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Pre SG 1.0 archive

Alamo (release candidate) is now available for tester ;)

Postby Joe Kari » Sat Jun 21, 2008 1:49 pm

Hi !

You can download the new version of Alamo !
This is the release candidate ;)

Here is the links :
wq3public/downloads/beta_testing/maps/joekari_pack1.zip
Then just extract the archive to your mod directory.


PLEASE NOTE : It is really boring, but when I have released my previous beta, my pk3 was named "_alamo.pk3"... on most file browser (including Windows Explorer) this file come last, but in Q3, this file come first, so I have made an irritating error when I have named my first beta _alamo.pk3, YOU MUST ERASE THIS FILE, or it will conflict with the new one. I'm really sorry for this mistake...



Tequila has already updated his test server, I hope you will enjoy my very first map ! ;)
Last edited by Joe Kari on Sat Jun 21, 2008 2:25 pm, edited 1 time in total.
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Postby Clintstone » Sat Jun 21, 2008 2:20 pm

Hi Joe Kari,

how very, very cool! It's on its way to my harddisc and will be thoroughly tested :) Thanks for your contribution! :P

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Postby Hellrider » Sun Jun 22, 2008 4:17 am

I can't wiat to play the new map . Thx joe kari :wink:
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Postby ChainLightnin' » Sun Jun 22, 2008 6:11 am

Well, I was going to comment on all the cool things in this map, but there are so many! So, I will just say, fabuleux! :D
Well...Mr. Chain Blue Lightnin' hisself..heh, heh!
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Postby Tequila » Sun Jun 22, 2008 12:14 pm

Hi Joe,

after I just entered Alamo I got this message in the console:
Shader textures/joekari_q3map/shadowcaster_100 has a stage with no image

I don't know what this means... any idea ?

Maybe, 'cause of my testing binary... can someone confirm that message ?
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Postby Joe Kari » Sun Jun 22, 2008 1:36 pm

Hi !

First, thanks a lot for all your comment !
I'm really glad to have done something for this nice game ;)
And I love this nice community !


@ Tequila :
Don't worry with this shader, it has no image because it must be invisible. It's a sort of bug I have exploited to perform a specific task.
If you have some mapping knowledge, perhaps you know that invisible shadowcaster brush are usually made of "Nodraw-Nonsolid". But when a player is inside a nodraw-nonsolid brush, all entities become invisible (doors, breakable, other players, etc).
That was really boring. So I have experimented many many things until I found the perfect tricks : use a shader that have a stage without image. It confuses q3map2, expecting an opaque brush (q3map don't care about what is inside a stage) it will cast shadow on other brush... But at runtime, because nothing have to be done for this brush, the renderer simply skip all shadowcaster poly.
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Postby Tequila » Sun Jun 22, 2008 2:52 pm

Yop, I'm not a mapper so don't really understand :P

But you know that's not a problem so this is ok for me ;)

Then I just found something strange. There seems to have something blocking player in a point near the armor stand. I attached to screenshot where I was blocked trying to go forward. If you try to pass the same point in the backward way, it seems not to block.
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Postby Pardner » Sun Jun 22, 2008 4:19 pm

Looks good Joe! I am un able to download it due to my dial-up internet connection (24Kbps). I'll see what I can do about getting it downloaded and played.

EDIT: after seeing haraldx's response to the news post, I was wondering why this map was released to only the SA testers? I'm guessing that your map does not use the new directories. So non-testers will be able to play it. I know that the pub servers will not have it, but non SA testers could test it against bots at least. Just my thoughts, your choice anyway.

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Postby Joe Kari » Sun Jun 22, 2008 11:19 pm

@ Tequila :
Sorry, I can't reproduce it... I don't hit anything invisible in this area...

@ Pardner :
Yes, non-SA player can play my map ;)
I was planning to restrict my map one full week to beta-tester, and then if no problem was found, allow non-tester to download and play it. And I hope most of admin will include it to their server ;)
Should be nice for player to have a new map, to keep them around until the SA come out :D
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Postby L3th4l » Sun Jun 22, 2008 11:34 pm

@ Joe Kari

Just remember when you are ready to release it to the public, let me know. It has to be uploaded to a different server for public downloading.
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Postby Tequila » Mon Jun 23, 2008 10:20 am

Joe Kari wrote:@ Tequila :
Sorry, I can't reproduce it... I don't hit anything invisible in this area...


I should have tried that some time to understand how to reproduce. I just tried again and nothing seems blocking now... Is there invisible entities in that area ?
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Postby Joe Kari » Mon Jun 23, 2008 11:35 am

@ L3th4l : Okey ;)

@ Tequila : No there isn't anything in this area...
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Postby DeUgli » Mon Jun 23, 2008 7:30 pm

I was surprised and delighted to see the flying bird (a vulture?). I don't remember seeing one of those in a Quake engine game, only in Unreal.
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Postby Joe Kari » Tue Jun 24, 2008 2:31 am

It's an american eagle ;)
I have already seen bird in Q3 engine (maybe in Urban Terror), but they was boringly turning around a perfect circle. I have added some "derformVertex" to the shader to make its move more natural and unpredictable.
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Postby ReD NeCKersoN » Tue Jun 24, 2008 6:58 am

Breli had one in an early version of Backwater if I recall. Not sure why he eliminated it. I've seen them in other q3 engine games too, but I think Joe's looks the nicest that I've seen so far.
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