GTFO Fortress UPDATE

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GTFO Fortress UPDATE

Postby Echelon » 17 Feb 2009, 21:58

Me and Miracle Boy (a hl2dm player/mapper) are doing some bug/leak fixes, and some changes to the visual look of the map.

Soon ready. Stay tuned!

EDIT:
SCREENSHOTS:


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Re: GTFO Fortress UPDATE

Postby Echelon » 19 Feb 2009, 07:07

The map is done!

I have posted the map in our members section, so now we just wait untill G or al puts it on the server :D
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Re: GTFO Fortress UPDATE

Postby Miury » 19 Feb 2009, 07:31

Nice, Ill try as soon as it will be in game. I hope well see in game sometimes, never seen ya but your video was nice. ;)
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Re: GTFO Fortress UPDATE

Postby GTFO. G » 19 Feb 2009, 14:26

its running on the gtfo fortress server now :)
When people ask me "Plz" just because it's shorter than "Please" - I feel perfectly justified to answer "No" because it's shorter than "Yes"
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Re: GTFO Fortress UPDATE

Postby GTFO. Luckyg » 19 Feb 2009, 14:55

show us some screenshots, i just reformated my pc and haven't installed hl2dm yet
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Re: GTFO Fortress UPDATE

Postby Echelon » 19 Feb 2009, 16:02

Sorry people, there are some texture bugs on it. People are still playing, lol.
I have a fix ready, will be uploaded as soon as G gets the time for it.

EDIT:
Pakrat (a software used to merge custom textures into the map) makes some entities disappear, like some stones in the water, and a big broken pipe... i will do more testing and make sure that these bugs go away, then i will upload a second fix.
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Re: GTFO Fortress UPDATE

Postby Echelon » 21 Feb 2009, 13:41

Ok, got the last bugs fixed, and added the animated ads screen:

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Re: GTFO Fortress UPDATE

Postby GTFO. Luckyg » 22 Feb 2009, 01:29

do the lights now change colour? or have you changed em :P, btw i think somehow you should make it so doners don't have to see the ads ;)
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Re: GTFO Fortress UPDATE

Postby Echelon » 22 Feb 2009, 13:51

Impossible :)
Well there are ads for other things than reserved slots 8)

Lights are changed btw.
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Re: GTFO Fortress UPDATE

Postby Skaruts » 14 Mar 2009, 00:32

This map is very nice. I prefered the version before this one, but still it's a very nice map.
But, it has a very very big problem. I don't want to be an ass, but the truth is the map sucks to play in. Sry to put it this way, but It's rly very heavy. I get 30 fps, all settings min when there's more than 6 ppl in it.

I uncompiled and checked it out in hammer and I confirmed my suspicions. There's many things you should be concerning about before it gets (even) more complex and dificult to get around it. Those things all come to one simple word:
Optimization.

It would save you on compile times, and it would be much better to play in. I go there a lot, but when I start getting too low fps I'm off. I pitty that, cuz I rly like the map. (I also miss the RPGs, not that I use them, lol)

Rly guys, get some time on that matter, pls.

here's a very useful link to a website that tought me a LOT:
Optimization Guide

Read the chapters 1 through 10 and this map will become waaay better than already is.

EDIT: Also don't use "decal/decalname" as a texture on a brush face. can cause weird results or not, but it's possible to cause them. just add a decal with that "arrow" image to the ramps, instead.
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Re: GTFO Fortress UPDATE

Postby Echelon » 14 Mar 2009, 01:34

I know about the decals, but i didn't make this map originally in Hammer, i made it in Quark, and there was some problems adding decals there. I will make more updates to the map later and fix issues like that. Funny you should mention it, but just a couple of days ago i read about using hints for visleafs. Some day i will try it on this map, but it's not so easy on an open map like this.

Putting out hints for visleafs is almost a waste of time on GTFO Fortress and Office Desk.

My other map, office desk, is more up to standard. Well, there are a few complex vertex that i have converted to func_detail to avoid error warnings and long render times, and all the custom textures are in my decals folder (but most of them are not decal materials so it is not really a problem). I only use decal materials for infodecals/info_overlay, the other normal custom textures i use for brush faces.
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Re: GTFO Fortress UPDATE

Postby Skaruts » 15 Mar 2009, 23:15

It true what you say. Hints are not much helpfull in fortress. I made changes just to test (cuz this is good for me to learn more about optimization too) by converting every brush, except floor to a big (huge?!!) func_detail... but for some reason I couldn't compile the map afterwards. Some error ocurred.

Anyway, I have it done and if I can compile the map and get a significant improvement on fps I'll let you know. Maybe that will solve the problem.
I believe so, cuz all those brushes are creating more and more and more visleafs. The only thing I don't know is if hints will work on func_details... hmm, I gotta test that.
(Cuz The interiors of the buildings could be only rendered if you are inside and vice-versa)

Only two observations about the officedesk: too much "camper-friendly" and still a little bit empty ;)
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Re: GTFO Fortress UPDATE

Postby Echelon » 16 Mar 2009, 00:09

Yes, i actually have more fun playing GTFO Fortress than Office Desk. This is why i have started the work on a third map, that i think will be even better than Office Desk.
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Re: GTFO Fortress UPDATE

Postby Skaruts » 02 Aug 2009, 07:49

this new spawn protection is worse than the one before...

With the one before ppl could reverse-spawn-kill (if you don't get it I can explain it) with grenades. Still, we could count on them being unprotected as soon as they shot a bullet.

But this one is even worse, I go like 5 seconds killing ppl while I'm protected, and with full server one gets surrounded of spawn protected ppl shooting everyone dead. This isn't good.

The best spawn protection that could fit this server would perhaps be that one that ends whenever the player makes the 1st move. This way, ppl could be afk at will, or stop a few secs for another drag on the cigarette :p, and move on when they are ready getting unprotected imediatelly. And no reverse-spawn-killing would happen, I think.

Don't ask me where to get it, I just know I've seen it many times. I can ask around if you wish.

Cheers.
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Re: GTFO Fortress UPDATE

Postby GTFO. G » 02 Aug 2009, 09:32

I've changed it back to the old one.
When people ask me "Plz" just because it's shorter than "Please" - I feel perfectly justified to answer "No" because it's shorter than "Yes"
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Re: GTFO Fortress UPDATE

Postby Skaruts » 03 Aug 2009, 02:26

but still it's not the best thing...
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Re: GTFO Fortress UPDATE

Postby Miury » 03 Aug 2009, 07:48

I liked the old one much more, with the new one, I cant identify which players are protected & which are not. Due to this I usually empty the whole 45 bullets of my SMG & the player will not die. :/

I would like to see back the old one with the green color of spawnprotected people.
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Re: GTFO Fortress UPDATE

Postby Orv » 03 Aug 2009, 13:47

Don't play HL2DM, but i love the "Echelon Tower" ^^
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Re: GTFO Fortress UPDATE

Postby Echelon » 03 Aug 2009, 17:55

It's my bad sence of humour :lol:
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Re: GTFO Fortress UPDATE

Postby Skaruts » 18 Aug 2009, 17:56

Take a look at this demo about how the protections behave. Pretty lame imho...

Either you manage to get some protections that go off on player move, or no protections at all. This is the worse ever.
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Re: GTFO Fortress UPDATE

Postby GTFO. G » 18 Aug 2009, 18:28

This discussion doesn't really belong in this thread... But I watched the demo, I wouldn't say it's the "worst ever"...

I have reduced the protection time. Post back if it's any better... (change might only arrive on the servers in an hour or two)
When people ask me "Plz" just because it's shorter than "Please" - I feel perfectly justified to answer "No" because it's shorter than "Yes"
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Re: GTFO Fortress UPDATE

Postby Skaruts » 18 Aug 2009, 20:32

I meant worse ever in the server, not in a global point of view. Comparing to previous protections.
The problem there is not with the time they are protected, it's that they can kill ppl while they're protected. Any one can take advantage of that and get kamikaze with nades, or just persue ppl while they know they cannot die. Even if it's just for a second.

Sry for using this post...
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Re: GTFO Fortress UPDATE

Postby Echelon » 17 May 2010, 17:37

NEW MAP VERSION:

A new version of the map will be uploaded to our GTFO Fortress server. I have made a few changes to the environment:

1) New custom sky that i made myself
2) New ground, more texture and not just a flat floor anymore. There are now bumps, holes, grass etc.
3) Removed underwater tunnels
4) Added another Jump-board

The map is ready, and will be running as soon as al or G can help me put it on the server.

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Re: GTFO Fortress UPDATE

Postby [AgC] Sydm@n » 18 May 2010, 11:02

Looks amazing Echelon, nice work guys! Love the detail and the sky looks wonderful.

I hope it plays as well as the version before and I hope the gameplay is as fast. Looks like there will be a lot of hiding places for the campers, how I love to find them and cave in their heads with old red :twisted:

Any chance you guys could look at the score save when you upload it? :wink:

Will this map be online tonight? :D
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Re: GTFO Fortress UPDATE

Postby GTFO. Irritant » 18 May 2010, 11:16

I think it may be up now. Give it a try....
There are 10 types of people. Those who understand binary, and those who don't.

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Re: GTFO Fortress UPDATE

Postby Echelon » 18 May 2010, 11:44

It is, the only problem is that now the old version is on, so it must have cycled after timelimit was up. Will probably be fixed shortly.
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Re: GTFO Fortress UPDATE

Postby [AgC] Sydm@n » 18 May 2010, 12:13

GTFO. Irritant wrote:I think it may be up now. Give it a try....


Would love to but I'm at work and Macs are not HL2DM friendly... :(

I will have a go when I get home, cheers lads!
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Re: GTFO Fortress UPDATE

Postby Echelon » 18 May 2010, 13:12

I just noticed something that must be fixed: saw blades and arrows get stuck on the invisible wall that blocks players and items from getting outside the walls.

Needs to be fixed.

Edit: Fixed. Only awaiting it to be uploaded to server.

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Re: GTFO Fortress UPDATE

Postby Echelon » 18 May 2010, 20:03

For some reason the new invisible wall sometimes let players fall through it. I will have to set up an extra invisible wall dedicated for players only it seems.

DAMNIT!

Edit: Fixed version is running. Please report if you find any bugs.
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Re: GTFO Fortress UPDATE

Postby [AgC] Sydm@n » 25 May 2010, 15:27

Map plays really well, thanks Echelon.

Couple of things:

1. It can be really difficult to get out of the water in some areas, mainly where the sides are really steep, maybe this is the extra angle between the vertical and horizontal....dunno, just get stuck sometimes. Players seem to get stuck just bouncing up and down.

2. Miss the Combine Rifle. Maybe it's just the sounds of the plasma balls exploding...but when the Combine Rifle is available players don't use the SMG as much, dagnammit I hate that SMG.

One comment was made the other night by one of the regular players and I agree; would it be possible to run this new map and the previous version one after the other? So it's still Fortess 24/7 but using the two versions of the map?

:D
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Re: GTFO Fortress UPDATE

Postby Echelon » 25 May 2010, 16:39

1. I have fixed some of those areas (there was more of them in the beginning), but apparently there are still some tweaking to be done. This will be done for the next fix.

2. I don't miss it. I hate it, so i removed it. I also hate the SMG, and i have asked G for a plugin or script that removes the SMG from the default weapons players have when spawning.
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Re: GTFO Fortress UPDATE

Postby [AgC] Sydm@n » 25 May 2010, 16:51

GTFO. Echelon wrote:1. I have fixed some of those areas (there was more of them in the beginning), but apparently there are still some tweaking to be done. This will be done for the next fix.

2. I don't miss it. I hate it, so i removed it. I also hate the SMG, and i have asked G for a plugin or script that removes the SMG from the default weapons players have when spawning.


Nice one Lad, removing the SMG is the best thing you can do!!!
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Re: GTFO Fortress UPDATE

Postby Zegro » 18 Sep 2010, 17:43

the new map is nice, but all the effects are overkill.
I've seen this map lose a lot of stuff, mostly things I didn't care about (the old red car you could pick up being replaced by the boat, rockets removed, pulse rifle removed), but there's one thing that shouldn't be removed - fps.

With the new sky background, the detail outside of the square box (rocks etc), grass effects, new floor texture, a more detailed floor, more objects... I'm getting ~15fps constantly, maxing out at 30, whereas I used to get a minimum of 30

I know I'm not the only one who has a drop in fps... I know sydman the poster above me is getting lower too (although it isn't as much of a critical problem for him seeing as he still gets 150...), and other friends I play HL2DM with often have it

I really do like this map, this and killbox are the only maps I like in HL2DM in fact, so it's a damn shame the game is hardly playable on the new version...

http://gtfogaming.co.uk/files/echelon/s ... oard05.jpg
I prefered the map as it was in this screenshot.


there's a few other things I dislike about the new (or older) versions of the map...

1) why remove the tunnels?! they were fun for hunting noobs who didn't know most guns didn't work underwater :D
2) why remove the RPG? isn't there a way to make it respawn slower than every other gun? if so that'd be sweet
2b) why remove the pulse rifle? couldn't you make it slower respawn or change the spawnwep set?
3) why remove the red car while adding the boat? the boat is actually wider than the red car (although I partially understand why as the boat gets destroyed where the car doesn't)


sorry if I come across as rude anywhere in this post, just putting it up quickly
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Re: GTFO Fortress UPDATE

Postby ELEA|Willyfxp » 18 Sep 2010, 17:59

You do relise you bumped a 4 month old thread?
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Re: GTFO Fortress UPDATE

Postby GTFO. NachoDuck » 18 Sep 2010, 18:09

I don't see why people think bumping is a problem on these forums. They aren't active enough for it to be an issue to be honest, I'd rather have someone bump a thread than create a new one. We'd only end up linking them to the other thread or merging them anyway.
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Re: GTFO Fortress UPDATE

Postby GTFO. G » 18 Sep 2010, 18:41

The strange thing is, the map was changed a year and 6 months ago, and only today someone makes a comment about an fps drop? hmm...
When people ask me "Plz" just because it's shorter than "Please" - I feel perfectly justified to answer "No" because it's shorter than "Yes"
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Re: GTFO Fortress UPDATE

Postby [AgC] Sydm@n » 18 Sep 2010, 19:20

GTFO. G wrote:The strange thing is, the map was changed a year and 6 months ago, and only today someone makes a comment about an fps drop? hmm...


It's not a year and six months, maybe 6 months...think it was some time in May.

But....there is a massive fps drop with this version, I was bouncing off the 299fps limiter with the old map and this one can drop to 100fps, I have a pretty quick machine so it's not a problem for me but there have been people playing on the map, regulars, who have had issues, Zegro for one, but there have been others complaining who do not visit the forums.

Maybe, as suggested before, you could alternate the 2 versions of the map? The previous one and this one? So people with lower spec systems can still have a round?

Would also be nice to have a score save......(runs for cover) :wink:
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Re: GTFO Fortress UPDATE

Postby GTFO. Loser » 18 Sep 2010, 19:20

Why am I getting User name and Password questions for this this thread from idsoftware??
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Re: GTFO Fortress UPDATE

Postby [AgC] Sydm@n » 18 Sep 2010, 19:31

same here, feels a bit dangerous...
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Re: GTFO Fortress UPDATE

Postby GTFO. NachoDuck » 18 Sep 2010, 19:54

It was [AgC] Sydm@n's avatar.
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