[map] The House of Chthon

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby Ed » Thu Jan 04, 2007 5:36 pm

An update:
Link pulled, see end of thread.

Changes:
- lava no longer transparent so fixes bug where boundaries showed up from above lava
- new screenshot
- bot waypoints. These are pretty hopeless as all the bots do is suicide into the lava every time. I've tried lots of things but haven't got a decent set of waypoints out of anything. Funny but silly.

Still got a problem with the shape of the teleporter which I may replace entirely as it seems to be a problem introduced by scaling.
Last edited by Ed on Mon Jan 15, 2007 11:00 pm, edited 1 time in total.
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Postby esteel » Thu Jan 04, 2007 9:41 pm

There seem to be small problems with two guns:
Image
Image
The first one is even lower, i had item bobbing active..
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Postby Ed » Fri Jan 05, 2007 8:22 pm

Another update:
Link pulled, see end of thread.

Changes:
- Fixed the submerged items problem esteel saw. This was because the original Quake item placements were kept and Quake obviously handles them slightly differently if they are in the floor than Nexuiz does.
- Fixed the holes in the teleporter. It was a bit of a mess down there so I rebuilt the teleporter and found it was some single player introduced anomaly in the original map
- Did some recaulking, reduces the disk footprint and may improve speed
- Got rid of some more ridiculous brushes that were hidden in side of other brushes in the original. Can't say for certain but I think they were planning on having the ceiling of the mortar end as a set of slopes going up towards the centre. Then they just blocked it off with a set of cubes instead.
- Fixed (properly) the boundaries of lava problem, they're caulked now.
- Improved some minor textures

Hope this is almost done, I've got a bigger plan for it next.
Last edited by Ed on Mon Jan 15, 2007 11:01 pm, edited 1 time in total.
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Postby esteel » Fri Jan 05, 2007 9:11 pm

Cool, thanks for the fixes.. downloading :)
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Postby kyre » Sat Jan 06, 2007 10:41 am

This map brings back a few memories...

Spotted two bugs with the 0.4 version:

A missing surface
Image

Some z-fighting near the crosshair
Image

Overall, nice work though. :-)
Whenever You go, then You aren't.
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Postby Ed » Sat Jan 06, 2007 12:31 pm

I must have overcaulked that wall as it's not easy to see, will fix.

z-fighting has been my enemy on this map. You have no idea how bad it was at first! It's because in software Quake you can get away with it but it just won't work in any of the new engines. I've already fixed literally dozens of z-fighting issues and these are hopefully the last.

I won't bother updating just on these two issues, I'll wait until I've got a few more things fixed.
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Postby Sindwiller » Sun Jan 07, 2007 3:14 pm

Yeah, I really liked that part of Quake, nice work :lol:
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Postby esteel » Sun Jan 07, 2007 10:01 pm

Is there a way to make the buttons do anything useful?
The lightning thing from the quake version was nice to kill that boss monster.. maybe it can also be used in DM mode?
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Postby Ed » Sun Jan 07, 2007 10:43 pm

esteel wrote:Is there a way to make the buttons do anything useful?
The lightning thing from the quake version was nice to kill that boss monster.. maybe it can also be used in DM mode?

I think it would require some coding. Could that be done without requiring a mod as such, just a few files in the pk3? Currently it links to an event called lightning which obviously Nexuiz does not have. A superweapon would be one idea with electric beams going everywhere but I'm not sure a one hit death button would really improve the game and the deaths would surely count as suicides. A death button could just be done by dropping a deathbox on top of the upper floor when the button is pressed, that would not require coding.
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Postby Ed » Mon Jan 15, 2007 11:00 pm

An update:
http://www.rofltech.co.uk/media/chthon-0.5.pk3

Changes:
- Fixed some overcaulking
- Fixed that z-fighting
- Lots of external work, deleted lots of junk brushes, it seems like they were intending to have another room on the other side of the big door which has gone, I've resized the lava down and deleted another load of crap round the tunnel, some additional caulking
- Hint brushes, first attempt and that tutorial makes no real sense to me so if hope I've done it right
- Playerclip brushes added to all steps, stops the bots from leaping up and down on them
- Bot waypoints redone from scratch. They no longer leap into the lava at every opportunity and will actually patrol round the level rather well although they do seem to suicide with the RL rather a lot, think this map is very bad for bot AI
- Redid the jumppad so it's angled and the landing moved slightly in, means the bots will take it rather than getting confused.
- Music loops track 4
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