Xenolithic V4 - final - Page 2

Xenolithic V4 - final

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Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: New Map - Xenolithic V2 - *proper groundbreaking release*

Post by Warlord Zsinj »

This looks really nice.

My only criticism is really the homogeneity of the mountain ranges; they all appear to be roughly the same height, etc. I think you could probably make things look a little more natural without breaking gameplay too much (I realise you have building space and ramps to occur, but I still think it would be worth sacrificing a bit of that for a more realistic topography).

Nice use of the fog though, not nearly enough people use that effectively.

This map design is sort of the way I envisaged a temblorian style (Oooooweeee) ground-based map looking, except with more links between the 'mountains' and the fog areas are impassable.

EDIT:
Just tested again, it is slightly unfair to be so critical; compared to many other maps, this map is decently assymetrical, and looks very natural, though my homogeneous height comment stands.

On top of that, some features would be nice. There are some decent snow rocks around, there's some snow factories from that severnaya industrial area one, and the snow trees aren't too bad either.

See the uploaded image for what appears to be an error. It's snowing pages >_>
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Beherith
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Re: New Map - Xenolithic V2 - *proper groundbreaking release*

Post by Beherith »

Almost all the mountains are of different height, much more variation and it breaks the nice even look of the fog.

Yeah, I tested in IW, and saw the page bug, but I think I know what causes it.

Features are planned for next release, but I need some help fixing the gadget bugs :( If anyone has any clue what could be causeing them, please share it.

Edit: Fixed the no explosions bug, it was an error with cmd_doline.lua gadget, which I didnt even use, so I removed it.
Fixed the PAGE bug :)
NO MORE SYNC ERRORS!! :mrgreen: :mrgreen:
Non glsl fog should work on ati now.
Gnomre
Imperial Winter Developer
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Re: New Map - Xenolithic V2 - *proper groundbreaking release*

Post by Gnomre »

lol who used the page button background for snow in the first place?

Did they really expect it to be that fugly piece of shit blob in every mod forever?
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Beherith
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Re: New Map - Xenolithic V2 - *proper groundbreaking release*

Post by Beherith »

Well, when an image is called circularthingy.tga, you kinda expect it to be that XD
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FLOZi
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Re: New Map - Xenolithic V2 - *proper groundbreaking release*

Post by FLOZi »

Indeed, you'd expect someone who was replacing it to make the gui point to another image as circularthingy.tga has other uses...
Gnomre
Imperial Winter Developer
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Re: New Map - Xenolithic V2 - *proper groundbreaking release*

Post by Gnomre »

Last time I checked, the widget handler is hardcoded to use that file too, not some abstract definition somewhere. It's kind of goofy to include the whole handler for that. How hard is it to include your own targa circle just to be sure there won't be a conflict?

Besides, snowflakes aren't circular blobs! ;)
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Beherith
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Re: New Map - Xenolithic V2 - *proper groundbreaking release*

Post by Beherith »

Was kinda stupid of me to assume that noone else would use that file, so anyhow, its been fixed :)
Btw, I tries using snowflake shaped snowflakes, but they didnt look right.
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hunterw
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Re: New Map - Xenolithic V2 - *proper groundbreaking release*

Post by hunterw »

sync just crapped out my first game on it
Beherith wrote: NO MORE SYNC ERRORS!!

yessss 8) eta on v3?

on the snow, the texture used looks good but i think the particles themselves should be smaller.
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Beherith
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Re: New Map - Xenolithic V2 - *proper groundbreaking release*

Post by Beherith »

V3 posted.
Following bugs remain, others are fixed:
ATI users only get non glsl (ugly) fog and no snow.
Dual screen users with the minimap on left only get non glsl fog.
imbaczek
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Re: Xenolithic V3 - bugfix

Post by imbaczek »

replace the relevant part of dualfog gadget with http://pastebin.com/m671a9736 to make it working on ATI. also, might want to release a fixed ooweee.
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manolo_
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Re: Xenolithic V3 - bugfix

Post by manolo_ »

will there be a v4 for snow and fog for ati-user?

nice kbot-map
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Beherith
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Re: Xenolithic V3 - bugfix

Post by Beherith »

Yes, there will be a v4 for ati fog. Unfortunately it seems snow wont work on ATI :(
Also planning features for v4
Warlord Zsinj
Imperial Winter Developer
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Re: Xenolithic V3 - bugfix

Post by Warlord Zsinj »

Cool.

I was messing around with the precipitation code before, it's quite fun to have the snow very fast and dense, feels like a blizzard. I wonder how hard it would be to code the density and speed of the snow (or any precipitation) to be variable rather then fixed?
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manolo_
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Re: Xenolithic V3 - bugfix

Post by manolo_ »

i was hoping you could make a smaller version of that map (3v3)
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Beherith
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Re: Xenolithic V3 - bugfix

Post by Beherith »

Im probably not going to make a smaller version, but of course everyone is free to use these gadgets.

To change precipitation dynamics, edit this part of the code:

Code: Select all

        pos.y -= time * 0.5 * (speed * (2.0 + gl_Vertex.w));
	pos.x += sin(time)*10;
	pos.z += cos(time)*10;
        pos = mod(pos, scale) - (scale * 0.5) + camPos;
        if (pos.y < 0.0) {
          gl_FrontColor *= 1.0 + 2.0 * (pos.y / scale);
          pos.y = 0.0;
        }
 
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Xenolithic V3 - bugfix

Post by Warlord Zsinj »

Cool, in that case I vote for a change that cycles between light/medium and very heavy, so that at times it can appear almost blizzard-like, but most of the time it is light to medium.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Xenolithic V3 - bugfix

Post by imbaczek »

re snow, i'm pretty sure it can be done, but my glsl-fu is much too weak. (i actually managed to crash spring in ati drivers by just making the shader code compile :O)
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MidKnight
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Re: Xenolithic V3 - bugfix

Post by MidKnight »

can I get I download link to the snow gadget? I have no glsl knowledge whatsoever, but I think I may be able to fix it by staring at it and willing it to be fixed. :P Have you tried asking jK?
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Xenolithic V3 - bugfix

Post by imbaczek »

it's in the map archive, named precipation.lua. to make it compile on ATI hardware, all you need to do is remove const everywhere.
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MidKnight
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Re: Xenolithic V3 - bugfix

Post by MidKnight »

WOOOO!
I got snow at least partially working on ATi! more coming shortly :wink:
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