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Fan Mission: St Alban's Cathedral [updated] version 1.6 (13/03/2011)


Bikerdude
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I may update it again for 1.05 at some point, so hang fire on the wiki update.

 

Oh this has been updated.. The ingame downloader does not give the new version.

Clipper

-The mapper's best friend.

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Stopped playing the mission since it felt too bugged.

 

I noticed there were some spots where some doorways were leaking so that the skybox is seen. Caulk textures used in wrong place?

 

Few examples:

the sewers where the player goes initially down. When looking upwards the sewer shaft spills skybox.

 

Very big issue in the part of the sewers where the player goes from the sewers to the tavern/inn cellar.

 

Hmph, I pretty sure they weren't bugged when I first player this. Odd. :(

Clipper

-The mapper's best friend.

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Sotha, these arent bugs, its design limitation

 

The tunnels have noclipmodel and the brush parts of the tunnel/s have caulk, so at certain angels the player can jump or move and see through the patch parts of the tunnel. The reason the patch parts got nocliped was in an effort to fix the walking through water sound, but it never totally fixed it, I see the only way to do right would be to enlarge the tunnels (a shit load of work).

 

The doorway issue isn't sky box its random caulk thats I missed, which as a mapped I am sure you understand. Working on a map for ages, then updating its gets wearing I was bound to miss stuff. So ignore the 'features' and carry on playing.

 

When I redo it, the town section will be redone Melan style (aka rttc/fauchard). I may even ask for him to help me out on that.

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I will sure be interested in any changes you make to this one but I must admit that I've always liked the city section even as far back when it was a standalone before being merged with the cathedral.

 

I will humbly request that you retain as many of the iconic visual features of the current city version as possible.

 

Also (Since I've studied the topic), I am now dying to know how a "light carve" dmap of this one would perform (and how huge it would be)...

 

dmap lightCarve stac16.map

 

(if you are interested). ;)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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It automatically cuts the map up per light volume.

 

A lot of early Doom3world mappers reported major speed boosts with it but it makes your map HUGE because it cuts polys all over the place.

 

If you have already split large surfaces with lots of lights with texture tricks or trim then you might not see any real boost but it would be interesting to compare... Man verses Machine thing. :ph34r:

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I really enjoyed the mission, considering that I've seen a lot of it closely in the editor.

 

 

What were the turnwheel and sign on the cathedral ceiling about? I finished the map but I have no clue what it did or what the latin text meant. What did I miss?

 

 

And what do you mean by rebuilding the streets? I think they are great as they are. Wouldn't it be best to build something new?

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I don't have a highend machine (Radeon 4650, 2.8 Ghz Core2Duo) and I never noticed the framerate falling beneath 30. We would all benefit much more if you built a totally new map. :)

 

The spoiler was a question addressed to you, Bikerdude.

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It failed on a Malloc Error.

 

I apologize if I've asked this before but are these values present in your DoomConfig.cfg ?

 


seta image_usePrecompressedTextures "1" 

seta image_useNormalCompression "2" 

seta image_useAllFormats "1" 

seta image_useCompression "1" 

seta image_preload "1"

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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My DoomConfig.cfg

 

seta image_usePrecompressedTextures "1"

 

seta image_useNormalCompression "0"

 

seta image_useAllFormats "1"

 

seta image_useCompression "1"

 

seta image_preload "1"

 

Yep, you gotta change that

 

seta image_useNormalCompression "0"

 

to

 

seta image_useNormalCompression "2"

 

Currently the game is not compressing some texture things and that eats your memory.

Clipper

-The mapper's best friend.

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