decalattack beta released

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wacko
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decalattack beta released

Post by wacko »

hopefully, it won't be too long to be able to release our new map decalattack, which is planed to be both TDM and OBJ.
There's still some fine-tuning to be done and final testing as well, but here are some screenshots

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Last edited by wacko on Sun Nov 09, 2003 1:10 pm, edited 1 time in total.
nuggets
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Post by nuggets »

looks sexy :D can't wait for the download ;)
hope this helps, prob not cos it's all foreign 2 me :-/
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Post by SlasherZ »

nice custom textures!
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Post by jv_map »

Tis looking very sexy indeed :P
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Jack Ruby
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Post by Jack Ruby »

I had a sneak preview of this before, truly some beautiful work to be found on this map, it all looks amazing, the printing press is a wonder of the mohaa world.

Wacko, Nuggets, im still on the case of the port, in fact I think its gonna work out just fine, I have been playing with some worldspawn settings, get a decent farplane and lighting and such, will mail you the results soon.
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williewisp
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Post by williewisp »

Very Nice indeed :P
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Post by panTera »

Inspiring...
Btw, is that shiney big table the result of your reflection shader question? Looks lovely, I really like that kind of little extras.
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Post by Hunter »

Looking very nice
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wacko
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Post by wacko »

thanks for the compliments :D

PanTera, no, the table has a glass paine and the shader for this i have made ages ago (for the shopping center).
The thread u mention was about a metal texture with reflections for...
well, it's not really a secret: here it is. Btw, I'm quite sure that I won't need it anymore, so if anybody wants to have/use it, send a pm...
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wacko
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Post by wacko »

and here it is:
http://www.decalattack.com/moh/dm_decalattack_v10.pk3 (3MB)

this is AlliedAssault TDM/DM with 16 DM spawnpoints, 8 Allied and 8 Axis spawnpoint

Let me know if (rather when) u find one of the bugs we didn't see!
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wacko
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decalattack feedback

Post by wacko »

as i ask here for every non-working shader and stuff, I wonder whether someone can tell me what's wrong with this map.

it just seems to be ignored.

don't get me wrong, i do not want to be praised for it and i won't luxuriate in self-pity if ppl tell me it's crap but now it's even worse:
there's no feedback at all...
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tltrude
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Feed

Post by tltrude »

Here is part of the log I got. There seems to be no precache script, and one of nugget's scripts is missing. Your glass shaders all seem to have stage errors too. The map could use a little background sound, and more doors/less windows to improve FPS. It is very nice looking. You should edit the subject line of the first post to read "DM Decalattack bata released" or something like that.

-------------------- Actual Spawning Entities Done ------------------ 208 ms
^~^~^ Game (Event: 'setthread', Object: 'Trigger') : Can't find 'scripts_of_nuggets/nuggets_koth.scr'
0 teams with 0 entities
Adding script: 'dm/dm_decalattack.scr'
255 entities spawned
291 simple entities spawned
0 entities inhibited
-------------------- Spawning Entities Done ------------------ 248 ms
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/vehiclesoundentity.tik
------ Server Initialization Complete ------ 1.61 seconds
exec scripts_of_nuggets/nuggets_koth.scr "office" 30 5 (maps/dm/dm_decalattack.scr, 3)
^
^~^~^ Script Error: Script 'scripts_of_nuggets/nuggets_koth.scr' was not properly loaded

WARNING: shader 'textures/glas/glas' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/glas/glas' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/glas/green_glas' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/glas/green_glas' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/decalattack/da_frame' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/decalattack/da_frame' has depthmask enabled after stage 0!!!
WARNING: invalid genfunc name 'cos' in shader 'textures/decalattack/blumen'
WARNING: shader 'textures/glas/glas' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/glas/glas' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/decalattack/decalattack_broken' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/decalattack/da_frame' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/decalattack/da_frame' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/glas/glas' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/glas/glas' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/decalattack/decalattack_broken' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/decalattack/da_frame' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/decalattack/da_frame' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/decalattack/decalattack_broken' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/decalattack/da_frame' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/decalattack/da_frame' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/glas/glas' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/glas/glas' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/decalattack/decalattack_broken' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/decalattack/da_frame' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/decalattack/da_frame' has depthmask enabled after stage 0!!!
stitched 26 LoD cracks
...loaded 14851 faces, 687 meshes, 0 trisurfs, 0 flares
Cmd_AddCommand: ter_restart already defined
Using ter_maxtris = 16384
Terrain: 1.25 MB tris, 0.88 MB verts, 0.01 MB in 8 patches, 2.13 MB total
R_LevelMarksLoad: maps/dm/dm_decalattack.dcl not found
^~^~^ Can't find textures/menu/exit.tga
Couldn't find image for shader textures/menu/exit
Loading Special Effects...
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_trail_bubble.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_paper.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_wood.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_metal.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_water.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_gravel.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_foliage.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_carpet.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_still.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_moving.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_light_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_heavy_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_puddle.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/american_army.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/mp40.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/binoculars.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/steilhandgranate.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/p38.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/german_wehrmacht_soldier_fps.tik

ERROR: Entity::Sound: door_triggered needs an alias in ubersound.scr or uberdialog.scr - Please fix.

^~^~^ Add the following line to the *_precache.scr map script:
cache models/ammo/p38_clip.tik
Tom Trude,

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wacko
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Post by wacko »

thanks!

in deed there's no precache script (or just a very small one). did u experience missing sounds? it worked fine for me...

the missing script of nuggets was intentionally for an obj version not for tdm, so it's not missing, but of course the line in the main script must be deleted, to avoid the message.

the errors caused by the glass shaders are a bad thing, but all shaders work the way they should, so i didn't fight very long to avoid them.
if u/someone can work out why they behave this way i'd be very glad.

more doors/less windows is rather difficult to do without changing the complete layout. the fps aren't great, but do u think they're too bad?

background sound would be nice, i will try to find something suitable.

new subject line? didn't know that this is possible, i'll give it a try!!

thanks again, tom! :D
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tltrude
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VIS

Post by tltrude »

I only saw a couple of spots that had yellow FPS, so if you don't want to do the door/window thing, a couple vis_leafgroups would probably do the trick.

I heard sounds for the press and the garage door. Also for one locked door. But, no background sounds. Because it is a small map, you could just put speakers outside for wind sound near the trees and maybe one below the garage for inside sound.

I will look at the glass shaders. But, if you are using the standard Mohaa window shader as a guide, that error is normal.
Tom Trude,

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Arro
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Post by Arro »

Wow, this looks like a potential Map of the Week. :)

That link above sent me to a .txt file, not a pk3.
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