The wait is almost over...

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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Wed Jun 28, 2006 3:52 pm

Thu Jun 29, 2006 12:45 am

  • I pretty sure I've seen that before! UT2K4?
    I already downloaded a map that looks like that.
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    Bugmenot
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Thu Jun 29, 2006 4:42 am

  • See readme files and all... ;)
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Thu Jun 29, 2006 3:41 pm

  • hey cool, send me the .map source too, because I tried making the same thing and it could not compile well at all so I gave up.
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    leileilol
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Thu Jun 29, 2006 5:53 pm

  • so when are you going to release the final version ;) ?
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
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Thu Jun 29, 2006 9:31 pm

  • I think he released it already.
    I'm making a map too, check out my forum!
    *admin edit* removed advertising link*/edit*
    I use it!
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    Bugmenot
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Thu Jun 29, 2006 10:12 pm

  • The final is not realeased.. however a beta 2 is released and in use on at least 1 server (greens CTF)
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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    tChr
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Fri Jun 30, 2006 6:57 pm

  • Image

    A few minutes now...
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Fri Jun 30, 2006 7:33 pm

  • FINALY!!! IT'S HERE!!!

    BEHOLD: Facing worlds for Nexuiz beta999

    Quote from map-readme:

    Beta 999 note:

    This map gave me soo much bugs, that I just got annoyed with it. Probably I won't ever release a final version.
    There's nothing wrong (afaik) with the map. Only it compiles in AAAAAGES. And somehow q3map2 is too buggy (or dunno what the problem is, but compiles the map way too slow). The name is BETA999, couse I tried so much times, that I have the feeling this is the 999th time I try to build this map.

    Ok. Maybe one day I'll make the final compile, to make the map prettier. Don1t cross yer fingers, or hold your breath, chnces are realy rare. But who knows, this is a realy wicked world ;)


    BETA 999 IS OUTDATED, LATEST VERSION IS @ http://www.forums.alientrap.local/viewtopic.php?t=562

    Parts of the map are GPL, parts are not. Read the map readme file under docs for more instructions.

    The map uses the special location system, new in Nexuiz 2.0 and up. Read readme again, how to use it ingame, and how to make a map that holds this feature.

    Happy fragging! :)
    Last edited by C.Brutail on Sun Jul 02, 2006 9:14 pm, edited 1 time in total.
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Fri Jun 30, 2006 7:43 pm

  • Nice! Thank you!
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    dIM
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Fri Jun 30, 2006 11:48 pm

  • Thanks for the work Brutail but i have a mean question.. have you every test played the new beta 999?
    Its now almost impossible to see people with the new asteriode texture. So far i only played it for team red. Blue people were near invisible on that map. Not sure if it was the same for the other team but i guess so. In the current state the old version is 100x more fun.
    Also there is zfighting ontop of the small teleporter with the pyramid on top inside the (red) base. Again not sure if the other base has the same problem..

    I hope this does not sound mean, i really like and appreciate your work!
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    esteel
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Fri Jun 30, 2006 11:53 pm

  • I hate to admin agree with esteel on this one.. The map is great fun to play, but the new texturing is not good. It only works (kinda) with fullbrightplayers. Blue are invisible agains the white, and red are invisible against the black.

    Sorry my friend, but it seems like we will need a beta 1000 :)
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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Sat Jul 01, 2006 12:04 am

Sat Jul 01, 2006 12:06 am

  • I'll say yes its a very fun play. But! I agree with these guys on the texturing. Its just that bright outdoor texture.
    Possibly not the worst mapper in the world.

    A blog of random pish:
    http://xeno.planetnexuiz.com/blog/?author=5
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    Sepelio
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Sat Jul 01, 2006 3:25 am

  • Texturing did not change, it's the same as it was in the old beta2. It's the new skybox that makes it brighter
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Sat Jul 01, 2006 9:24 am

Sat Jul 01, 2006 9:31 am

  • esteel wrote:Ahh.. is it easy to turn down the brightness of the skymap? Guess thats what causing the blindness :)


    Yes, but it requires a recompile. I could do that and then use some hours of CPU time to get it right again, but it isn't my map - I don't want to split the players between various versions of this map by releasing an "inofficial" one.
    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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Sat Jul 01, 2006 9:32 am

  • Yup, but this compile took 10 hours! oO Maybe when m yother pc will get home (later this week) I'll do some more compiles day by day with that on e( not sure, but with the poor old PC it will took DAYS to make one). Yes, I can reduce light coming from the skybox. Btw. there's a bug with the 2.0 engine, the flares on the rooftops won't show up. I got a hotfix for this from divVerent, so on the shot you can see them.
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Sat Jul 01, 2006 11:33 am

  • [LDB]C.Brutail wrote:Btw. there's a bug with the 2.0 engine, the flares on the rooftops won't show up. I got a hotfix for this from divVerent, so on the shot you can see them.

    If its what i think it is it will be fixed in the 2.0.1 :)
    Thanks for you continuing work!
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    esteel
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Sat Jul 01, 2006 4:03 pm

  • why not just go into rtlight edit mode and add some non-dlight casting flares up there instead? You get proper occlusion, too
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    leileilol
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Sat Jul 01, 2006 4:12 pm

  • CheapAlert wrote:why not just go into rtlight edit mode and add some non-dlight casting flares up there instead? You get proper occlusion, too


    Because nobody has the graphics cards required for realtime world lights.
    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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Sat Jul 01, 2006 6:44 pm

  • divVerent wrote:
    CheapAlert wrote:why not just go into rtlight edit mode and add some non-dlight casting flares up there instead? You get proper occlusion, too


    Because nobody has the graphics cards required for realtime world lights.


    Nah, he means rtlights with a radius of e.g. 1 (not touching a surface) having a high corona radius. Those don't actually emit light.
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    SavageX
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Sat Jul 01, 2006 7:02 pm

  • SavageX wrote:Nah, he means rtlights with a radius of e.g. 1 (not touching a surface) having a high corona radius. Those don't actually emit light.

    But they will only be visible with rtlights on, won't they?
    And who would switch them on just for one map?!
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    KadaverJack
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Sat Jul 01, 2006 7:16 pm

  • KadaverJack wrote:
    SavageX wrote:Nah, he means rtlights with a radius of e.g. 1 (not touching a surface) having a high corona radius. Those don't actually emit light.

    But they will only be visible with rtlights on, won't they?
    And who would switch them on just for one map?!


    No, there's a flag to force display even in non-rtlighting mode.
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    SavageX
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