Kazashi wrote:The current product is an unfinished product. People keep asking for an update, a taste of what we've been working on, even when they know it's not finished, or even in a properly working state. Maybe the beta releases should really be called Alpha releases, since it's really not designed for public consumption. Lots of broken models and maps, and we are still working on them, with the knowledge that they are broken and that we may get some complaints about them.
Now, task for you Escorter: read this quote carefully and think twice before you complain. He said in post before your's that maps needs alot of work and you just got the in-game example. Game is under constant developement and that obvious that so few of them couldn't do everything at one time. AFAIK currently they're working on first episode and some bloodbath maps. And for this "what is this" question: Who cares whats beneath the map? Normally you wouldn't even get there. Those squared textures are just standard DP replacement for missing textures.
Escorter, you mean our project is buggy?!
I'll be damned! It has never occured to me but you may be right!
And now seriously - we all know there are still many bugs in Transfusion.
In many areas. In my department as well.
We do have quite a few issues with some of our maps.
The problems are still there not because we are not bright enough to notice them, or to solve them - they are there because there are just so few of us and we need to do so many things. We try to focus on the most important ones and we leave others for later.
As far as mapping is concerned you could adopt two attitudes:
You could either
1) include only those maps that are perfect (or almost perfect), which would mean you would be working on one, two, maybe three maps until they are exactly right.
or
2) include larger number of maps that are not fully done and need further adjustments and polishing.
I definitely prefer the second option.
And one more thing - you might have heard that we are changing our bsp format. I'm converting all our maps to q3bsp, and while doing this I'm also fixing many problems. Hold on until you play our new versions.
They won't be perfect but many bugs will disappear.
Jethro wrote:He said in post before your's that maps needs alot of work and you just got the in-game example.
Absolutely correct.
Jethro wrote:And for this "what is this" question: Who cares whats beneath the map? Normally you wouldn't even get there.
The CPU, GPU, and even RAM are affected by loaded textures & surfaces. That much is true. I will embellish further upon this in the next comment below.
Jethro wrote:Those squared textures are just standard DP replacement for missing textures.
Actually, no. I am not sure whether we have a "NULL" texture that will not render the surface, but we most definately should have one (DP probably does). Here is the problem with those textures on the bottom of the map: AFAIK, NONE of the maps have been recreated from scratch. All of them have been interpereted from Blood's map files using Tim Hale's impressive map2map converter. This converter does not perfectly recreate blood maps in q1 form, but it provides a rather impressive, to-scale blueprint for recreating the map. This is sometimes very difficult, hence there may currently be imperfections in the map, known as "leaks", which are sometimes VERY difficult to locate. These leaks are basically holes into "the void" outside the map somewhere. When a leak exists in a map, instead of ignoring all of the "outside" or "garbage" surfaces, the map compiler must render all surfaces (their textures, lighting, and clipping planes) because it cannot tell what's inside the map from what's outside the map. This will obviously have a significant impact upon system performance.
In my opinion you should only use build->qmap converter to be able to locate some crucial brushes' coordinates, SP maps must be done from scratch. Levels that include all these screwed up brushes (a result of conversion) are increadibly laggy. But i'm sure everyone is aware of that includin' you guys, anyway i got one more question: would you be so kind and gimme a link (DIRECT ONE!!) to any editor capable of editing "transfusion"? I see no editor in tools you prepared in downloads section.
What about these "caulk textures"? they exist in DPengine?
Predator jestes mapperem, czy w tym enginie jest odpowiednik takiej textury? Ktora nie jest w trakcie gry renderowana? Daj jakiegos linka do jakiejs dokumentacji, nie wierze ze ma takie same mozliwosci jak engine kwaka3. Pozdro.
Haha, 'twaz a sample of our language, I really dont know why wasn't Tchernobog using it Once he was our god... (about 1300 years ago).
I think it would take alot more work to recreate everything and the map could end up significantly different that the original. Of course I know almost nothing about mapping.
What do you mean by Transfusion editor? all the formats are pretty simple. The maps are currently Quake 1, the models are currently MD3s (Quake3), and the textures are mostly jpegs, and TGA's. If you mean a map editor than you should probably use GtkRadiant: http://www.qeradiant.com/
I've never used it myself but I've heard its the best.
And what kind of tools do you use? Notice that if you download Q3Radiant or WolfRadiant these editors will automaticly give you an acces to the things specific for each game (you dont have to specify any files etc). So i just wondered if there's somethin like TransfusionRadiant (with preconfigured stuff and capable of creating a full .map file without any other software's help as long as this map is based on transfusion/blood sources). I guess not...
I'm just not sure how to edit a mod. Haha, seems like playing the game is the only thing we're meant to do. As for playing it, its been a third night since i started playing it on line and i cant find anyone ready for a deathmatch ;( Where are you all?
Our current map format is q3 map format, but previous maps are in original quake format.
As for the editor - whether you plan to map in quake format (old TF) or quake 3 format (new TF) you can use GtkRadiant 1.5 - it supports both quake and quake 3 mapping.
And yes, obviously you need additional stuff, like entity definition file, shaders and texture pack. I give them to people on request.
Forgive me guys, but I'm not going to explain everything now. I've done it a few times already, and it turned out to be pointless as people lost their interest in TF mapping very quickly.
A short description of how you can set up Radiant to map for TF will be available this week. I'll cover the basic aspects of the problem. I don't have time to go into details now.