v1r1 or v2r0?

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Wed Jul 30, 2008 6:26 am

  • How many changes can you make before v1r1 becomes v2r0?

    In the case of Hook Race, I intend to make the final ascent to the flags less steep, and fix all the info_location object (they don't work). There may be more changes as I see how the map works in play. Would the above be v2r0 or v1r1? Or something else? ;)
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Wed Jul 30, 2008 9:47 am

  • In my opinion it's always been how big the changes are and what your plans for the future is for whatever project you're working on.
    If the changes are big, yes v2r0 would be appropriate. If the changes are small, but you don't plan on doing any more work with this map, v2r0 is still good. However if the changes are small and you do plan on doing more work with it v1r1 is at work.

    This is my subjective opinion, I don't even know if it's correct or if there actually is a manual for how to release stuff.

    However, I do have one thing to suggest to you. Could you fix the FPS on that map, I get really low FPS on many places and destroys how well I can hook. This is the only map I actually have a FPS problem with in the entire Nexuiz arsenal. Clip, caulk and remove things in a good and appropriate manner. I'm hoping you did a bad job with it otherwise I would have to live with the low FPS :P
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Wed Jul 30, 2008 12:36 pm

  • Hook race worked fine for me, infact I kicked Clueless Newbies ass on it the other day :P

    But yes there were a few things brought up in game that needed correcting other than that its all good.
    Possibly not the worst mapper in the world.

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Wed Jul 30, 2008 12:39 pm

Wed Jul 30, 2008 1:55 pm

  • Just don't use up all your v's too quickly... you only get 9 :)

    "In the unlikely event that you will reach _v9r9... no idea, you may be screwed then Razz Maybe _vv10r1, ..., _vv10r9, _vv10rr10, _vv10rr11, ... is how the sequence could go on (also works with the sorting order)."
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Wed Jul 30, 2008 2:12 pm

  • Still its unlikely for anything to get to 9r9. If you make that many mistakes or changes obviously you should have thought it through more at the start :P

    (this is of course coming from ME, the most amateur mapper present on these boards (probably))
    Possibly not the worst mapper in the world.

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Wed Jul 30, 2008 3:18 pm

  • As far as it concerns me, you get as many numbers as it exists. That is unlimited numbers. What comes after 9? I'll tell you, it's 10, then it's 11, 12, 13, 14, 15 and so on. If you need to use v10567 then do it. I would and I wouldn't care what people thought ^_^

    But that's just me. I don't like being constrained.
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Wed Jul 30, 2008 3:58 pm

  • Hehe, well if you make a revision 10, I hope it's your second one because the sorting algorithm won't take priority over 2, let alone 9.

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Wed Jul 30, 2008 9:10 pm

  • ai wrote:In my opinion it's always been how big the changes are and what your plans for the future is for whatever project you're working on.
    If the changes are big, yes v2r0 would be appropriate. If the changes are small, but you don't plan on doing any more work with this map, v2r0 is still good. However if the changes are small and you do plan on doing more work with it v1r1 is at work.

    "Whatever you feel like", IOW... ;)
    However, I do have one thing to suggest to you. Could you fix the FPS on that map, I get really low FPS on many places and destroys how well I can hook. This is the only map I actually have a FPS problem with in the entire Nexuiz arsenal.

    Really? I know of at least two other maps (not counting some of the mikeemaps) where my fps drops through the floor, and this isn't one of them.
    Clip, caulk and remove things in a good and appropriate manner. I'm hoping you did a bad job with it otherwise I would have to live with the low FPS :P

    I was about to tell you that the map is basically a loop of caulked boxes with meshes inside and there wasn't much improvement to be made. But then I took a look with drawportals on, and what a mess. Maybe hint brushes will make a difference.
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Wed Jul 30, 2008 9:13 pm

  • Sepelio wrote:Hook race worked fine for me, infact I kicked Clueless Newbies ass on it the other day :P

    (insert impotent muttering here) ;)
    But yes there were a few things brought up in game that needed correcting other than that its all good.

    The things I remember were:

    1: Final climb toward flags was too steep. Fixed.
    2: Location didn't work. Fixed.
    3: Not immediately obvious where to go. The players will figure that out on there own as they become familiar with the map.

    Did I forget something?
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Wed Jul 30, 2008 9:26 pm

  • Clueless Newbie wrote:
    ai wrote:In my opinion it's always been how big the changes are and what your plans for the future is for whatever project you're working on.
    If the changes are big, yes v2r0 would be appropriate. If the changes are small, but you don't plan on doing any more work with this map, v2r0 is still good. However if the changes are small and you do plan on doing more work with it v1r1 is at work.

    "Whatever you feel like", IOW... ;)

    Don't know what 'IOW' means. I bet it means 'You're my god'. ^_^
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Wed Jul 30, 2008 11:34 pm

  • Clueless Newbie wrote:
    Sepelio wrote:Hook race worked fine for me, infact I kicked Clueless Newbies ass on it the other day :P

    (insert impotent muttering here) ;)
    But yes there were a few things brought up in game that needed correcting other than that its all good.

    The things I remember were:

    1: Final climb toward flags was too steep. Fixed.
    2: Location didn't work. Fixed.
    3: Not immediately obvious where to go. The players will figure that out on there own as they become familiar with the map.

    Did I forget something?



    What's the big deal with putting some signage indicating where the start is, and maybe a jump pad or two up there? Trust me, many people will get confused an irritated because they went down the wrong (and what seems like it should be the obvious) chute. If you even put a force field barrier like you have in the regular track, but at the end (so no one can enter from the wrong side) it would be much better, and it would prevent people from interfering with the race. Saying that "people will figure it out eventually" is NOT an acceptable solution to a problem.
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Thu Jul 31, 2008 6:58 am

  • torus wrote:What's the big deal with putting some signage indicating where the start is, and maybe a jump pad or two up there? Trust me, many people will get confused an irritated because they went down the wrong (and what seems like it should be the obvious) chute. If you even put a force field barrier like you have in the regular track, but at the end (so no one can enter from the wrong side) it would be much better, and it would prevent people from interfering with the race.

    I've reread your post several times now, and I'm not sure I get what you're saying.
    Signs indicating the start: There are two arrows pointing at the bases (the "start"). These are visible no matter where you are. There are also arrows on many of the wall textures. Did you have something else in mind?
    Jump pads: Where do you want them?
    Force field: Already have one around the bases. Where would you have a second one?
    Interfering with the race: Well, that's the whole point of the game, isn't it? ;)
    Saying that "people will figure it out eventually" is NOT an acceptable solution to a problem.

    Well, that's how it works with most levels. ;) Confusion and "where do I go" at first, and then the players figure it out.
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