[v0r1] A Tribute to Nexuiz (atribute)

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  • A tribute to nexuiz ( atribute ) the name of map.
    This is a beta version developed under 2.4.2 engine. 9 feb i started the work.
    To celebrate Nexuiz 2.5 (beta) the map is my little tribute to Nexuiz history.

    Textures from nexuiz and some from open arena.
    For some textures i added bump and gloss.
    The map works for dm, tdm, dom, kh, arena, rune.
    Has 36 player spawnpoints, 20 rune spawnpoints, 7 dom control points.
    No bot waypoints support yet.
    No hagar and no crylink.

    Some shots

    Image --- Image --- Image


    Image --- Image --- Image


    Image --- Image --- Image

    atribute_v0r0.pk3
    atribute_v0r1.pk3
    Last edited by giuseppe on Sat Aug 08, 2009 6:47 pm, edited 7 times in total.
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    giuseppe
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Sun Mar 01, 2009 6:26 pm

  • Are those flower-patterns on the ground supposed to be jump pads?

    The one on the roof actually works for me as one, but the others don't do anything, which is a bit irritating.

    Really good map, and the statues are really nice. :)

    PS: I didn't find the mortar so far, but there must be one, because the bots found it...
    [Tue Aug 5 2008] [00:15:01] <Ronan`> RoKenn, you're an evil person :P
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    RoKenn
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Sun Mar 01, 2009 7:10 pm

  • The one on the roof is a launch pad.
    The others are jump pads and on 2.4.2 engine works fine.
    For the launch pad i used a target_push entity.
    For the jump pads i used info_null entity as generic target entity.
    I have a idea.
    Maybe u use the 2.5beta engine?
    Maybe in the 2.5beta engine something is changed about info_null entity using that to make jump pads? (why change the entity definition?)
    If the problem is that sorry but i have a very slow connection
    and i dont donwload the 2.5 beta, is better for me wait for the ufficial relase.
    This is my problem.
    If target_push work fine i can use that also for the jump pads,
    but also my others maps now dont works in 2.5beta :/ ?

    The mortar is under the stairs.

    I will adjust the map as soon as possible.

    Thank u Rokenn.
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    giuseppe
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Sun Mar 01, 2009 7:25 pm

  • info_null was buggy in 2.4.2, and mismatched usage in Q1/Q3A and its documentation, for example. It is ONLY for map compiler entities, and gets removed by game code (which is why it doesn't work as jumppad target).

    target_push does work, but it's not documented anywhere. Where did you get that name from? Anyway, the correct one to use is target_position. You can also use info_notnull.

    The difference is: info_null gets removed by game code (and therefore wastes no memory when using it, e.g., as a spot light target), info_notnull just does nothing, but stays there (so you can target it by other entities).
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Sun Mar 01, 2009 7:34 pm

  • giuseppe wrote:but also my others maps now dont works in 2.5beta :/ ?


    At least ctf_gruding_mg_v2r1 works, as do all other maps. :)

    Only Edurnium also seems affected (see that thread).

    BTW: what is the difference between a jump pad and a launch pad? :oops:
    [Tue Aug 5 2008] [00:15:01] <Ronan`> RoKenn, you're an evil person :P
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Sun Mar 01, 2009 8:08 pm

  • yes grudging work because uses target_position.

    the launch pad give a speed in a direction,
    the jump pad move the player to a position

    ok now its clear, target_position is the rigth one
    i will fix.

    -----------------------------------------

    [Mar 02, 2009]

    I have fixed with this entity-patch.
    download the patch and put in data folder with the map
    I hope now jump pads works :)
    Last edited by giuseppe on Wed Aug 12, 2009 6:20 pm, edited 4 times in total.
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    giuseppe
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Mon Mar 02, 2009 4:39 pm

Mon Mar 02, 2009 5:13 pm

Mon Mar 02, 2009 5:21 pm

  • No, a friendly hint to use the edit button to just CHANGE your last message instead of doing a new post.. generally thats liked better in forums..

    done that for you now :-)

    Back to topic please..
    Last edited by esteel on Mon Mar 02, 2009 5:24 pm, edited 2 times in total.
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    esteel
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Wed Mar 04, 2009 3:04 am

  • More pictures of that kitty kat that you use for your avatar please.
    KITTY KITTY KITTY KITTY KITTY KITTY KITTY!
    What is the kitty's name?
    tundramagi
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Wed Mar 04, 2009 10:47 am

Wed Mar 04, 2009 2:53 pm

  • I want put focus on my last post about the map.

    in the atribute_v0r0.pk3 the map have a problem with jump pads in nexuiz 2.5 beta
    the problem is the use of wrong entity info_null instead the apprpriate target_position.

    than there is now a patch atribute_v0r0patch.pk3
    with this patch in data folder with the map i think jump pads works in nexuiz 2.5 beta

    entiy patch for jump pads / put in data folder with map pk3

    plase tell me if the patch works.

    Now i'm working to optimize fps. The lurk model sure are heavy to render on some systems.
    Last edited by giuseppe on Wed Aug 12, 2009 6:11 pm, edited 1 time in total.
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    giuseppe
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Wed Mar 04, 2009 5:08 pm

  • About the map;
    Nexuiz now supports monsters.
    Could you model a kitty cat in blender or maya or whatever it is you kids use these days as a monster and add some to your level attribute.
    They will roam around and bite people as kitty kats are always happy to do.
    Kitty cats. Kitty kitty kitty kitty kitty kitty kitty kitty kitty.
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Thu Mar 05, 2009 7:55 pm

  • giuseppe wrote:the patch works.


    Precisely, it works! :D


    BTW: I just noticed that one can't fall from the map. Hey, you prevent me from doing my hobby and shoot other guys into space. :cry:

    As for FPS: I only noticed drops down to 120 from my default of 125, both outside and in the statue room. And my GPU does have problems with some recent maps.
    [Tue Aug 5 2008] [00:15:01] <Ronan`> RoKenn, you're an evil person :P
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Fri Mar 06, 2009 7:40 pm

  • Thank u Rokenn! good news, the patch works!

    Nice hobby, i have too :D
    Well i take in consideration your hint!

    You really dont have fps problems with may map but there are player that
    with may map in nexuiz 2.5 beta have 20 fps in lurk room.
    That's way im working to optimize fps, i cant do miracle :(,
    but at current testing stage on my pc i have improved about 6 fps (20%).
    Last edited by giuseppe on Wed Aug 12, 2009 6:09 pm, edited 2 times in total.
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Sun Mar 15, 2009 1:47 pm

  • Yes the poly count in the lurk room is a bit high, you can display some stats with r_speeds 1.
    About your nexgun museum, the 2nd model is coming back in nex2.5 as the minstanex. :wink:
    Ronan
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Sun Mar 22, 2009 11:23 am

  • im working to make a version of that lurk model about 1400 polygons
    instead the original 2800 polygons
    and also i want reduce polygons of terrain (900)
    and im adding hint brushes with a little good result
    i hope this help :)
    about the nex gun back in nexuiz 2.5, but i know with a new skin, im right?
    Last edited by giuseppe on Wed Aug 12, 2009 6:12 pm, edited 1 time in total.
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    giuseppe
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Sat Aug 08, 2009 6:36 pm

  • Atribute v0r1.
    Changes form v0r0:

    - lurk model polycounts now is 1385 instead 2878 of original
    - new terrain with half polycount
    - added structural and hint brushs to improve portals flow
    - moved some entities
    - added crylink and hagar
    - added a gloss map for marble
    - new skybox (same sun settings) mp_dot from http://menczel.extra.hu/q3sky.html
    - at the end of terrain now a trigger hurt to frag players down
    - added some lamps
    - reduced BSP size about 3Mb (pk3 about 500Kb)
    - added waypoints file

    now i think the map take better fps

    atribute_v0r1.pk3
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    giuseppe
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Sun Aug 23, 2009 11:32 am

  • this map is a testament to nexuiz history. i love the guns on display i thought that was very creative :D
    Strength is irrelevant
    Resistance is futile

    (\/)
    (-_-)
    (")(")
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    hazmat643
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Mon Aug 24, 2009 7:33 pm

  • Thank u hazmat643. :D

    Yeah my idea started taking a look at old style architecture.
    Than the changes in new version of nexuiz suggest me to mark the moment
    with this tribute to nexuiz.

    Now im just working on the map to optimize brushes and
    to add maybe some new weapons.
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    giuseppe
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Sun Oct 11, 2009 2:00 am

  • so.... how do you get to the secret room? :-)
    Dokujisan
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Fri Oct 16, 2009 7:01 pm

  • There is a picture the lurk can see
    that suggest you where should be
    but the portal cant be in your eyes
    immagination you need I advice


    :D

    means there is a not visible teleport but u can find a hint :)

    PS New version is almost done but i can test on nexuiz 2.5.1
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