Aleyesu: Sands of Time [REL]

Thothie

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Re: Aleyesu: Sands of Time [completed]

I was wondering if you could change scorpions to act more like boars. Right now they just flood to one area and pill up. They will even attempt to follow a player, who is no were near them, by running at walls. Which is why I had the clips as such, so they didn't clump together.
All hostile monsters function this way… The boars don’t because they are non-agro until attacked. I can rig that condition for the ones on your map, but a better policy would be not to spawn them if the player isn’t around. :) – Save mucho edicts.

I'm at max clips, I can't add stairs :\
Add to HLCSG: -cliptype simple
Oddly enough, however, the monsters seem to be handling the ramps *fairly* well, it maybe the angles are shallow enough for them, or the lag on Sabre's server was kind enough, not sure.

Well they are being ripped through time
Improve the time machine so it doesn’t do damage. Timelords would drop like flies at the 100dmg/sec those beams are doing a piece. ;)

Again, if yer intentionally trying to weaken the bludgeon, I’ll make a weaker variant for ye.

I have yet to see the venevus model so I was unsure if he was an undead wizard or w/e
Looks basically like Keledros, lil buffer, and green. Nastier set of spells, more HP, immune to non-magical weapons. He has no built-in minions, so you’d have to work those out for yourself, if you want any. Plays nice with demons and undeads.

'm not sure I understand what you mean. A func_wall or sumthing is sharing the same plane as a world brush?
Naw, I mean you have two faces on two solids sharing the same plane here and there. This causes texture-overlap, which fux with some folks more than others:
brush_overlap.gif

It makes the texture “shimmer” when you walk by it – but these are mostly in the dark, so they won’t be noticed – although for those affected by them, they’ll get the FPS drop. There’s only a few, so it’s minor, and not worth fixing, but it’s usually something more amateur mappers do. You seem too l337 for this, so I just thought it was odd. ;)

I removed 62 entities and set the torches to 1fps.
They still “think” every server render frame, because they are constantly updating their state to all the clients on the server, regardless of whether their own frame has changed.
 

The Man In Black

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Re: Aleyesu: Sands of Time [completed]

Thoth, unless there are pits of dewm, you'll want to get rid of Venevus' LAWL I KILL YOU WITH WHITE SCREEN OF DEWM attack. It would be too cheap to have an HP regain everytime he got low just because people can't escape ;-)
 

Thothie

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Re: Aleyesu: Sands of Time [completed]

He only does that once, or if he's struck for a large amount of holy damage. Tis similar to Keledros, ye don't do the holy attacks on him unless you're prepared for a fistful of death. Granted, I suppose, you could run out of the room to avoid it, as the range is limited.

I'll likely need to make some changes to the script either way, as I suspect without Atholo there to merge into, he may do something wonky. (And yeah, while the range is limited, I'm not sure if it's enough so to keep him out of the labrynth.)
 

Sabre

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Re: Aleyesu: Sands of Time [completed]

I am making some lamp models for this map so that he can get rid of the torch sprites.
 

villager

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Re: Aleyesu: Sands of Time [completed]

Some desert dewm plants would be pretty sweet IMO o:

(I don't want to do the " :eek: " smiley, looks like he's half laughing, half retarded.)
 

Sabre

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Re: Aleyesu: Sands of Time [completed]

So I finished the model...
But I don't know what happened to the candelabra models, so I can't set it proper :/

He was gonna use these in lieu of 1 frame torches, so help would be lovely.
 

Thothie

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Re: Aleyesu: Sands of Time [completed]

Models have all the same drawbacks as sprites, so there's not much point in that.
 

Sabre

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Re: Aleyesu: Sands of Time [completed]

Well, how much edicts would one model eat as opposed to the fire sprite with only one frame? We're thinking more for aesthetics, as the 0frame fire is a bit meh ;)
 

Thothie

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Re: Aleyesu: Sands of Time [completed]

Well, like I said on the previous page, it propagates all of its properties to every client every server frame regardless of whether they’ve changed. So both models and sprites effectively animate every frame - it doesn't matter if the data has changed or not, how many frames it has, or whatnot. Models with hitboxes are worse than sprites, and although I assume this doesn’t have any, it still isn’t going to be any more optimal than a multi-frame sprite.

Axe the torch, forget the model - build a solid with a light texture, eg. a glowing-crystal thingie. Then it doesn't have to propagate, as it isn't an active object, but a static object, part of the architecture and lightmap.

Something that isn't part of the architecture has to be kept in sync with the world across all clients, as client-side relative position, and serve-side relative position differ. This is done for all architecture (solids - not bush ents) every frame anyways, so architectural lighting – ie. solids, don’t add think cycles (every think marker takes an edict), while dynamic lighting and objects that can be moved (whether they actually move or not) do, and need to think every frame. Otherwise, when you moved, the model stay would stay in relative position to you (ie. move with you) rather than staying anchored where it is in the world.
 

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Re: Aleyesu: Sands of Time [completed]

Thothie said:
'm not sure I understand what you mean. A func_wall or sumthing is sharing the same plane as a world brush?
Naw, I mean you have two faces on two solids sharing the same plane here and there. This causes texture-overlap, which fux with some folks more than others:
brush_overlap.gif

It makes the texture “shimmer” when you walk by it – but these are mostly in the dark, so they won’t be noticed – although for those affected by them, they’ll get the FPS drop. There’s only a few, so it’s minor, and not worth fixing, but it’s usually something more amateur mappers do. You seem too l337 for this, so I just thought it was odd. ;)

I removed 62 entities and set the torches to 1fps.
They still “think” every server render frame, because they are constantly updating their state to all the clients on the server, regardless of whether their own frame has changed.

Ahh I see. Yeah I saw that before but I couldn't carve the brush without messing it up, so I left it. It's not as bad as it looks, I swear! :) The csg compiler lets the brush that was drawn last take the face.
mscsg.jpg

It only added an extra triangle. Anyway, I fixed it, gave it the same face texture scale and alignment as the merging brush. It should just be a single rectangle next compile, csg will automatically merge the two faces.

Axe the torch, forget the model - build a solid with a light texture, eg. a glowing-crystal thingie. Then it doesn't have to propagate, as it isn't an active object, but a static object, part of the architecture and lightmap.
Alrighty, that's what I will do. I can get rid of the light entities too that way. Although I'm not sure hl loads them up or not unless they have a target name.
 

Thothie

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Re: Aleyesu: Sands of Time [completed]

I think regular light entities just go to the lightmap, so long as they aren't dynamic or named (ie. have no flicker pattern, or what not, and can't be turned on and off). The ones that can be toggled still don't think - they just eat an edict waiting to be turned on or off.

Light texture examples from various MSC maps: (//lights.rad values, where I know them)
cleicert boss chamber
gertenheld lighthouse entrance
helena windows //Window8 252 242 131 200
mines //pi_lantern 252 242 131 200
wicard oven cave //crys_3b_alt2 241 181 56 1000 & crys_red 255 0 0 100
Helena Caves //crys_3b 241 181 56 300 (same for all helena shots that follow:)
Helena Caves2
Helena Caves3
Helena Caves4
Helena Caves5
Doc's Tardis //1white 255 255 255 100
Lastcavern Halls
 

Sabre

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Re: Aleyesu: Sands of Time [completed]

Lodagond has some new ones as well.
 

Thothie

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Re: Aleyesu: Sands of Time [completed]

Lodagond and Calruin2 have a bunch (most all Calruin2 lighting is by texture), I just don't have screenies handy. ;)
 

Rickler

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Re: Aleyesu: Sands of Time [completed]

Most of the torches have been removed and replaced with glowy magical wall stuff
aleyesu_a30000.jpg
 

Rickler

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Re: Aleyesu: Sands of Time [completed]

J-M v2.5.5 said:
^ this guy's good

And I'd still like to know the brush/face count, and the total compile time :mrgreen:

Lets see in hammer it is 3300 solids and 19510 faces. Compile time is 1m28s for vis and 11m64s rad. c2d worth every penny :p This kind of map used to take half a day on my old athlonxp.
 

J-M v2.5.5

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Re: Aleyesu: Sands of Time [completed]

Rickler said:
Lets see in hammer it is 3300 solids and 19510 faces.
That's pretty good :eek:

Rickler said:
Compile time is 1m28s for vis and 11m64s rad. c2d worth every penny :p This kind of map used to take half a day on my old athlonxp.
:oldshock:
Looks like I just found another reason to get a Core 2 Duo processor.
 

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Re: Aleyesu: Sands of Time [completed]

J-M v2.5.5 said:
Rickler said:
Lets see in hammer it is 3300 solids and 19510 faces.
That's pretty good :eek:

Rickler said:
Compile time is 1m28s for vis and 11m64s rad. c2d worth every penny :p This kind of map used to take half a day on my old athlonxp.
:oldshock:
Looks like I just found another reason to get a Core 2 Duo processor.

Or a Core2Quad Q6600.
;)
 

CSS

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Re: Aleyesu: Sands of Time [completed]

Dang!! I thought Rickler was long and gone from Half Life after meck, simi, c17 and cityx.
I've heard a lot of good things about this map too.
 

Dridmar

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Re: Aleyesu: Sands of Time [completed]

CSS said:
Dang!! I thought Rickler was long and gone from Half Life after meck, simi, c17 and cityx.
I've heard a lot of good things about this map too.

Wait this the the Rickler who made those TSRP maps?
 

Glorfindel

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Re: Aleyesu: Sands of Time [completed]

Well it appears he can't go anywhere without his fame following his name ;)
 

Kindomtitan

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Re: Aleyesu: Sands of Time [completed]

WooW I saw the picture the first time and pppp . Vary Naice " That looks really great , im Opposite of my Map xD "Crenia"
 

CSS

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Re: Aleyesu: Sands of Time [completed]

Kindomtitan said:
WooW I saw the picture the first time and pppp . Vary Naice " That looks really great , im Opposite of my Map xD "Crenia"

Well considering the different levels of experience you two have, you might expect that
 

brian4

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Re: Aleyesu: Sands of Time [completed]

Dridje said:
CSS said:
Dang!! I thought Rickler was long and gone from Half Life after meck, simi, c17 and cityx.
I've heard a lot of good things about this map too.

Wait this the the Rickler who made those TSRP maps?

TSRP is aids/cancer.

edit: TSDM/Melee DM/TS Stunting ftw.
 
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