![]() ![]() Since all assets would have to be compressed, it was the opportunity to compare some file format. Now people want to get the same filters at compilation time… This map have very bad lightmaps, so I tried to see what can be done with them without recompilation. ![]() The Transit Station map by Stannum is a very old map (born in year 2000, youngster) and if the last release is more recent, it’s probably a 10 years old build. This port was the opportuniy to experiment some stuff, for example on lightmaps. Because you can’t workaround design flaws when you are porting dozens of maps, the only way to see maps ported is to fix what is wrong or not as-good as it must be. The first objective of this project is not to port maps, it’s to test the daemon engine for regression and crash test mapping and assets tools and the way they expect people works with them ( q3map2, I think of you). OK, it looks nice, but it’s not the map I want to play! So, it means porting other maps will not takes 8 months. So, this port also means the Daemon engine is more robust than before and more convenient for mappers than before.Īfter those 8 months of thinking, designing tool, elaborating good practices and tracking Unvanquished bugs, it takes me only 3 days to port the whole tremulous package and I just waited 4 more days to take the time to refine some details with more hindsight. It takes me about 8 months to design useful and reusable tools and thinking about “ what is a port done right” and fixing Unvanquished issues raised by this project and adding functionalities needed by this project. These maps are probably not the more expected by players ( more are coming), but they were the first maps that must be ported (especially the res-tremulous package) to be able to port other ones, more shiny and more awesome. You can find all the links for each repository at the Interstellar Oasis page. All the sound and texture paths are now extension independent paths.Īll the maps are auto-downloadable on a server named ( click to play!) that have a tremulous map rotation list for the nostalgeek players.Īll the maps ship navmesh and minimaps so they are ready to use and playable with bots (but it’s better with your friends)!Īll the work I’ve done is versioned and stored on a git repository per package.So, this release also fix some issue that are as old as Tremulous. Many issues were fixed, like some uppercase filenames when the shader name is lowercase (and vice versa), or sound path that uses backslash (windows style) separator path.The res-tremulous package ships ATCS textures even if the ATCS map is not shipped and if ATCSHD does not rely on them, it will allows future port that rely on them (like ATCS Zone Alpha).The Wasteland skybox (for the ATCSHD map) is now shipped as high quality webp files compressed from png instead of the previous very ugly jpg pictures that were released before.If a post-gpp map relies on the ATCSHD textures, this map can use the map-atcshd package as dependency. The ATCSHD map replaces ATCS and is the only map shipping textures itself since its texture set is not part of the original Tremulous texture set.All the maps rely on a res-tremulous resource packages that ships all the common Tremulous textures.A very high resolution levelshot was remade for all the maps, so it looks good on your display when the map is loading (no more 800×600 levelshot).All sounds are now compressed in opus format.All textures are compressed in crunch format or webp format when it can’t be crunched.All maps now use external lightmaps, it allows to compress all of them (embedded lightmaps are stored as uncompress bitmaps) and some of them were fixed by hand (paintover) like some Transit lightmaps that were very aliased (it’s a very old map).It’s a binary port, no one map was recompiled (most of them don’t have source), I used the Esquirel (part of the Urcheon project) to do that.Each map received a color grading, the main purpose is to fix the gamma and some lighting stuff, but sometimes there was a fancy color trick too. ![]() The outdated entity keywords were updated.The textures were de-duplicated and a fallback shader was added for each de-duplicated file (the *_compat.shader files).This map pack is based on the last Tremulous gpp packages and heavily improved. It’s a community map pack, they are not official Unvanquished maps, they are absolutely not a representative picture of the current Unvanquished state of the art. You can download the “Tremulous Classic” community maps here : click! ![]() Here is a screenshot taken in game during a recent community game: So, a “ Tremulous Classic” community map pack for Unvanquished was released. ![]()
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