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Re: Screenshots

Posted: Sun Oct 30, 2022 3:53 am
by fudgonaut
Chrysaor wrote: Tue Oct 25, 2022 2:04 amMore stuff!
homerdrool.png
homerdrool.png (34.67 KiB) Viewed 1085 times

Re: Screenshots

Posted: Thu Nov 10, 2022 8:26 pm
by Chrysaor
This the middle part of a CTF. Screenshot is with 2048 textures, but they crash in game, so the final version will have 512 unfortunately.

I skinned the terrain in 3DS Max in 2002 and have forgotten how to do it, so don't ask me, lol.

Re: Screenshots

Posted: Wed Dec 07, 2022 1:47 am
by Chrysaor
Haven't posted a screenshot in a while. This one is the fountain of youth.

Re: Screenshots

Posted: Wed Dec 07, 2022 3:18 am
by EvilGrins
Chrysaor wrote: Thu Nov 10, 2022 8:26 pm This the middle part of a CTF. Screenshot is with 2048 textures, but they crash in game, so the final version will have 512 unfortunately.
512 frequently causes crashes too, stick with 256.

Re: Screenshots

Posted: Wed Dec 07, 2022 3:45 am
by fudgonaut
EvilGrins wrote: Wed Dec 07, 2022 3:18 am 512 frequently causes crashes too, stick with 256.
Where, which maps?

The 25AC team has been testing/building maps with 512 textures, without a single issue. Seems to me they're pretty safe and make a big difference visually.

Re: Screenshots

Posted: Wed Dec 07, 2022 1:01 pm
by darkbarrage99
WIP Messing around with a CTF version of DM-Malevolence.

I also got inspired by the Quake 4 pro mod Q4MAX and made bright color coded weapon, ammo and armor skins placed around the map. also WIP. wish I could code any make these into a balanced "pro" weapon set lol. I've hade the idea brewing in my head for a while. I've also made a "lightning gun" skin for the shock rifle that's not depicted here, at some point I'd love to try to make it an actual thing since the default ut sniper is op.
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Re: Screenshots

Posted: Wed Dec 07, 2022 1:03 pm
by darkbarrage99
rest of the screenshots since 10 is the limit... (sorry for the double post >_< idk how to combine these)

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Re: Screenshots

Posted: Wed Dec 07, 2022 3:23 pm
by OjitroC
EvilGrins wrote: Wed Dec 07, 2022 3:18 am 512 frequently causes crashes too, stick with 256.
As I understand it, 512x512 textures will only crash older renderers if the textures do not contain the mipmaps that enable the textures to be displayed at a lower 'resolution' like 256x256 or 128x128.

The newer renderers will happily display 1024x1024 or 2048x2048 textures in-game though, again as I understand it, these larger textures should not be used in mapping.

So for sharper overall detail move away from the original D3DDriv renderer.
darkbarrage99 wrote: Wed Dec 07, 2022 1:01 pm WIP Messing around with a CTF version of DM-Malevolence.

I also got inspired by the Quake 4 pro mod Q4MAX and made bright color coded weapon, ammo and armor skins placed around the map. also WIP. wish I could code any make these into a balanced "pro" weapon set lol. I've hade the idea brewing in my head for a while. I've also made a "lightning gun" skin for the shock rifle that's not depicted here, at some point I'd love to try to make it an actual thing since the default ut sniper is op.
All that is looking pretty cool - going to use Quake sounds in it as well? Or some of the Quake relics?

Re: Screenshots

Posted: Thu Dec 08, 2022 7:00 am
by darkbarrage99
OjitroC wrote: Wed Dec 07, 2022 3:23 pm
darkbarrage99 wrote: Wed Dec 07, 2022 1:01 pm WIP Messing around with a CTF version of DM-Malevolence.

I also got inspired by the Quake 4 pro mod Q4MAX and made bright color coded weapon, ammo and armor skins placed around the map. also WIP. wish I could code any make these into a balanced "pro" weapon set lol. I've hade the idea brewing in my head for a while. I've also made a "lightning gun" skin for the shock rifle that's not depicted here, at some point I'd love to try to make it an actual thing since the default ut sniper is op.
All that is looking pretty cool - going to use Quake sounds in it as well? Or some of the Quake relics?
thanks!

I wish, my coding knowledge is quite limited lol. this is all just replacing the skins with the editor via the properties menu, although I did alter the "flag taken" sound and imported it for the blue flag.

I actually had an idea in the past for a "placeable relics" class that would act similarly to the tech powerups in Quake 3 Team Arena. I shared the idea here several years ago but I don't think anyone really understood what I was talking about, and I think those involved gave up since it couldn't simply work by subclassing the relics files.

I don't want it to look like Quake, just kinda trying to make it my own thing.

Re: Screenshots

Posted: Thu Dec 08, 2022 8:01 am
by EvilGrins
fudgonaut wrote: Wed Dec 07, 2022 3:45 am
EvilGrins wrote: Wed Dec 07, 2022 3:18 am 512 frequently causes crashes too, stick with 256.
Where, which maps?
I bring it up periodically when someone releases a new map, I try to run it, UT crashes, and the listed reason is that.

Here's one · viewtopic.php?f=5&t=5969&p=68850&hilit=512#p68850 · it was awhile ago.

There's been more recent ones, but the search function on this forum is very particular sometimes.

Re: Screenshots

Posted: Thu Dec 08, 2022 10:45 am
by OjitroC
EvilGrins wrote: Thu Dec 08, 2022 8:01 am I bring it up periodically when someone releases a new map, I try to run it, UT crashes, and the listed reason is that.

Here's one · viewtopic.php?f=5&t=5969&p=68850&hilit=512#p68850 · it was awhile ago.

There's been more recent ones, but the search function on this forum is very particular sometimes.
The issue isn't 512 textures per se - it's that mipmaps have not been generated for a particular 512 texture. You get this error mostly with screenshots where people have used a 512x512 screenshot but not generated mipmaps when importing the screenshot texture.

When you get this error with D3DDriv, do you try the map with OpenGL (which handles larger textures better)? Have you tried updating the renderer from D3DDriv to D3D9?

As a matter of interest, when I open your recent WaterGiant CTF map in the Editor, some of the textures are 1024x1024 or 2048x2048 because I use the HD or S3TC textures - these don't cause issues in-game - so it is possible to use larger textures when using an updated renderer.

darkbarrage99 wrote: Thu Dec 08, 2022 7:00 am
I actually had an idea in the past for a "placeable relics" class that would act similarly to the tech powerups in Quake 3 Team Arena. I shared the idea here several years ago but I don't think anyone really understood what I was talking about, and I think those involved gave up since it couldn't simply work by subclassing the relics files.
Have you tried Wormbo's 'Quake 3 Tournament' (Q3T.u) which is "Q3T is a mod for Unreal Tournament that adds some powerups and sounds from Quake 3 Arena and Q3 Team Arena to UT". I haven't actually used it myself but have come across maps with the powerups/relics in (maps from the TUC clan that include 'QuakeIII' in the map name - QuakeIIITrainYard is one example, a version of NYA Mike's Trainyard with a lot of Q3T pickups in. There's also a version of InfinityCIty that uses the Q3T stuff).

Re: Screenshots

Posted: Thu Dec 08, 2022 5:33 pm
by darkbarrage99
OjitroC wrote: Thu Dec 08, 2022 10:45 am
darkbarrage99 wrote: Thu Dec 08, 2022 7:00 am
I actually had an idea in the past for a "placeable relics" class that would act similarly to the tech powerups in Quake 3 Team Arena. I shared the idea here several years ago but I don't think anyone really understood what I was talking about, and I think those involved gave up since it couldn't simply work by subclassing the relics files.
Have you tried Wormbo's 'Quake 3 Tournament' (Q3T.u) which is "Q3T is a mod for Unreal Tournament that adds some powerups and sounds from Quake 3 Arena and Q3 Team Arena to UT". I haven't actually used it myself but have come across maps with the powerups/relics in (maps from the TUC clan that include 'QuakeIII' in the map name - QuakeIIITrainYard is one example, a version of NYA Mike's Trainyard with a lot of Q3T pickups in. There's also a version of InfinityCIty that uses the Q3T stuff).
I've tried that out and it's definitely an impressive mod, the idea I had specifically would be to place them in a map and make it so they can't be dropped and respawn only when the person carrying them dies like in Q3TA CTF. Those powerups in Q3TA almost act more like a character class system that you walk over to become. I'm specifically talking about Scout, Speed, Ammo/Armor Regen, Guard etc, but it would be the main 4 relics being Regen, Speed, Strength and Defence; I guess also Wealth (Ammo Regen) too if we're talking Wormbo's Enhanced Relics.

Someone ended up recommending me a "relic classes" mod where all players could swap between relics on the fly that was pretty cool and kinda close gameplay-wise, but no cigar since they don't work as pickups. You would assign a key to switch between the relics at spawn, and it was actually really fun. you could swap to speed if you needed to make a getaway and swap to regen to get your health back, etc. Definitely an interesting mechanic. Almost like the 2KX adrenaline system but at will.

I'll see about trying out those maps you mentioned if I can find them, they sound interesting.

Re: Screenshots

Posted: Thu Dec 08, 2022 6:46 pm
by OjitroC
darkbarrage99 wrote: Thu Dec 08, 2022 5:33 pm I'll see about trying out those maps you mentioned if I can find them, they sound interesting.
You can find them here - http://medor.no-ip.org/uz/DM-TUC_QuakeI ... ity.unr.uz and http://medor.no-ip.org/uz/DM-TUC_QuakeI ... ard.unr.uz - since they are .uz, they will need to be decompressed. If you have NYA maps, then you should be OK with the textures - can't remember if they are embedded or not. If you do need any textures, PM me.

Certainly both maps have some of the Q3T relics placed in them and others just spawn, as the maps have the Q3T mutator as well (I think).

There are a few other maps around with those relics in - but I can't now remember which they are.

Re: Screenshots

Posted: Fri Jan 13, 2023 7:48 am
by EvilGrins
Currently checking weapons I've got to make a fair fight against monsters that can do this:
Image

Re: Screenshots

Posted: Wed Feb 22, 2023 12:22 am
by EvilGrins
Before I realized flying vehicles in XV couldn't carry a flag (though I'm almost positive they used to be able to) I started working on this. A 3 level map, originally for SLV, with large openings on each level to fly through.

Now I need to re-assess it.