ut4_glug_v1 testing feedback

mindriot, Sun Nov 21 2010, 07:15PM

v1 is the latest version. rc2 is old.

Please test this map at anytime on a protected server and post feedback here. Thanks for the help.

The owner is Johnnyenglish and we have been working together to improve performance, flow, and details. I rebuilt the vis blocking (performance) and the surface section (performance and visual improvements). He continues to work on new models and base details.

For those part of the test, please do not share this map. It would be great if CTF and Bomb could be tested. The map is 50MB and although does not require the bumpy client of ioUrbanTerror it is recommended for the new visual effects.

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Bumpy is easy to install, though be warned it can drop performance on older systems. You can simply run UrbanTerror normally if you have any problems.

1) Unpack this into your UrbanTerror directory (say yes to overwrite files):
http://www.mydevstuff.com/twoseven/q3mods/ut_bumpy_pack.rar

If you can't unpack it and you run Windows, you can download and install 7-Zip for free.
http://download.cnet.com/7-Zip/3000-2250_4-10045185.html?tag=mncol;1

2) Run iourbanterror42_bumpy_v7a.exe.

3) You may have to change the hunkmegs to 256 or 512. To do this, drop the console and type:
/com_hunkmegs 256

4) If the map crashes while loading, you'll need an additional .pk3 in your q3ut4/ dir. The file is 'zpak000_bumpy.pk3' and is located in our TS3. (Right click on Uploads in Techy Town and select Open File Browser.)
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Bumpy info:
http://forums.urbanterror.info/topic/11414-bumpmapping-modifications-enthusiastic-mappers-required/

ut4_glug dev thread:
http://forums.urbanterror.info/topic/22965-ut4-glug-rc2/

720p is best for effects:




Re: ut4_glug_v1 testing feedback
Boogie Knight, Sun Nov 21 2010, 07:24PM

Looks great mindriot! I'm not too sure about the really dark areas. Could another player be visible there?
Re: ut4_glug_v1 testing feedback
mindriot, Sun Nov 21 2010, 08:04PM

Yes the players will always be visible. That's just how the engine is even in dark areas. A little light in some areas is probably needed.
Re: ut4_glug_v1 testing feedback
deleted-user, Sun Nov 21 2010, 10:17PM

What the videos look like on my client.
1290399424 1431 FT42071 Shot0001
Re: ut4_glug_v1 testing feedback
DankRider, Sun Nov 21 2010, 10:54PM

Water is Radical




1290401630 791 FT42071 Shot0006

1290401630 791 FT42071 Shot0009

1290401630 791 FT42071 Shot0007
Re: ut4_glug_v1 testing feedback
BanMe, Mon Nov 22 2010, 09:56AM

Map looks pretty awesome. I wish there were more effects when you went under the water though
Re: ut4_glug_v1 testing feedback
xyster, Mon Nov 22 2010, 10:43AM

I like it. I want to game on it, and see how it plays. After I got the bumpy working for it, textures were awesome.
Re: ut4_glug_v1 testing feedback
BanMe, Mon Nov 22 2010, 11:59AM

Quick side note on the bumpy client. If you are going to use this to play make sure you set r_dof to 0. Otherwise its really hard to see people at a distance. The bumpy client actually raised my FPS from about 105 to a solid 125
Re: ut4_glug_v1 testing feedback
mindriot, Tue Nov 23 2010, 12:46AM

Please test this map at anytime on a protected server and post feedback here. Thanks for the help.
Re: ut4_glug_v1 testing feedback
deleted-user, Tue Nov 23 2010, 02:53AM

Seems kind of lopsided with having blue start so far from their flag/the game play. Moving their flag back to the 'transport-in' room might make it more fair.

It takes some doing to learn the routes from the flags. All maps 'suffer' from that. But maybe some kind of maps at the spawn points would help...I don't know.

I love the concept for the map. I immediately recognized the 'star trek'-ish engine/generator room and the pentagonal (or whatever they are) storage boxes.