By chance (or glitch?) I was teleported to the "VERLASSEN WAREHAUS" section. How do I get back?
Preston Road [Map - Final Release]
#31 Posted 12 January 2011 - 12:31 PM
#32 Posted 12 January 2011 - 12:57 PM
@Jhect; That's just left-over from NBCBP (Which the warehouse was for)
@Leod; Just walk beside the van and it should send you back.
Well, seems people aren't having a hard time finding the super-secret anyway, it's probably a little un-fitting but I just felt like including it.
@Leod; Just walk beside the van and it should send you back.
Well, seems people aren't having a hard time finding the super-secret anyway, it's probably a little un-fitting but I just felt like including it.
#33 Posted 28 January 2011 - 02:50 PM
Don't like bumping old threads, especially my own, but this will probably be the last time I bump it as I have moved on and am now happy to call this project "Done" or as "Done" as it ever will be, the update is again described back in Post #1 which I have edited. It only really exists to say this is a definite final revision and to put me at rest as there were things bugging me (There were 3 red cards and two blue ones in the map for example due to the sloped roofs causing issues in Mapster) and the other reason is that a lot of the models were included in the latest DukePlus so I swapped the tile numbers over and removed them from my .zip to cut down the size a little.
Anyway, that's it, if you have Revision 281-R there probably isn't any real point in downloading this version as the changes are very minor (Some different models, shading and palette fixes) and the gameplay is mostly unaffected except for the models in DukePlus using ClipShape which allows more free movement arround cars and other models.
I've started a draft of another map, if I continue it will not be made for Polymer-only and will have a 1960's Sci-Fi vibe to it... But you all probably know what I am like for dropping projects eh?
Anyway, I will stop wittering on.
Anyway, that's it, if you have Revision 281-R there probably isn't any real point in downloading this version as the changes are very minor (Some different models, shading and palette fixes) and the gameplay is mostly unaffected except for the models in DukePlus using ClipShape which allows more free movement arround cars and other models.
I've started a draft of another map, if I continue it will not be made for Polymer-only and will have a 1960's Sci-Fi vibe to it... But you all probably know what I am like for dropping projects eh?
Anyway, I will stop wittering on.
#34 Posted 29 January 2011 - 08:55 AM
I'd love to check it out, but I'm getting "The file you are trying to access is temporarily unavailable. Please try again later."
#35 Posted 29 January 2011 - 10:07 AM
High Treason, on Jan 28 2011, 02:50 PM, said:
Anyway, that's it, if you have Revision 281-R there probably isn't any real point in downloading this version as the changes are very minor (Some different models, shading and palette fixes) and the gameplay is mostly unaffected except for the models in DukePlus using ClipShape which allows more free movement arround cars and other models.
I'm glad to hear that someone besides DanM is using that stuff. Do you still have extra context included, or is it a pure DukePlus map now? I would like to get DukePlus to the point where people don't feel they need to add extra models; it would make it easier for people to play user maps.
#36 Posted 29 January 2011 - 10:10 AM
@SpiderFighter; Added a link for MediaFire which may work, because MegaUpload won't even work for me right now, I'm starting to see why people don't like them.
Edit: @DeeperThought; I still have to load the chainlink fence as it does not seem to be in DukePlus, I also have to load my own SkyBox, though it loads in place of the Hollywood one... Looking back, I could probably have used the one that is seen in Derelict, but nevermind.
Oh, I played around with Civilians (I did not include any though as it would not fit my map) - they are quite funny to kick around
Edit: @DeeperThought; I still have to load the chainlink fence as it does not seem to be in DukePlus, I also have to load my own SkyBox, though it loads in place of the Hollywood one... Looking back, I could probably have used the one that is seen in Derelict, but nevermind.
Oh, I played around with Civilians (I did not include any though as it would not fit my map) - they are quite funny to kick around
This post has been edited by High Treason: 29 January 2011 - 10:14 AM
#37 Posted 29 January 2011 - 10:39 AM
So if I added the chain link fence to DP, then your map could be distributed on its own?
#38 Posted 29 January 2011 - 10:53 AM
I can't see why not, I could easily remove the BSOD and the desktop image from the computer screen and replace it with resources that were already there (which is something I thought about doing). There are two versions of the chainlink fence, though I only use one of them, the version from DNE is broken (as in the fence is damaged), the one I use is a modified version of this so that it does not appear damaged and plays a small animation (similar to the one on plants and paper).
#39 Posted 29 January 2011 - 11:49 AM
High Treason, on Jan 29 2011, 10:53 AM, said:
I can't see why not, I could easily remove the BSOD and the desktop image from the computer screen and replace it with resources that were already there (which is something I thought about doing). There are two versions of the chainlink fence, though I only use one of them, the version from DNE is broken (as in the fence is damaged), the one I use is a modified version of this so that it does not appear damaged and plays a small animation (similar to the one on plants and paper).
It turns out there was already a version of the chainlink model in DP (DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/br_chainlink), but it wasn't in the DEFs. I went ahead and replaced it with your version, and added the following to dukeplus.defs:
// Chainlink fence model "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/br_chainlink/br_fence1.md3" { scale 2 shade 11 skin { pal 0 surface 0 file "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/br_chainlink/br_fence2.png" } skin { pal 0 surface 1 file "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/br_chainlink/br_Wire1.png" } skin { pal 0 surface 2 file "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/br_chainlink/br_fence1.jpg" } anim { frame0 "AnimFrames00" frame1 "AnimFrames02" fps 1 flags 0 } frame { name "AnimFrames00" tile0 5285 tile1 5285 } }
This puts it on a different tile number, because I want to keep the models in that 5200-5400 range, since those don't interfere with as much user art in older maps and that is the range used for DNE. So it will be on that tile number the next time I upload a new DP.
#40 Posted 10 March 2011 - 04:54 AM
well i did give it a go, w/ q9400 @ 3.2ghz /w gtx570 i got 5-8 fps in the streets, most was probably 25fps in the cutscene, btw the vomiting was quite suiting, as for the map itself i personally would of layed of using so many hitscan monsters but then you face the problem of projectile based monsters casting to much light. I cant comment too much on the gameplay because it was unplayable, although i did look around at the overlapping sectors, it is a nice effect but i would only use it for decorations the player cannot get near as they tend to glitch and jumping over some of those walls actually enters the overlapped sector correctly causing a flashing glitch, using it for the roof of the shop was a more appropriate use though .
looking at the map in mapster, making a box map for polymer is probably not a good idea, it really needs some more white sectors within it to cull the players viewing area, normally i would suggest just splitting and rotating the main street but thats not very feasible with a box map, with a box map like that and DP with smart monsters they are more prone to becoming active so its also being bogged down with extra AI and animation perhaps you could use spawners to bring the monsters into the map as to not have all that AI and animation active.
its all a delicate balance of area seen vs ammount of lights in that area, and because of the nature of the map you are seeing alot of area and there fore the lights as well.
now i know DNE doesn't run the best but i do try keep a balance between these things without compromising my vision too much, so just keep these things in mind in your next map and i am sure you will be able to offer a map to a much larger audience, because i am not sure there is a computer in the world that could run this 20+ fps atm, i could be running an i7 and dual gtx580 and i don't think their would be much difference.
looking at the map in mapster, making a box map for polymer is probably not a good idea, it really needs some more white sectors within it to cull the players viewing area, normally i would suggest just splitting and rotating the main street but thats not very feasible with a box map, with a box map like that and DP with smart monsters they are more prone to becoming active so its also being bogged down with extra AI and animation perhaps you could use spawners to bring the monsters into the map as to not have all that AI and animation active.
its all a delicate balance of area seen vs ammount of lights in that area, and because of the nature of the map you are seeing alot of area and there fore the lights as well.
now i know DNE doesn't run the best but i do try keep a balance between these things without compromising my vision too much, so just keep these things in mind in your next map and i am sure you will be able to offer a map to a much larger audience, because i am not sure there is a computer in the world that could run this 20+ fps atm, i could be running an i7 and dual gtx580 and i don't think their would be much difference.