moddable engine (it's what made Half-life win all the awards) and that is sure to be set higher up the technology chain..
Faded Tiger
(all my LAN maps well over 4Mb)
p.s.taken so long to type thread may have moved on sorry......nope just forgot to read last page of posts as usual...ooops
Counter-Strike runs great on a wide range of computers, and I definitely think that's a well-sized reason for it's popularty. I don't blame NS for wanting to keep itself open for as broad an audience as possible.
But then also: I do blame NS for wanting to keep itself open, because some limits are just pains in the **** <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
No, err, what I'm trying to say is that I belive the reason for these various limits are grounded in reality, not some knee-jerk reaction from the Almighty Developer. I'm slightly puzzled by specifically the 4 meg texture limit, as I don't belive Counter-Strike ever has had that. I don't even remember software-mode crapping out with more than four megabytes of textures, though I suppose I <i>could</i> be wrong on that.
..ah, I don't know. I'm waiting, and hoping, for a response from the Powers That Be. Who knows, if we keep bumping this thread they might take notice.
.. even if the result is a closed thread and perma-bans of our accounts, then hey, at least we'll know they <i>noticed</i>! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
"DE_Dust Only" or "Assault, Dust & Militia Mayhem"
Some people just don't want their computer doing things it can't handle and make them stressed. So I agree.
I am thinking specificaly about a post from a month ago in which the poster was talkin about turning his drawviewmodel off so that he could get playable frames per second. All he was doing was trying to get a low-end PC to play, which it did when the models were turned off (so he said). He was called a cheater and royally flamed. He was told straight up that he needed a better PC and that that feature would be disabled and he would be S.O.L.
And yet, here we are talking about how to make our maps work for guys who are going to have to make these sort of tweaks to make the game playable no matter how our maps are made. If your going to make a policy like this, then it's a good idea to uphold that policy in all areas.
My point is simple: Either we support these players or we don't. Everybody needs to be on the same page and an up-to-date "Required System Specs" list needs be created so that topics like this one become moot.
CCS - I agree that maps should have a coherent theme, yet saying that having a theme will keep you under the 4mb limit is a bit of a misnomer. I have stuck with a theme myself, yet I can't bring myself to plaster the same 10 textures all over everything. It doesn't take long for that style of mapping to get bland and boring, for both the mapper and the gamers.
Quite frankly, a comparison with CS is completely irrelivent. CS was designed to run on min-spec PCs from the ground up. In many respects it's actually less of a burden on the client pc than standard deathmatch. Its design is compatable with min-spec PCs because of the simplicity of the game itself. This is not a virtue that NS shares with CS. NS is far more complex in its design and operation. So complex in fact, that I would say that even trying to make it backwards compatable will only result in the frustration of everyone and be a wasted effort.
I remember when game developement drove the hardware market. Now the hardware market shackles game developement.
Like I asked in my previous post: NS is a Next-Gen game, why not act like it?
GSH