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Re: 20th Anniversary of Trescom Community Level

Posted: Fri Mar 25, 2022 3:01 am
by Draconisaurus
Argh. I can't really test it since I don't experience the crash, but I'm gonna claim now and only make a redo of the area, then people can test it.

Re: 20th Anniversary of Trescom Community Level

Posted: Fri Mar 25, 2022 3:57 am
by TheIdiot
Ohhh crap. Let's not be too hasty, Draco - TresGuy, can you download an older version of the level and test that area to see whether it works for you on versions before the waterfall, or if not what version of the level it is that causes instability here? We need to get this problem ironed out and solved before we add anything new so that we can try and provide as stable a level as possible for everyone.
I just tested it on my end and didn't experience any instability. Can anyone else reproduce this issue?

Re: 20th Anniversary of Trescom Community Level

Posted: Fri Mar 25, 2022 4:09 am
by Draconisaurus
Guess I should've been more specific. Tomorrow I am reverting to the previous version, and redoing my pass from that. Much lower detail stream terrain for one thing.

Re: 20th Anniversary of Trescom Community Level

Posted: Sat Mar 26, 2022 5:36 am
by TrespasserGuy
Ok so we've solved my crashing problem, so I'm going to continue editing now, will post the next version in the coming days.

Re: 20th Anniversary of Trescom Community Level

Posted: Sat Mar 26, 2022 7:55 am
by tatu
For anyone interesting: The crashing was a result of low memory settings in the INI (the default CE ones). Increasing them resolved the issue. The crash was probably a result of the town having a lot of high-poly buildings along with everything else around it. :)

Re: 20th Anniversary of Trescom Community Level

Posted: Mon Mar 28, 2022 1:21 am
by TrespasserGuy
NEWEST VERSION: https://www.mediafire.com/file/sh349rnk ... y.zip/file

Get it while it's hot!

Re: 20th Anniversary of Trescom Community Level

Posted: Mon Mar 28, 2022 2:02 am
by MinePass
Nice, will be getting to work.

Re: 20th Anniversary of Trescom Community Level

Posted: Mon Mar 28, 2022 3:03 am
by TheIdiot
Alright, things like rather interesting thusfar. Do we know exactly what the endpoint of this level will be? I feel like we at least need to have an idea of where the player needs to go and what needs to be done in order to win the level at this point. Are we doing the "TresCom Birthday Party" idea? That's definitely my choice for an ending.
Also, I can't help but notice that there are an awful lot of ideas currently out there for this level, but most of them have not been implemented. I suggest we set aside those ideas for now and simply continue to add areas as we feel rather than let these ideas dictate the design of the level - otherwise, as I've said before, I fear we will end up with a level filled by incomplete ideas or rushed areas in order to accomodate actually have something properly playable. I found it a lot easier to work on when we were just making up areas as we went rather than having things more heavily planned out...in fact, I don't even know what to work on at this point when I get a turn with the level because I worry about building something in a spot that has already been designated for something else. :?

Re: 20th Anniversary of Trescom Community Level

Posted: Mon Mar 28, 2022 3:21 am
by Draconisaurus
One point comes to mind. Feel free to ignore the design specs in order to cultivate creativity. Just because it's written doesn't mean it's final.

There has been a steady trend going on for a while, that certain areas are focused on by different modders. It occured organically and seems to be working well. MinePass does the Harbor, TrespasserGuy has a lot going on with the cave and Aviary, and with the monorail-to-bunker space. Everyone shares the town. Mike made the TSOrd park. Deadeye is contributing to the Harbor with his warehouse model. TresGuy cleans up stuff. I have a couple areas I focus on like the lava.
Writing it out, there does seem to be more variation than I thought, in who does what. That's a good sign, means it shouldn't be disruptive for people to work on each other's areas. At the same time, TheIdiot, I think you ought to pick a location and develop it over the course of several passes. Maybe a natural spot with some unique AI scripting.

Re: 20th Anniversary of Trescom Community Level

Posted: Mon Mar 28, 2022 3:44 am
by TheIdiot
We shall see how things develop. I have an idea for an area you and I discussed which I might build in a different level for now and import later soas to stay out of the way.
At the moment I'm too slow to even claim the level, you guys are quick at snatching this thing up! :P

Re: 20th Anniversary of Trescom Community Level

Posted: Fri Apr 01, 2022 3:44 am
by MinePass

Re: 20th Anniversary of Trescom Community Level

Posted: Sun Apr 03, 2022 11:54 pm
by Draconisaurus
Alright, going to claim it for now. May only do a little work.

Re: 20th Anniversary of Trescom Community Level

Posted: Wed Apr 06, 2022 12:36 am
by Draconisaurus
Alright, done with my pass. Have developed an area called "Stone Valley", it's the first stop when using TNEXT. Also imported the SiteC lighthouse for MinePass. Nothing else major, and it was kind of nice that way.

https://www.mediafire.com/file/9uhd6e8p ... 6.zip/file

Also, so we don't forget - the base files. https://www.mediafire.com/file/foxku1ip ... 22.7z/file

Re: 20th Anniversary of Trescom Community Level

Posted: Wed Apr 06, 2022 1:19 am
by MinePass
dibs

Re: 20th Anniversary of Trescom Community Level

Posted: Thu Apr 07, 2022 3:17 am
by MinePass