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Thothie

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Gurluas said:
good, as for kray eldorad, shall i send it through rapidshare or msn?
id rather send it through msn, and id rather send it because id like to know if its worth expanding
Failed to get through the last time, link it via PM. I do hate Rapid Share, but at least I know I can get it eventually. We gotta get you some more accessible net file space though.
 

Gurluas

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Did send now... i hope ye approve, since this shoudl have quality
even if only made 20% on the map and im unsure how to continue
 

Thothie

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F**king rapidshare... Too many users... Someone point Little G to a better file hosting service plzktnx? :)
 

Thothie

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That's a *little* better... At least I got it...

Umm... Yeah, I'd move onto something else.

The little mexi-cali huts may be of some use elsewhere, but they don't work too well here. There's nothing blocking any vis anywhere on this map (you need partitions that go from floor to ceiling). The ceiling in general is way too high, and some of the textures are overstretched (you're a bit too fond of those huge flowered doors). I will, however, congratulate you on your first map without a bludgeon demon in it, I guess that's progress. ;)

As for the scripts... Your elf script will crash due to the say response I warned you about. Ditto with Silversquare keeper (not going over it to see what else is wrong with him, just now). Swimming elf would *almost* work, but for the same issue, plus it needs a setidleanim, or it'll walk in water, and a float flag, or it'll sink - you'll also need to monsterclip the top of any water you put it in - or it'll also fly. ;)

At least those extra animations on the elf model may one day be useful - I should just port em over to the other models with matching bones, but tis not worth adding to the betapack until I actually use the new animations.
 

Gurluas

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well elves uses magic doors, but what say issue?
please explain properly, all i did was changing the model for the default elf,
as for the silversquare keeper i just changed square to market, and the model,

as for the map, i can try lowering the sky, problem is it will pass though the tower
 

Thothie

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The whole sky does not need to be as tall as the talltest thing on your map, you can build boxes over objects, and they will still be visible. Remember, a sky brush looks the same, regardless of shape or distance, from the player's perspective. But tis the least of your worries, in addition to a lack of general asthetic sense, so I'd move onto something else. ;) (as for the say issue, check your MSN history)

Hopefully Jester will let you tinker with his map. It has no asthetic sense to ruin, and no complex outdoor areas, that a city like you're trying to build there would involve. It's also goofie enough that tossing in a couple of Bludgeons would hardly be noticed. ;)
 

Gurluas

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well if i can il add some some elfs there,
 

Thothie

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Item Limit Fix Progress: I've managed to eliminate 40 pieces of media from the precache with no real noticible effect on the game IMO. (Actually, improved some of the fx, by changeing the way they work with media that's still cached). Most of what I stripped involved 'variance' effects. So if you hit a wall with your sword now, for instance, it sounds the same every time, instead of a little different every time. (Worth the sacrifice to beat the item limit, I figure.)

Todo's:
- Make fake generic_items to see how many items this actually translates into.
- Go through the hard code to see which pieces of media are precached there.
- Get info from Orochi about how much model merging is actually possible.

Keeping a very elaborate list of all changes, in case I figure a way around this by getting the hard code to compile, or somethin'.
 

BioRage

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Well thats good that theres no more same freaking sounds xD
 

Netrogor

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Um... BioRage? I think he meant that you will hear MORE of the same sounds now, at least when you hit monsters :)

In order to increase the item limit I believe, right Thothie? You took away some of the varying custom sounds :)
 

Thothie

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Actually it only affects when you hit walls, in this case... Monster hit sounds are handled by individual monsters, which are cached after map load. So I dun have to nerf them so much.

One thing that would save a lot of media files, that I'd rather not do unless we get real desperate, is to uniform the inventory sprites.

Suspect what you'd get three icons for each weapon catagory that varied with type and quality, and beyond that you'd have to look at the names. But if you look at msc/sprite/items, pretty much every single one of those buggers is part of the precache problem. All the items and all media related to them are loaded before the map loads - including all those bloody sprites.

Orochi seems to think the model consolidation is possible, and even seems to be willing to start on it - eventually - so maybe we won't have to do that. Still no clue if we can consolidate view models (I suspect not - but if we could, I think we'd be back in near unlimited ville.)
 

Orochi

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Yeah, model consolidation is totally possible. I had to make most of the hand and world models for the new weapons from old stuff due to the fact that 1.35-hand and floor models had the wrong bone structure. Also, Thothie, you've been using the wrong bastard sword hand model in your betapack all this time, it's still using the 1.35 view model and not the one I fixed. :p But yeah, I'll start on it once I can get some free time.
 

Thothie

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Blah, I'll go fix that, warn me if you see any other foul ups...

Kinda need to know, however, exactally how much model consolidation is possible... Ie. can ALL the weapon player and world models go into a SINGLE model? Just so I have some idea of how many files we're in potential of eliminating here.
 

Gurluas

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Thothie: did you speak to jelly yet ?
 

Thothie

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We have video...

Jester hasn't responded yet. I'd give him a few more days yet. I know he read my message asking for info on how exactally he managed to pull a compile, and he hasn't responded to that (this being about the hundreth time I've asked)... So I don't have too much trouble releasing his map source without permission if he doesn't respond soon.
 

Gurluas

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Oh it was jester...thought it was jelly
 

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Helmets are giving stun resistance, of course, but even when it says "you resist stunning", I'm stunned anyway.
 

Thothie

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Hmm... I was testing it on Lord of the Land (who stuns you with like, ever-other swing) and it was working fine there... However, I didn't test it with the "heavy stun" effect (which is basically, stun+drunk, used by Greater Ghouls, Ice Reavers, and a few others) - so I'll have to look into that.
 

Orochi

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Uh yeah, sorry for the late post. Unfortunately, only a certain number of models can be consolidated. If I have too many submodels on one model, the model compiler crashes during compile, thus preventing me from making said model. It was one of the reasons I couldn't include the seven extra submodel skins I had planned on the normal skeleton models.
 

Thothie

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There are 38 submodels in msc/p_misc.mdl. So there's gotta be some way. :(
 

Orochi

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Hmmmmmm...I'll have to look into that. I know it happened, but maybe it was a memory thing.
 
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